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LB "Prince of Persia" Walkthrough Table of Contents: 0. LB "Prince of Persia" Walkthrough Home 1. Introduction and Tutorials 2. Entering the Fortress 3. Activating the Water Tower 4. Activating the Mechanical Tower 5. Get Off the Island 6. 2nd Chance, Mask of the Wraith 7. Final Bosses 8. Review 9. "PoP:WW" Strategy Guide Updates PoP: Warrior Within Printable PDF Walkthrough* *Purchase required to print guide |
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Upon arriving in the Past you'll gain RECALL. This power allows you to rewind time about 5 seconds. This is useful if you miss a jump or are killed by an enemy. You can activate it with your Rewind/Slowdown-Button. In order to use a Recall, you have to have at least one Sand Slot full. Sand Slots are the yellow circles inside your Life Meter. Currently, you have 3 full Sand Slots. To refill them you can either break open jars and containers which may or may not have Sand inside or you can kill enemies in creative ways which will earn you Sand. The Half-Moon Power Timer, also inside your Life Meter, shows you how much time you have to use your Recall.
Go up to the SAVE FOUNTAIN - FIRST STEPS IN THE PAST and save. Also, pull out your map and see that it has been updated. Your goal at this point is to Chase the Girl in Black.
GOAL: CHASE THE GIRL IN BLACK
Go through the water door and you'll be faced with your first traps. Get used to these. Time the poles and run by them. Then, when the saw blade on either side of the wall is at about your level, Wall Run by it. Kill the Demon.
Here, you are faced with a choice, go forward through the obstacle course or go up to the right, to the upper balcony. FYI, this is the area in the Present where you fought the Crow Demon. Anyway, the path to the upper balcony to the right is fairly worthless until you earn the ability to slow time. Therefore, go through the door in front of you and face the obstacles.
It's easy to run by the first two poles, then roll under the horizontal pole, roll through the next two poles and you'll reach a SAVE FOUNTAIN - FIRST STEPS IN THE PAST (2). Save. Go forward and face the two Shadow Wraiths (my name for them). Shadow Wraiths are easy to kill but tough to catch. They move around a lot. Keep up with them by rolling to them. Once you attack, don't relent until they die.
Go up the long staircase leading to the Fortress and kill the enemies at the top.
Upon reaching the top of the stairs you will be in Central Hall. Roll by the Spinning Blade making sure to roll in the same direction as the blade is spinning. Then, jump across to the ledge. Jump up two ledges, shimmy to the right, then hop down and jump to the hallway. Kill the Demon then roll by or Wall Run past and over the two Spinning Blades.
Now on the balcony, go through the red curtain. Jump the gaps while avoiding the poles then go down the Ladder. Kill the Demon then wait for the two horizontal spinning poles to be at their highest and Wall Run along the left wall past them. Get onto the next Ladder and wait for the three horizontal poles to open up and slide down through them. From the bottom of the ladder, jump to the ledge and Shimmy to the right. With your back to the next Ladder, jump to it and slide down.
Kill the two Demons at the bottom and go through the hallway running so as to avoid the floor spikes. You'll get to a SAVE FOUNTAIN - CHASING THE GIRL IN BLACK.
For this next obstacle, wait for the horizontal pole to reach it's lowest point then start rolling forward. The spikes won't hurt you and you'll go under the pole. Next is a set of three spinning poles. Simply wait for the right side one to go by you then sneak in past it and go forward.
In this room you have a mixture of Demons, a Shadow Wraith, and a new enemy, Red Ninjas (my name for them). Kill them all.
Kill the Demon, cross the beam and kill the next two Demons. Face back from where you came and find the Bar on the right wall. Jump up and swing to the next Bar. From this bar, you'll swing, hit the wall, and jump from the wall, all in one motion. You'll land on a small beam from which you can side-Jump to the next balcony. Fight the Red Ninja.
From this balcony, look out over the room. You'll see some sun shining down on some beams. Jump over the railing of the balcony and jump to the beams behind you. Walk along the beams and side-Jump to the next balcony. From this balcony, locate the Red Curtain and hop over the railing and jump to the Curtain and ride it down about 3/4 of the way at which time you'll jump from the Curtain and land on a lower balcony.
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From this balcony, once again, jump to the beams toward the center of the room and follow them. Finally you'll see the Hanging Switch! Walk out onto the beam and a Red Ninja will appear. Jump when she attacks then attack and knock her off. Before you jump to the Hanging Switch, jump to the platform to the right to find an ARTWORK TREASURE CHEST (4). Then, jump up to the Hanging Switch. Drop back to the beam, walk out onto the small beam sticking out and jump to the Red Curtain and slide down. If you like, you can get one more ARTWORK TREASURE CHEST (5) by Wall Running to the left from the exit door below the Red Curtain, then turning left.
The exit door is now open. Go through. Go down the stairs. Drop down and hang onto the ledge and line yourself up with the red curtain below. Drop down and ride it almost to the bottom and then jump. You'll end up on a small beam. Jump the remaining beams and be careful to note that the jump from the last beam to the floor is a spiked floor so keep moving once you land.
(Note: There is also an ARTWORK TREASURE CHEST (6) at the base of the stairs, on the right after you enter the room.)
Turn the corner to find a SAVE FOUNTAIN - A DAMSEL IN DISTRESS. Save and break open the pottery nearby and hope for some Sand if your Sand Tanks aren't full.
Enter the next room for a cutscene between Shahdee and a yet-to-be-identified lady in red.
Boss Fight - Shahdee
First and foremost, you must not let Shahdee step on the hands of the lady in red. This is pretty easy to do as long as you keep Shahdee engaged. You fought Shahdee before, on the boat. The same basic principles apply. Roll or block when she attacks and then get in a few good swings. Back off and repeat. If you and her get your swords locked up, rapidly tap your Attack-Button which will cause her to go backwards. You can get a good five or so slashes in after this happens. Again, patience is the key. Roll, dodge, block, attack. Repeat. I died a good 8-9 times before I defeated her.
After Shahdee is dead you'll talk to the lady in red. She'll get away when the ceiling collapses. You have a new goal.
GOAL: REACH THE HOURGLASS CHAMBER
LIFE UPGRADE 1
First, however, it's time to get your first Life Upgrade. Go up to the altar area where all the candles are. Go up to the altar statue and hold your Wall Run-Button. This will make you grab the statue. Pull it out. This will raise a door behind the altar. Go through the door.
Backtrack out and when you get to the altar again, look for the ARTWORK TREASURE CHEST (7) on the left. OK, time to get out of here. Facing the altar, look to your right to find a rock ledge. Jump up to the rock platform and jump to the ledge along the wall. Shimmy and jump to the bar, swing up to the right square column ledge then jump across to the left square column. Shimmy around, jump to the Bar, then wall jump up to the next Bar, turn around and swing up to the ledge. Wall Run up to the hanging Rope.
To swing on a Rope, hold down your Wall Run-Button. When you are ready, hit your Jump-Button to release. Remember to continue to hold down the Wall Run-Button when you do this so that you'll continue the momentum to the beam. From the beam jump to the landing and you'll find a SAVE FOUNTAIN - FATE'S DARK HAND. Break the jars for some Sand.
From the Fountain, go to the broken bridge and hang off of it. Line yourself up with the beam below. It is a tad hard to see, but it's below you. It's also rather difficult to line it up, but you just Saved so you're OK. To line it up properly, note the small flat area where you are hanging (as opposed to the rest of the curved ledge), and drop from there. From this beam, jump the gap to the beam across from you. Then, shimmy around, walk out the next beam/statue support, and, if looking out over the room, jump to the ledge on the left wall.
From this ledge on the wall, jump to the Bar and to the next beam and make your way up the wall ledges. At the top, jump up to the recessed (black) wall ledge and shimmy over to the balcony and pull yourself up. Here you will find two fallen rock ledges. Get on to of them and find the Rope that is hanging down. Wall Run up to the Rope. DON'T SWING. Climb up the Rope and jump from the Rope to the Hanging Switch.
This will close the shutters blocking you from being able to Wall Run to the next balcony. Still hanging from the Hanging Switch, turn around and jump back to the Rope. Slide down then Wall Run to the next balcony where you can reach another Rope. Swing to the next balcony where you'll find a Red Wall Switch that activates the floor spikes under it. You can use this on the four Red Ninjas you are soon to face. Head into the small round room and fight the four Red Ninjas. You can try to lure them to the spikes but if you're not having any luck doing it then the key is to try to focus in on them one at a time. The quicker you can weaken their numbers, the better.
When they are defeated, Wall Run up to the ledge in the small round room. Go up the ledges and Jump to the Bar. Work your way up the Bars and Jump to the spike floor hallway/alcove. Wall Run up to the ledge to avoid the spikes and work your way up to the Bars. Note the horizontal blade pole above you. Swing and wall jump to the Bar above. When the spinning pole is away from you, swing and jump to the ledge and shimmy to the left. As long as you are hanging, the pole won't bother you. Shimmy all the way out on the ledge and get ready to jump to the ledge across from you. When the pole passes over you, going to the dead-end quickly climb up onto the ledge, jump across to the other ledge, and then drop down. You'll have enough time before the blade pole comes back. Shimmy around and climb up into the hallway.
This hallway has two saw blades and two ropes, a set on each side. Wall Run along the right wall and grab the Rope. Jump across to the other Rope and swing your way and Wall Run past the next blade. In this hall, get in-between the two moving poles and carefully walk through.
Congrats! You have found another Warp Room. Enter and save at the SAVE FOUNTAIN - FATE'S DARK HAND (2)
To activate this Portal, you need to activate the four switches in the right order. You can figure this out on your own by noting if the red switch stays lighted after you hit it. Or, I can tell you. Facing the Portal itself, the sequence is Far Left, Near Left, Near Right, Far Right.
Step into the Time Warp Portal. You will gain the EYE OF STORM. This is allows you to slow down time making it easier to get through timed doors, get through timed traps, or deal with normal traps. To activate it, tap your Rewind/Slowdown-Button. Tap it again to turn it off.
You just used the Portal. You are back in the Present. Go ahead and use the SAVE FOUNTAIN - FATE'S DARK HAND (3). Exit the Warp Room and face the first trap. Run along the right wall when the nearest pole touches the right wall. Next, make your way down the very passage that you just climbed up when you were in the Past. Do this by dropping down from ledge to ledge, doing a Wall Run across the gap, and continuing to drop.
When you reach the floor you'll get a Tutorial for your Eye of Storm, slowing time. Wait for the floor switch to deactivate then step on the red floor switch and tap your Rewind/Slowdown-Button to activate Slo-Mo. Run to the door and roll under. You'll face two Demons. The switch on this wall simply operates the door from this side. When the Demons are dead, hop down.
Attack the Demons and a few Red Ninjas will join in. You can toss the enemies off the ledge or you can fight them. When they are dead go toward the large door covered in rubble and hop up the ledge to the right. You'll get a quick cutscene of where you have to go.
It is here that you will learn the Wall-to-Wall jump. Start by Wall Running up either wall and then before you flip off, Jump. When you hit the other wall, hit the Jump-Button again. You'll then grab onto a ledge. Continue this pattern up until you see a beam that you reach. Shimmy around to line up with it and jump to it. Then, jump to the hallway.
In front of you is a SAVE FOUNTAIN - FATE'S DARK HAND (4).
Head down the hallway, cross the gap and exit outside. You'll see a cutscene of Dahaka and he's going to chase you. Egad! Sepia tone! You need to run away from Dahaka. Run along the path and Wall Run across the gap, quickly jump to the Bar, swing to the next Bar, and then to the balcony where you'll automatically roll through the small hole. You are safe for the moment.
Break the barrels, go up the stairs, kill the Demon and exit back outside by dropping off the ledge. You are on an outdoor balcony. There is a Column that you need to get to. You'll need to Wall Run along the wall then jump from the wall to the Column. You can see scuff marks along the wall showing you the path. From the Column, jump to the balcony near the waterfall.
Go into the next room. You'll see a tempting Red Curtain. Don't use it. Instead, hop over the railing and drop down to the platform below. Wall Run across the gap and you'll grab the ledge. Shimmy around and drop down. (If you did take the Red Curtain down simply go up the bowl-shaped rock sculpture then Wall Run up the square column. This will put you where you need to be).
Once you drop down on the other side of the foggy gap, the Dahaka will once again be on your tail. Immediately start running. Do a Wall Run along the right wall across the gap and run a little further. You'll get a quick cutscene alerting you to the fact that the Dahaka can't cross the water door. Good to know.
Save in the Warp Room and then enter the Portal to head back to the Past.
You are back in the Past. Go through the traps and exit into the first room. You'll get a cutscene of a Sand Wraith throwing an Axe at you. He'll go away. You have to get up to the Red Wall Switch to open the door. You've done this before. Find the Column, climb it, jump to the large square column, and up to the balcony, Wall Run over the switch and take the Red Curtain down and go through the door.
Remember earlier when you were faced with the decision to go forward through the obstacles or up to the upper balcony on the right? Time to up to the upper balcony in order to find Life Upgrade 2.
LIFE UPGRADE 2
You'll have several obstacles to face with the new addition of the crusher rocks that slide out to smash you. You do have the ability to Slow Time now, so use it to get through the traps easily. You'll soon reach the second Life Upgrade!
Backtrack out, activate the Red Wall Switch to open the grate on the small hole and roll through. In front of you on the balcony next to the staircase is an ARTWORK TREASURE CHEST (8).
Head back down the stairs and go through the obstacle room heading to the large staircase leading up to the Fortress. Go up the Fortress stairs, and either fight or run by the enemies at the top. Roll under the spinning blade and jump to the ledges, make your way to the right, drop back down and jump to the hallway. Avoid the next two Spinning Blades and enter Central Hall.
Run past the four Demons (or fight them) and jump the gap in the bridge. At the base of the now open door and staircase, there is a SAVE FOUNTAIN - HELPING HAND.
Go up the stairs, roll under the first to blade poles and then past the spinning blade. To get by the moving horizontal blade poles wait for them to both be right in the middle and start your Wall Run. Next, go by the spinning blade and you'll be faced with a large gap and two horizontal blade poles in the distance. You need to Wall Run along the left wall, jump across to the ledge on the right wall and quickly drop down to avoid the blade pole. Start your Wall Run when the lower pole is nearest to you. You are now hanging on the right wall. Shimmy to the end of the ledge. As soon as the pole passes over you, quickly climb up and then up again so that you are now standing on the upper ledge. Shimmy toward the upper pole and as soon as the lower pole passes under you, going away from you, drop down and shimmy to the end. Drop down to the hallway. You could've used a Slo-Mo here if you wanted. Next, you'll see two spinning blades. Wall Run past the first one, then roll by the second one. Go up the stairs and roll by your final spinning blade in this series of traps.
Go up the Ladder. Jump across to the Weight Switch, drop down and roll under the door or use a Slo-Mo to make it easier.
Congrats. You have made it to the Hourglass Chamber. The lady in red is here. You'll talk about the sands and the timeline, etc. She tells you about the two towers that you need to get to: The Mechanical Tower and the Water Tower. She gives you the SERPENT SWORD. This is an upgrade and serves to activate access to the towers.
Go up the dual staircase and save at the SAVE FOUNTAIN - THE KEY AND THE LOCK. Find the ARTWORK TREASURE CHEST (9) to the left of the staircase.
Exit back out using the Weight Switch. Backtrack through all of the traps and re-enter Central Hall.
Save at the Save Fountain and then jump the gap and run past the central part of the bridge to the round brown switch sticking up from the ground. You'll see a cutscene and you'll plunge your Serpent Sword into the switch thus raising a Rotating Switch.
This Rotating Switch gives you access to four areas: the Hourglass Chamber you just came from, the Water Tower, the Clock Tower, and a Life Upgrade. First, you'll go after the Life Upgrade.
LIFE UPGRADE 3
Rotate the Rotating Switch 180 degrees, so that it points toward the Save Fountain. The gap in the bridge will fill in and you'll have access to the lower door to get the Life Upgrade.
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The first trap is easy to get by if you simply run down the middle of it with a little swerve here and there. Roll by the Spinning Blade. You are now faced with a tricky stairway with three horizontal blade poles. If you want to use a Slo-Mo, do so. However, if you time it so that the pole nearest you is at its furthest from you and the pole furthest from you is at its lowest, you can do a Wall Run along the right wall, right over all the poles. Run to the end and you'll earn a Life Upgrade!
Backtrack to the door, go left and onto the platform and jump across the water to the platform across from you. Do a Wall-to-Wall jump up to the main bridge and go to the Rotating Switch.