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Prince of Persia 3: The Two Thrones Walkthrough and Strategy Guide
> Part 1: Introduction, Enemies, Gameplay Basics, etc.
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Welcome to the Lunabean Prince of Persia 3: The Two ThronesTM Walkthrough and Strategy Guide. This is the third and final game in the current Prince of Persia storyline and it is the third Prince of Persia walkthrough we have written. Due to this fact, we have some good knowledge about how to approach the game and have figured out some common terms that you should get used to as they will be used extensively in the guide. This guide is based on "Normal" difficulty. The guide is organized based on Save Fountains.
The only main differences in this game as compared to last are the Dark Prince's weapon, the Speed Kill System, and the Detection System (pretty much ripped from Ubisoft's Splinter Cell games. Don't worry about these things now. We'll get to them in due time. For now, read the common terms so that you have a feel for what we'll be describing in the walkthrough.
Directional instructions, like, "Wall Run the right wall," are always in reference to the Prince. That phrase means to put the wall on your right side and Wall Run it. If you are hanging down from a ledge and the guide says, "Shimmy to the left," that means to the Prince's left. This is consistent throughout the guide unless otherwise specified.
Run - Pretty self-explanatory. Simply run in the direction you want to go.
Jump - Use your "Action" button to jump.
Climbing - You'll automatically climb any object that you can. Otherwise, you may have to jump up to an obstacle and then hit your "Action" button to climb up or Vertical Wall Run up to a ledge and then climb up.
Wall Runs - There are two different types of Wall Runs in this game: Horizontal and Vertical. The horizontal Wall Run is when you run along a wall. The Vertical Wall Run is when you run directly up a wall. Anytime you have to do a Vertical Wall Run, we'll specifically say, "do a Vertical Wall Run." We will never tell you to do a Vertical Wall Run without using the term "vertical".
That being said, since you have to do so many horizontal Wall Runs in the game, by default, horizontal Wall Runs will be referred to as "Wall Runs". For example, if we say, "do a Wall Run," that means it's a horizontal Wall Run.
While doing either Wall Run, you can jump. For example, there are often cases where you'll have to do a Vertical Wall Run and then jump to a pole or beam behind you. You can also integrate attacks into Wall Runs.
Shimmy - This is the term we use to describe movement while hanging from a ledge. For example, we might say, "Jump to the ledge, drop down to hang from it, and then shimmy to the left until you can go no further." Granted, it's not a technical term, but it will be used consisently to avoid confusion.
Ledges - This is the general term to describe any ledge in the game. Ledges can be found along walls, on some square columns, or at the edge of gap. There are also recessed ledges in walls that you can hang from In general, you can hang from ledges or walk along them. Recessed ledges only allow you to hang.
Columns - Any column, be it circular or square. This is always a vertical structure. You can climb onto, rotate around, and jump from circular columns (you can also do attacks using them). The square columns will often have a ledge for you to jump to or hang from.
Ladders - Approach any ladder and you'll automatically climb it. Jump to any ladder and you'll automatically grab onto it. When on a ladder, you can easily move to one side or the other of it by pushing your control stick in that direction.
Beams - There are literally hundreds of beams in this game. We'll be using the general term "beam" to describe any beam (wooden or stone) that you can walk on or hang from. In general, we'll tell you if the beam is a wooden beam or a stone beam to alleviate any confusion. You can jump from beams by pushing your control stick in the direction you want to go and then hitting your "Jump" button. Near the end of the game we'll be using the term: "L" beam. This refers to a beam that is in the shape of the letter "L".
Please note that there are many beams that only span a little ways out from a wall or are part of another, larger beam. When describing beams that do not span the entire length of a wall, for example, we'll use terms such as "jump to the half-beam" or "jump to the half-beam which is perpendicular to the full beam". We'll also use the term "partial beam" to describe these half-beams.
Poles - Poles are used to describe anything that sticks out from a wall or column that you can swing on. They will always be horizontal (or parallel) to the ground. We will never use the term "pole" to describe a "column" and vice versa. Hold your "Special Action" button to swing around and around on the pole and then hit your "Jump" button to jump from it. To change direction 180 degrees while on a pole, wait until you stop swinging and then move the control stick in the opposite direction you are facing. New to this game is the ability to climb up onto poles. To do this, while hanging, push your "Climb" button (same as your "Jump" button). You will climb on top of the pole.
Close Walls - Also new to this game is the ability to jump in between walls that are close together. You'll automatically do a split (again, a Splinter Cell move) and will remain in this fixed position. You can slide down, climb up, or turn 180 degrees while in this position.
Platform(s) - This is a very general term to describe a small flat area, usually in the shape of a square and not attached to any other platforms (or else it'd be a Balcony). One example is in the very first area when you start the game, the wooden structure that you climb up, well, you're on a platform. After that, you jump to several other platforms. We'll let you know if the platform is wooden or stone. A platform usually stands on its own or sticks out from a wall.
Landing - Pretty much interchangeable with "Platform".
Balcony - As opposed to a platform, a balcony is usually larger and may span an entire wall or go around an entire room (it is essentially just the flooring of an upper level). It will always be elevated from the ground floor. It is also usually part of the architectural features of a room...like it belongs there.
There is a fine line between platforms and balconies, so cut us some slack.
Curtain or Red Curtain - Curtains are red. They are actually more like long, narrow wall tapestries. Usually you'll do a Wall Run to them and you'll automatically pull out your dagger and slide down the curtain. While sliding down a curtain, you can jump from it.
Diagonal Rebound Shutter or Rebound Shutter - Also new to the game are diagonal rebound shutters. They look like an open shutter sticking out of the wall. Often, you'll encounter these while doing a Wall Run. When you get to it, press your "Jump" button and the diagonal rebound sign will give you an extra push and will send you in the correct direction. If there is an enemy that you can Speed Kill from the Shutter, instead of hitting your "Jump" button on the shutter, hit your "Speed Kill" button to begin a Speed Kill.
Floor Switch - Pressure sensitive floor plates, called Floor Switches. Step on them to activate them. You usually have a limited amount of time to get through the door it opened before the floor switch resets.
Wall Switch - Same as the floor switch, just on a wall. You'll either do a Vertical Wall Run or a Wall Run to it.
Dagger Switches - These are wall units which require you to Vertical Wall Run and then plunge your dagger into it. Your weight will cause the switch to activate as you ride the switch back down. This is usually required to open a door or move a block.
Rotation Switches - These units are on the ground and have a pole sticking out from them. Go up to the pole and press your "Action" button to grab a hold of the switch. Then, move forward or backward to rotate the switch.
Demon Stone Switch - As the Dark Prince, you'll encounter small square stones imbedded in walls. They'll have a demon face on them. You can use your Daggertail (hold the "Daggertail" button) to pull these switches. They'll usually open a nearby door.
Fighting - Much of this game is set up so that you'll be doing Speed Kills on many of the enemies. However, there are plenty of enemies that you'll need to attack. At any time in the game, you can take a look at your "Combos" by entering the "Pause Menu". Combos are a good way to go. I also enjoy the Wall Push attack where you push against a wall and hit either of your attack buttons. This is a powerful attack that will usually knock over your opponent. And, when in sticky situations, remember to block.
Attacking Enemies - You have a primary (dagger) and secondary weapon. Push the button corresponding with that weapon to attack. You have a large list of "Combos" available to you at any time by going into the "Pause Menu". Also note that you can hold down a button for a charged attack.
Landscape View - This is a way to get an overall view of an area. You can only get it in certain areas. You'll know you can enter Landscape View when you see the flashing "eye" icon in the lower left of your screen. When you see that icon, hit your "Alternate View" button.
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If you fail to hit your "Speed Kill Finish" button while the Dagger is glowing (either too early or too late), your Speed Kill will fail and you'll enter normal battle.
Chariot - Controls for the Chariot are pretty simple. Use your Control Stick to steer and control speed. The goal is to ram other chariots off the road or into objects/structures. If an enemy gets onto your Chariot, use your Dagger to slash him and knock him off.
Time powers come to you at predetermined points in the game. If you don't have a certain time power yet, you simply haven't gotten to it.
Recall - aka, Rewind Time. Press and hold your "Time Power" (Left Trigger, L1) button. The red meter underneath your health meter indicates for how long you can rewind time.
Eye of the Storm - aka, Slo-Mo. This allows you to slow down time. Tap the "Time Power" button to enact it. The red meter indicates how long you have remaining before time returns to normal.
Winds of Sand - This is a powerful attack that will knock down all enemies within a certain radius of you. To activate it, tap your "Time Powers" button while your are Blocking. Each Winds of Sand attack uses two Sand Tanks.
Sand Storm - You now have the ability to instantly kill enemies. Using it is similar to the Winds of Sand attack. While holding down your "Block" button, hold your "Sand Powers" button to charge up the Sand Storm attack. When it's charged it'll automatically be put to use. This power uses 4 Sand Tanks each time you use it.
Archers or Sand Archers - Simply the basic archer. Easy to kill and even easier to speed kill.
Guards - The most basic of enemies. He has a sword and can easily be killed and speed killed.
Super Guards - Tougher than regular guards, they carry a mace. It takes five stabs to speed kill them, yet are amazingly easy to kill when fighting them normally.
Sand Gate Guard - A special type of guard that you'll see only near Sand Gates. You can recognize them because they are in red and sand will be flowing from the Sand Gate to them. Sand Gate Guards can call for reinforcements by plunging their sword into the Sand Gate. In most cases, you'll be able to Speed Kill all of the guards in a Sand Gate area. However, there are times when things go poorly, and you'll have to fight normally. If this happens, always attack the Sand Gate Guard first so that he can't call for reinforcements. Even if he is not dead, if you keep him away from the Sand Gate he can't call for back up.
Red Ninjas - Dressed in red gowns, they move fast and throw daggers at you. It's easiest to activate a Slo-Mo (Eye of the Storm) Sand Power (which you get later in the game) and attack them while in that mode.
Ninjas - They wear pink bikinis of sorts. They have two swords. Pretty easy to kill, especially with Wall Push attacks (see "Free Form Fighting system" above).
Mer-Men - These guys are green, carry axes, and are sensitive to light. They are almost always exclusive to the Dark Prince segments of the game, although a few do sneak into the game at other times. They are easy to kill, even easier if lure them into light, which will make them cover their eyes, making for an easy attack.
Invisible Orcs - These guys are invisible. Sometimes you'll hear them coming but the easiest way to tell that one may be around you is that you'll draw your weapon when there seems to be nobody around. They are easy to kill once you find them. The best method is to simply swing your weapons wildly until you hit one of them.
Health/Life - The circular blue bar. There are six Life Upgrades throughout the game.
Secondary Weapon - The horizontal blue bar going off to the right of the health meter represents your secondary weapon. It shows you how many more attacks remain before the weapon is broken. If you hit walls a lot, for example, it'll break sooner. The icon below the bar shows your current secondary weapon; a sword, an axe, etc.
Sand Tanks - To start, you'll only have 3 Sand Tanks but will earn 3 more as you go through the game. A full Sand Tank is a solid tan/yellow color. An empty one is dark.
Sand Power Meter - The red bar at the bottom of your Health Meter represents how much time you have left on a sand power. Say you want to rewind time. The red meter will fall as you rewind until it runs out, thus ending your rewind. Same with a Slo-Mo (Eye of the Storm). The Slo-Mo will last only as long as there is red in that meter.

