Prince of Persia Official Game Guide
Prince of Persia Official Game Guide
Prince of Persia Official Game Guide
a sh
e
Unl
Catherine Browne
Prima Games
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Product Manager: Todd Manning
Associate Product Manager: Sean Scheuble
Digital Product Manager: Lex Scheuble
Copyeditor: Sara Wilson
Design & Layout: Bryan Neff, Jody Seltzer
Manufacturing: Suzanne Goodwin
Ubisoft Prince of Persia Illustration Team:
Art Director: Mickaël Labat
Art Production Manager: Martin Schelling
Illustrators:
Bruno Gentile, Maxime Desmettre, Patrick Lambert, Thierry Doizon,
Ulrich Brunin, Xavier Thomas
Ubisoft, Ubi.com, and the Ubisoft logo are trademarks of Ubisoft
Entertainment in the U.S. and/or other countries. Prince of Persia is a
trademark of Jordan Mechner in the U.S. and/or other countries used under
license by Ubisoft Entertainment.
All products and characters mentioned in this book are trademarks of their
respective companies.
Contents Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,”
“M,” “AO,” and “RP” are trademarks owned by the Entertainment Software
Association, and may only be used with their permission and authority. For
RETURN OF THE PRINCE .............. 2 THE VALE........................................70 information regarding whether a product has been rated by the ESRB, please
MOVES IN ROYAL PALACE ...........................107 visit www.esrb.org. For permission to use the Ratings icons, please contact
MYSTERIOUS WAYS ..................... 8 the ESA at esrblicenseinfo.com.
CITY OF LIGHT ............................144
DYNAMIC WORLD .......................19 Important:
DESERT ...........................................30 TREE OF LIFE ...............................180 Prima Games has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no
RUINED CITADEL .........................38 SECRETS .......................................189
warranty, either expressed or implied, as to the accuracy, effectiveness, or
completeness of the material in this book; nor does the publisher assume
liability for damages, either incidental or consequential, that may result
About the Author: from using the information in this book. The publisher cannot provide any
Catherine grew up in a small town, loving the proverbial “great outdoors.” While additional information or support regarding gameplay, hints and strategies,
she still enjoys hiking, camping, and just getting out under the big sky, Catherine or problems with hardware or software. Such questions should be directed
also appreciates the fine art of blasting the Covenant in Halo as well as arranging to the support numbers provided by the game and/or device manufacturers
a perfect little village in Animal Crossing. (Seriously, you cannot just plant apple as set forth in their documentation. Some game tricks require precise timing
trees all willy-nilly. Neat rows, people!) and may require repeated attempts before the desired result is achieved.
We want to hear from you! E-mail comments and feedback ISBN: 9780761560432
to [email protected] Printed in the United States of America
Protected by copyright. Unauthorized or unlawful copying or downloading is prohibited.
e d
a sh
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Unl Return of the Prince
Stranger in a Strange Land
A storm whips across the land, catching in its fury a young man and his donkey. When the howling winds subside and
the skies clear, the young man, a Prince in a faraway land, does not know where he is—and his donkey is nowhere to
be seen. Eager to find the pack animal, her burden a king’s ransom in gold, the Prince starts calling her name. His voice
echoes through a narrow canyon. He thinks he is alone, but his shouts are not fading into the distance unheard. They
are picked up by the ears of men on a hunt—men determined to capture their quarry.
These men are closing in on a young woman named Elika. She runs from these guards frantically, avoiding their eyes
by darting between the shadows of sharp rocks in the canyon. Escape is almost within her grasp. But just when she is
about to slip beyond the fingers of her hunters, she hears the call of a young man looking for his donkey. He’s going to
get himself killed. And worse, get her captured.
Elika runs into the Prince, clasping her hand over his mouth to keep him quiet. But she doesn’t reach him soon
enough and his voice reveals her position to the hunters. Now, the Prince and Elika must run together, keeping one step
ahead of these dangerous men. While the Prince runs for his life, she runs for the life of all humankind. She runs to
keep a dark power hidden, buried so deep in history that it’s been turned into a story to scare children into behaving.
What the Prince doesn’t know is that Elika is the
daughter of a once-great king, now known sadly as
the Mourning King. The Mourning King is about
to make the third in a series of tragic mistakes that
threatens to undo all of the universe, perverting
the pure into the corrupt and casting the light into
the shadows. He is going to resurrect Ahriman, the
horrible God of Darkness. And only Elika can stop
him. But she has to get to a sacred temple first.
The temple is the site of the fabled Tree of Life.
In the children’s story, the tree is the prison of
Ahriman, bound there by his brother and God of
Light, Ormazd.
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In the beginning, there was only Ahriman and Ormazd. The light and the dark. And as dominion spread,
Ahriman learned to covet the half of the universe controlled by his brother. Ahriman derived power from
RETURN OF THE PRINCE
darkness, and so he sought to corrupt the hearts of humans. Lured with false promises of riches or fooled
MOVES IN MYSTERIOUS
into distrusting their fellow men, these souls turned grotesque. As each heart fell into blackness, Ahriman WAYS
grew in strength. Thanks to the ease with which the human heart can be made impure, it was not long DYNAMIC WORLD
before Ahriman controlled almost the entirety of the universe. DESERT
RUINED CITADEL
Before the last light of good was eclipsed, Ormazd launched his attack on his brother. Ahriman had
THE VALE
corrupted so many souls that his power was no longer concentrated in his own being—it had been spread ROYAL PALACE
throughout his slavering followers. And so Ormazd charged into these twisted souls, striking them down CITY OF LIGHT
before Ahriman could withdraw his power from their vessels. Unable to collect himself, Ahriman was cut TREE OF LIFE
to the quick. By the time Ormazd tired, only four of Ahriman’s grim soldiers remained—the Hunter, the SECRETS
Concubine, the Alchemist, and the Warrior.
Ormazd used the last of his strength to trap these four blighted spirits
inside the Tree of Life, one of the last pure objects in the universe. With
his servants under chains, Ahriman himself was now tethered to the Tree
of Life. With his last pulses of power, Ormazd drove Ahriman into the
Tree of Life and sealed him inside. Before disappearing into the cosmos,
Ormazd placed his chosen people, the Ahuras, in charge of maintaining
the Tree of Life. As long as the tree lived, Ahriman and his wicked
soldiers could not spread their shadows.
But time weakens all bonds, and Ahriman’s whispers are escaping the
Tree of Life. The Mourning King has fallen victim to Ahriman’s lies. The
duty of the Ahuras is about to falter. The Tree of Life must survive.
And so Elika runs.
And now the Prince runs beside her.
Elika
As the Ahuras slide into the folds of
history, this last descendant of the once-
legendary people must do all she can to
prevent the cosmic disaster of Ahriman’s
return. Whereas the Prince is still a
stranger to the transformative power
of sacrifice, Elika knows it all too well.
Her life has been beset by tragedy too
many times, but instead of retreating into
bitterness, she has turned her pain into
something great. She has turned it into
duty.
As one of the last Ahuras, only Elika
knows what is at stake if Ahriman finds
a way to loosen the bonds of the Tree of
Life. She is, at first, hesitant to open her
trust to the Prince, but to save the world,
she must learn to rely on this brash young
man who is good with a sword. Between
his sword and her magic, the pair might be able to force back the darkness. If there is a hero inside this young man, let
her be the one to bring it out so that humankind can survive.
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Mourning King
RETURN OF THE PRINCE
MOVES IN MYSTERIOUS
Elika’s father is the last of the Ahura kings. WAYS
With the dwindling of Ahuras, the royal DYNAMIC WORLD
lineage enters its sunset. The Mourning King DESERT
earned his sad name from the tragic death RUINED CITADEL
The Corrupted
Ahriman’s power is spread across his minions. To turn back Ahriman, the Prince and Elika must strike down the God
of Darkness’ four soldiers, known as the Corrupted. These grotesques were once humans. But their hearts were weak
at just the wrong moment, allowing Ahriman to slither inside and ruin them. Can they be redeemed? Or must each be
dealt one final blow to bring Ahriman to his knees?
The Hunter
Pride has its price. The Hunter was once a prince consumed
with the sport of the hunt. But after bringing down one of each
beast in all of creation, the prince believed himself to be a hunter
unrivaled. This was the opening that Ahriman needed. The God
of Darkness offered the prince a quarry unparalleled in this world.
The prince greedily traded his soul for such game, but instead of
finding himself chasing down a fantastical animal, the prince was
transformed into a monster. Now he himself is the hunted, a lure
for the world’s greatest sportsmen. With his grim traps and three-
bladed sword, the prince will forever fight men on behalf of his
new dark master.
The Alchemist
There is great honor in the pursuit of knowledge, but to do so at
the cost of compassion or ethics is an equally great sin. Long ago,
there was a scientist so consumed by his quest that he was ultimately
rejected from society. As he grew old, the scientist realized that his
vast knowledge would cease with his death. And so the scientist set
about discovering a way to trump the finality of death. But no man
can stop death, and so when Ahriman offered the scientist the formula
for eternal youth in exchange for his soul, the man accepted.
But Ahriman is the ultimate trickster. The formula was so
complicated that the scientist expired while trying to make sense of it.
But he was not angered by this trick, because through eternal service
to Ahriman now, he would truly live forever, able to continue his
experiments.
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The Warrior
RETURN OF THE PRINCE
The desire for peace can lead men
MOVES IN MYSTERIOUS
to unspeakable acts of war. And so WAYS
the king of a pacifist tribe turned to DYNAMIC WORLD
violence when his peaceful people DESERT
were attacked without mercy. But his RUINED CITADEL
THE VALE
enemies were better at the art of death
ROYAL PALACE
than the king and his small cadre of
CITY OF LIGHT
soldiers. When all hope was lost and TREE OF LIFE
his beloved people were about to be SECRETS
destroyed, the king accepted an offer
from Ahriman. In exchange for his soul,
the king would inherit the power to
visit death upon his enemies. After ripping apart his
enemies, the king became a symbol of violence and
was cast out by his peace-loving people.
Now the king is Ahriman’s instrument of war.
Capable of incredible acts of violence thanks to his
twisted form and superhuman strength, the Warrior
is the most feared of the God of Darkness’ horrors.
Princely Moves
From the desert
outside the
The Basics
temple of the You have primary
Tree of Life, you control over the
can see incredible Prince. Use the
skylines of left control stick
the regions to move the
corrupted by Prince. Lightly
Ahriman. Huge windmills scrape the skies. Crumbling pressing the stick
towers make defiant last stands against the horizon. Hot makes the Prince
air balloons gloomily sway in a sinister wind. Those are gingerly move, but pressing it farther in any direction
just the tip of the landscapes the Prince must successfully breaks the Prince into a brisk run. The face buttons of the
negotiate in order to strike at the heart of Ahriman’s controller are assigned to the Prince’s elemental moves,
power: the Corrupted. which can be turned into some pretty spectacular moves
when linked together properly.
There are very few direct lines from one location in
this world to the next. Since the regions controlled by the *Please refer to the PC manual for PC controls.
Ahuras have fallen into disrepair and the presence of the Move Xbox 360 PLAYSTATION3
corruption has only served to accelerate that decay, the Sword 3 p
Prince and Elika must be clever in sniffing out new routes
through the wreckage and ruins. With floors fallen away, Jump/Dodge 1 u
columns that still hold up a dangerously unstable rooftop Elika/Magic 4 i
must substitute as a means of crossing corridors. Poles Gauntlet 2 o
that once held proud royal banners are now there to be
Guard 8/+ R/r
swung around. Scaffolding exposed by severe weathering
is now the only way to ascend a tower with collapsed Talk to Elika 7/P L/l
stairs. Action/Jump: While exploring, this button makes the
But even Prince jump. In battle, this button pulls off one of the
though the Prince’s acrobatic moves, such as sliding between the
mission is dire, enemy’s legs.
the Prince cannot Attack: This button is only used in combat. It slashes an
entirely write enemy with the Prince’s sword.
this off as a sour
Magic: This is Elika’s cue. Depending on how you
experience. He
use this, Elika will perform a number of different
knows how well
moves, such as assisting in battle or utilizing one of
he moves. And these exposed fixtures and vine growths
the mysterious power plates you’ll encounter while
are a means for showing off a little. Sure, there is a
exploring the regions.
centuries-old monster waiting for him at the end of the
line, but why not at least have some fun leaping from Gauntlet: The gauntlet is used in both exploration and
pole to post like a child turned loose on a brand-new combat. While exploring, the gauntlet is used to “link”
playground? moves, such as transitioning from a wall run to grabbing
a brass ring and then back to a wall run. In combat, this
button grabs an enemy and throws it into the air.
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Jump
CAUTION
If the target is too far away, the Prince falters
without Elika’s help. Check out Elika’s special
Beams are perfect springboards for launching the
moves to see how she can assist him.
Prince across open spaces.
Climb
TIP
If the walls are too far apart for the Prince to
jump alone, use Elika’s assistance to cover the
extra distance.
Grab vines for support when climbing walls. Elika Wall Run
hops on the Prince’s back and hitches a ride.
The Prince not only can run up a wall, but he can even
The Prince can even use vertical cracks to climb run along a wall for a short distance. Thanks to his ability
up walls. Just make sure you have your grip before
to shift his weight combined with a gauntlet that can
trying to ascend.
“bite” into walls, you can cross chasms with little worry.
To wall run, just run toward a wall and jump into it. Keep
pressing forward with the left control stick. Watch for the
Prince’s loosening grip, though.
Wall Bounce When you see the Prince’s feet and gauntlet start to
slide, he’s about to peel away from the wall. If you’re still
over a hole, press the jump button to kick away from the
wall. The Prince uses the last of his momentum to push
off and either hop down to a platform or grip the opposite
wall. Just keep pressing forward to continue wall running.
TIP
Look for horizontal scratches on a wall—
they’re a hint that the Prince can perform a
safe wall run.
The Prince can bound between two vertical walls to
reach high ledges, as long as the walls are close enough
together. To pull off this move, run up one of the walls.
At the height of the Prince’s climb, kick off with the jump
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Linking Moves
Because each area
is constructed of
so many poles,
pillars, slides,
walls, and rails,
Sometimes the Prince needs to drop down to a lower level you will need
but there is nothing to grab onto and safely descend. In to often “link”
situations like this, the Prince can use his special glove together moves to keep from falling. This requires
to find purchase and slow a fall. Just lower the Prince using the gauntlet at the right time to link together
over the edge of a wall and then squeeze the right trigger different activities. In an extended run through a
to hook the wall with the glove. Sparks fly as the Prince number of environmental features, like wall runs
11
The Prince and Elika use a power plate Pressing and holding the gauntlet Now you can use the magic button to
to fly to a new area, but their arc drops button makes the Prince scramble activate the power plate and blast
them off just below the next power plate. up to the power plate. off for the next plate.
There is one time where it’s especially tricky to know when to use the gauntlet button to transition
between moves. A few rings are on runners. When the Prince grabs this type of ring, it slides along the wall.
You must tap the gauntlet button right as the ring reaches the end of the runner to wall run away from it
successfully. If you hesitate, the Prince loses his grip on the ring runner.
Elika’s Moves
Elika is hardly helpless—she too has a range of acrobatic gifts. Many of her moves are similar to the Prince’s, so don’t
worry about her falling behind when you scramble across a tricky landscape or dart around a puzzling room. But Elika also
has her own skill set, plus a few moves she can use in conjunction with the Prince when he dares gravity a little too much.
Save Compass
The greatest magic at Elika’s disposal is her ability to When you’re unable to see the best way out of a trouble
pull you back from the brink whenever it looks like you spot—maybe the solution to a particular room is eluding
are about to fall to your doom. As you lose your grip and you—Elika’s magic gives you a hint at how to escape.
start to tumble into the void, Elika’s hand reaches out Elika raises her hand, releasing a blue trail that highlights
to grab yours. She yanks you back up to stable ground, potential routes. She shows you things like places you
giving you a second (or third, or fourth) chance to get can wall run, cracks to climb, and where you can safely
it right. Elika also rescues you if you stumble into a pit grip fall. To use the compass, just come to a standstill and
of corruption. This gift is automatic. You do not need to press the magic button.
activate it with the magic button and there is no limit on
the number of times Elika can save you.
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13
If, while
attacking, you
push a smaller
enemy up against
a wall, you can
throw them over
your shoulder
by pressing the
attack button. The Prince automatically grabs the enemy
with his gauntlet and tosses them back into the arena.
Mastering this new combo system—the art of chaining This move not only causes damage to the enemy, but also
moves—is both the key to success in the fight against leaves the enemy open for a second. Use the dodge button
the forces of darkness as well as a feast for the eyes. to close the gap and launch an new string of attacks.
Especially when the acrobatics result in a phenomenal
death blow that sends one more of Ahriman’s minions NOTE
back to the underworld.
If you back a Corrupted up to a wall (or it
Individual Moves backs you into one), you begin a small struggle
minigame.
Before getting into combos, you must understand the
essentials of the Prince’s individual attacks and moves.
Block
Once you have these down, then you can start experi- Holding the guard
menting with combos to pull off insane attack chains. button raises the
Prince’s arm so
Attack he can block an
The Prince’s incoming attack.
default attack is Using the sword
a sword slash. as a shield, the
Approach an Prince can block
enemy and press most attacks, but cannot launch an attack from this position.
the attack button If the Prince is wounded, he auto-generates health over time,
to strike. Steel but holding this defensive position slows his recovery.
flashes across the If you are
screen, connecting with the target and dishing out a little severely hurt,
damage. Pressing the attack button four times is a basic the corners of
sword combo that is effective at pushing back against an the screen turn
enemy and cleaving away a solid amount of the enemy’s red. Seek cover
stamina. to revive the
Prince’s flagging
spirits. While
CAUTION
hurt, you are vulnerable to lethal strikes from enemies.
Make sure you are within range of the enemy If you do not block an incoming blow, the enemy may
before attacking. If you attack out of range force you to the ground and try to deliver a lethal strike.
(about three steps back), you leave yourself open You can recover from this by pressing the button flashed
to a harsh counterattack. on-screen. If you hit the button in time, the Prince jumps
to his feet and is back in the fight.
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15
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Ahriman’s Influence
RETURN OF THE PRINCE
(continued)
MOVES IN MYSTERIOUS
WAYS
DYNAMIC WORLD
DESERT
RUINED CITADEL
THE VALE
ROYAL PALACE
CITY OF LIGHT
TREE OF LIFE
Ahriman’s Fury: The enemy suddenly Ahriman’s Patience: The enemy goes Ahriman’s Anger: A bright flash of
SECRETS
erupts in black corruption, covered into a defensive position that can only blue envelops the enemy. Only a
with writhing tendrils or sharp spikes. be disrupted with a gauntlet attack. sword attack removes this powerful
Only Elika’s magic dispels this state. Watch for yellow sparks to indicate influence.
Trying to attack with the sword or the enemy in this state. Let the enemy
gauntlet injures the Prince. attack, deflect the blow, and then tap the
gauntlet button to dispel the influence.
If you try to use Elika’s magic on either Ahriman’s Anger or Ahriman’s Patience, she will be hurt.
Elika is cast aside and must regain her strength before she can rejoin the fight. While Elika is out of
commission, you cannot use any of her magic attacks in your combos. Because this severely limits
your options, be sure that the influence is only Ahriman’s Fury before tapping the magic button.
Combos
Now that the basic are out of the way, it’s time to start
linking attacks into devastating combo chains that leave
your enemies reeling. Just like linking acrobatic moves
while exploring seems to have a rhythm to it, so does
chaining attacks. Depending on which move you start
your combo with—sword, lift, dodge/acrobatic, or
magic—you can try dozens of different chains.
17
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stench of Ahriman’s darkness. Elika possesses the power to turn the land before Ahriman’s influence sinks ROYAL PALACE
CITY OF LIGHT
in too deep. Should Ahriman be allowed to salt the earth with his wicked corruption for too long, it may
TREE OF LIFE
be impossible to repel the god. And so the Prince and his companion must waste no time driving straight
SECRETS
for the fertile grounds spread around the world. If the Prince and Elika can push back the Corrupted that
guard each piece of fertile ground, Ahriman will have no choice but to retreat to his prison beneath the
temple of the Tree of Life.
But how the Prince and Elika tackle their task is entirely up to you. After leaving the temple of the Tree of Life at the
beginning of the game, you choose where the pair goes first. And second. And so on. Will you start your adventure by
pushing through the Vale, home of the Alchemist? Or visit the Royal Palace and challenge the Concubine? Or will you
actually explore different corners of the map instead of focusing on one particular region at a time? It’s entirely up to
you. But the decisions you make are not without consequence. The order in which you visit areas and defeat Corrupted
has a ripple effect across the rest of the world. Stepping foot in certain areas releases traps that infect other parts of the
world. Meeting one of the Corrupted affects the way the others fight. You could feasibly see this world through sixteen
different lenses, depending on your decisions.
This chapter will explain exactly how to travel around the world of the Ahura and what changes occur when you reach
specific destinations or battle each Corrupted. Use this as a travel guide and plot out your path. You can try to avoid
trouble by triggering traps as late in the adventure as possible, or really increase your challenge by getting the Corrupted
to share their powers early in the game.
Travel
In the world of the Ahuras, you step
to your own fate. Defeating Ahriman
requires saving all 24 patches of 13 19
fertile ground, but you choose
the order in which you purify the 12 18
corrupted soil. Routes through the 11 16
world are unlocked by collecting 10 17
the powerful Light Seeds, a magical 9 15
source that allows Elika to unlock 7 25
the four powers of Ormazd. Each 6 5 8 14 22 24
of Ormazd’s powers allows passage
to four different fertile grounds
4 3 21 23
throughout the world—two in each 2 20
of the four regions of the world:
Royal Palace, City of Light, the Vale,
and the Ruined Citadel. Each of 1
Ormazd’s powers unlocks like-
colored power plates, though, so you
must return to purified areas after Legend
1 Temple 8 The Cauldron 15 Royal Gardens 22 Tower of Ormazd
earning a new Ormazd power so 2 King’s Gate 9 Construction Yard 16 Royal Spire 23 Queen’s Tower
you can grab all the Light Seeds and 3
4
Sun Temple
Marhsalling Ground
10
11
Machinery Ground
Reservoir
17
18
Spire of Dreams
Coronation Hall
24
25
City of Light
Warrior’s Fortress
invest in another new power, until 5 Martyr’s Tower 12 Heaven’s Stair 19 Concubine’s Chambers
6 The Windmills 13 The Observatory 20 City Gate
you have all four at your disposal. 7 Hunter’s Lair 14 The Cavern 21 Tower of Ahriman
19
Ruined Citadel
Crumbling in the west side of the world is the Ruined Citadel.
Once an incredible site of industrious innovation, the citadel is
now silent. A brutal sandstorm rips through the air, stripping the
citadel of its last remnants of glory. Here, the Hunter stalks his
prey. The Prince and Elika must navigate the decrepit windmills
and staging grounds, pushing back against the Hunter’s lunges
and feints. If the Hunter can be turned into prey, Elika can
purify this region. It may not ever return to its zenith, but the
citadel can at least stand as a reminder of days when the Ahuras
were unrivaled in diligence and hard work.
The gateway leading into the Ruined Citadel is the King’s Gate. The four areas of the Ruined Citadel are:
Vale
The once-peaceful Vale was the site of all the Ahuras’ scientific
discovery. Under beautiful blue skies, the best and brightest—
which at one time included the Alchemist—set about unlocking
the creative genius of the Ahuras. Incredible discoveries were
made in the fields of flight and irrigation. But that was before
the Ahuras fell into ruin. And now that Ahriman’s corruption
has rotted the region, the incredible observatory has fallen into
absolute disrepair. The Prince and Elika must purge this region
of the Alchemist to give the surviving Ahuras any hope of one
day seeing their innovation rekindled.
The gateway leading into the Vale is the Cauldron. The four areas of the Vale are:
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City of Light
The City of Light was once a place to celebrate and honor
the twin gods that birthed light and darkness. Even Ahriman
earned a tower bearing his name, as there cannot be good in
this world without the existence of evil. The City of Light is
slowly being consumed by the fires of the earth, though. Lava
swallows the once-grand city one inch at a time and nobody
is left to keep the site from sliding into the molten earth. The
City of Light is dominated by the Warrior. The tragic figure
must be mercifully eliminated if the City of Light is to ever
regain its illustriousness.
The gateway leading into the City of Light is the City Gate. The four areas of the City of Light are:
World Map
Once you have escaped the temple of the Tree of Life, you can access the world map and see the different regions of the
world. Each region is depicted as a ring with four nodes. Each node represents an area. Each region has four main areas
as well as a gateway that’s linked to the desert outside the temple and the final lair of the Corrupted that haunts each
specific region.
21
At the start of
Approaches
the adventure, As you can see from the map, all of the areas in a specific
you chase Elika region are linked. The circle in the center is the location
through a canyon of the fertile ground that must be purified. That central
and into the location is without fail the scene of some incredible
temple of the acrobatics and puzzle-solving, as you find a way to scale
Tree of Life. great heights or work ancient machinery that unlocks the
After disastrous path to the patch of fertile soil in need of purification.
There, the Corrupted that poisons the areas waits.
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23
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25
Gas
NOTE
When you chase
The screens in this guide were taken from differ- the Alchemist up
ent plays through the game, which affects the Heaven’s Stair
traps you see in them. Depending on how you in the Vale, you
play, you will undoubtedly see different traps unlock the gas
in different places. This does not change how trap. The gas is
you get through an area. The necessary acro-
an aerated form
batics or puzzle solutions do not change. You
just have to adjust your timing to deal with the of corruption. It
traps as they come. gets on the skin and seeps into the lungs when breathed.
If the Prince remains for too long in an area poisoned
by the gas, he fails. Elika must then save him. So, when
the air looks thick with corruption particles, pick up the
primagames.com 26
Gate, the Cauldron, and the Temple, the routes between routes between Royal Spire and the Tower of RUINED CITADEL
THE VALE
the Cauldron, the Cavern, and the Temple, and the routes Ormazd.
ROYAL PALACE
between the Cavern, City Gate, and the Temple. CITY OF LIGHT
TIP
Swarm TREE OF LIFE
SECRETS
To delay the traps effectively, visit
The Concubine the four gateway areas—King’s
releases the Gate, the Cauldron, City Gate, and
swarm trap in the Cavern—and clear them of
the Coronation Light Seeds. Then, avoid the Sun Temple since
Hall of the it’s the closest area to the desert that unlocks
Royal Palace. a trap. Keep away from the other three trap-
unlocking areas as you purify the other three
The swarm is a
regions of the Vale, Royal Palace, and City of
swirling mass of Light. If you keep on top of Light Seed collect-
corruption particles that chases the Prince like mad hornets. ing, you can reach about 350 Light Seeds before
The swarm is persistent and will not let up until the Prince having to unlock more than one trap.
leaves the affected area. If the swarm closes in and manages
to engulf the Prince, he falls and Elika must save him. So, The Corrupted
if the swarm is on your tail, you can never stop. You must
The Corrupted are also affected by the order in which you
keep moving until the swarm dissipates. Once the swarm has
fight them. Each Corrupted possesses one of Ahriman’s
been released in the Coronation Hall, the following areas are
Influences, which were detailed in chapter 2. As soon as
affected: Martyr’s Tower, Marshalling Ground, Sun Temple,
one of the Corrupted uses its influence for the first time,
King’s Gate, Machinery Ground, Heaven’s Stair, Obser-
all other Corrupted can then call upon that influence.
vatory, Construction Yard, Reservoir, Spire of Dreams,
The only exception to this rule in the Warrior, who can
Coronation Hall, Royal Spire, the Cavern, Tower of Ormazd,
call upon Ahriman’s Rage. No other Corrupted can use
Tower of Ahriman, City Gate—plus the routes between
Ahriman’s Rage and the Warrior cannot use Ahriman’s
the Cauldron, the Cavern, and the Temple, and the routes
Patience. (He’s simply too big for your gauntlet.) As you
between the Cavern, City Gate, and the Temple.
fight the Corrupted, consider each of these influences and
Tendrils which ones you want to deal with.
27
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29
Obscured
from the rest of
the world by the The woman is
gritty maelstrom, fleeing a trio of
the canyon acts guards armed
with deadly pikes.
as the gateway
to the world
of the Ahuras.
The Prince knows nothing of the Ahuras on this day, but
before his adventure is complete, the traveler will play a After the
central part in the very fate of not only the Ahura people, guards retreat
but also the survival of their world and all those beyond it. from the wall to
look elsewhere
The Canyon for the escaping
woman, she pulls
The walls of the
away from the
canyon keep the
Prince and flees
sandstorm at
deeper into the canyon. The Prince has no choice but
bay, allowing the
to follow this enchanting person before she gets too far
Prince to regain
ahead. Who is she? Why is she on the run? And, by any
his bearings.
chance, has she seen a lonely donkey anywhere?
This is a strange
place—as unrec-
ognizable to him as the glyphs carved into the canyon NOTE
walls. Hoping his donkey was smart enough to seek
refuge in this canyon, the Prince begins calling out for Chasing Elika through the canyon acts as a tu-
torial of sorts, giving you a chance to test out
his faithful animal. But there is no answer. The canyon is
the basics of running, jumping, wall running,
quiet. All is still. But not for long. and even a little taste of combat.
Suddenly cast
in shadow, the Follow Elika
Prince looks up through the
to see what has first part of the
passed in front canyon, hopping
of the sun. It’s over the small
the unmistakable gaps in the
shape of a ground. Don’t
woman. She crashes down on top of the Prince, knocking worry if you
him to the ground. The Prince instinctively starts accidentally take a tumble. These gaps are shallow and
unloading his small talk, but this woman has no time nor you can easily scramble back to higher ground by pressing
interest in a silver tongue. She clasps her hand over the against the wall and hitting the jump button. When the
Prince’s mouth and slams him against the wall of the cliff Prince grabs the ledge above, just press up on the left
she has just hurled herself over. control stick to continue your pursuit.
primagames.com 30
As you keep
TIP
after Elika, you
must combine Don’t be too eager to beat the guard. Use this
wall running encounter to test out moves and get down the
with jumping. timing of attacks.
Wall run along
the scratches in
the walls of the
canyon. At the end of the wall run (typically near the end
of the scratch marks), press the jump button to kick away
from the wall and drop down on a ledge on the opposite
side of the canyon. Follow Elika around the next bend in
the canyon.
The guards have Wait for the guard to attack. When you see the pike
Elika surrounded. moving, press the guard button to deflect the attack.
You don’t like Notice how the screen flashes gray. That means you
those odds. successfully deflected and can now counter. Press the
sword button to assail the guard.
When you
drop down to
assist, one of the
guards engages
you. This is your
first fight, so use
it to get the feel
for the combat
system. The guard is a little timid, so you definitely can Back the guard up into one of the walls and
be aggressive without too much worry. Get close to the hammer him with a sword combo. If you get him
guard and tap the sword button to see a basic attack. Your completely against the wall before the fourth tap
of the sword button, you throw the guard over your
sword cuts across the guard. Sparks fly. The guard loses
shoulder and back into the center of the little
some health, as noted by the health bar at the bottom of clearing.
the screen.
31
primagames.com 32
CAUTION
If you’re struck by a guard, fall back. If you
hold down the guard button, you recover from
Corner the guard and lay into him with a sword
your injuries slower than you will if you just
combo that ends with you throwing him over your
keep your distance and move normally.
shoulder and back into the center of the arena.
After you
defeat the guard, Lay into these
Elika agrees to guards with
sword combos
follow you to the
to keep them on
canyon’s end. their heels.
Jump from ledge
to ledge through
the remainder of
the canyon. Use the scratches on the wall as indicators of After you
where to wall run and kick away to bound to the opposite defeat the two
side of the canyon. guards, a third
figure appears on
the ridge above
you. This is the
Mourning King.
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primagames.com 34
CAUTION
If the king goes for a lethal attack, a random
button flashes on screen that you’ll need to
press. If you miss, the king goes for the kill.
Deflect the Mourning King’s first attack and then hit Elika’s magic repels him from you, but during the
him with an immediate counter. This slams the king breather, the king recovers a lot of stamina.
up against the Tree of Life.
Slice up the
king with sword
Hit the sword again to grab the king and draw him attacks until his
close. You instinctively butt heads with the king, health meter is
doing a solid amount of damage. The king is then empty.
tossed aside.
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37
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39
You’re almost
to the top of the
King’s Gate.
Jump across
the columns
and then wall
Around the next corner, wall run to the vines. Crawl
across the vines to the left and then wall run to the run to the vines
next ledge. growing across
the curved wall.
Jump out to Use the vines to
the next column. crawl around the
Climb the wall. The vines
column up to the end in a patch of
next story of the corruption, so
gate. Swivel so wall run up.
your back is to
the left and then
kick away to land
on a walkway
that continues The Hunter waits
circling the gate. for you just inside
Corruption the iron gate.
gnaws at the
edges of the
ledge, so stick
close to the wall. The Hunter
As soon as you
approach the
Hunter, the iron
gate slams shut,
locking you
inside the arena.
The top of the
King’s Gate is
a large arena, giving you plenty of room to maneuver.
There is no corruption on the ground, so you do not need
Jump to the next column and then roof along the to worry about backing the Corrupted opponent into a
ring to keep climbing the stronghold exterior. potentially advantageous position. However, even though
you do have room to exchange blows, definitely work to
keep the Hunter near the middle of the arena.
primagames.com 40
If the battle
nears the wall,
toss the Hunter
into the air with
your gauntlet and then reverse the course of the battle
If the Hunter backs you into a wall, he opens his with an acrobatic move. Push the Hunter back to the
triple blade and tries to run you through. This is the arena’s center with sword attacks.
struggle. Repeatedly tap the sword button to keep
from getting skewered. When you
empty the
Hunter’s health
If the Hunter gets
the drop on you meter, he retreats
while injured, be to plot his next
ready to hit the move. You let
on-screen button him go. The
to repel his priority is to
attack. purify the fertile ground and liberate King’s Gate. Now,
collect some Light Seeds so you can earn Ormazd’s
magic.
CAUTION
If you miss repelling the Hunter’s lethal attack,
Healed
the Corrupted can heal his wounds while Elika’ Two paths lead away from the King’s Gate: north and
saves your hide. south. After healing the fertile ground and dispelling the
corruption, search these routes in addition to the King’s
Your sword Gate to locate Light Seeds.
is powerful,
but linking a King’s Gate
sword attack Healing the
with Elika’s sacred ground
magic—and then returns color
furthering it with to the King’s
the gauntlet—is Gate. Sparking
the best way to handle the Hunter. Keep him on his heels Light Seeds
with big combos. Since this is an early encounter, he does scatter across
not strike back as hard as he will later on. Enjoy this while the stronghold.
you can. Follow the trail of Light Seeds across the King’s Gate
rooftop arena and pull down the ring next to the gate to
unlock the exit.
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South Path
RETURN OF THE PRINCE
MOVES IN MYSTERIOUS
WAYS
DYNAMIC WORLD
DESERT
RUINED CITADEL
THE VALE
ROYAL PALACE
After jumping across the flagpole, slide down the CITY OF LIGHT
tilted platform. Jump out at the end to wall run TREE OF LIFE
through the next Light Seed. SECRETS
More Light Seeds await collection on the
Jump between path back to the desert. Jump back across
the cliffs as the posts and poles to gather up the prizes.
you run north When you reach the entrance of the canyon, wall run
to reach the out to the ring and then to the ledge. Follow the vertical
crossroads fissure down to locate another Light Seed.
between King’s
Gate and the Sun
Temple. There is
a soldier here that can be pushed to the edge of the arena
and eliminated with a quick kill. On the way back to the
King’s Gate, wall run up the cliff to grab the hanging
Light Seed.
Continue along
the canyon
back to the fork
in the road to
collect three
Light Seeds.
43
Watch for
the Hunter to
put distance
between you.
When the
Hunter backs
away, he may
be getting
ready to spit
Rush along the post and cooperatively jump through his ink attack.
the air to reach the red power plate on the rock If you see
outcropping.
his head rear
back and then
quickly jut
forward, he’s
about to spit.
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45
The Hunter will try to slam you into the walls and
initiate a struggle. Be ready to tap the sword button
and repel this attack.
Basic sword
attacks are
certainly better
than nothing, but
always go for a
Next, wall run out to the red power plate and combo when you
activate it with Elika’s magic. The power have an opening
plate launches you across the Sun Temple to against the
another red power plate. Use it to bounce closer Hunter. After eliminating the Hunter with your combo
to the fertile ground.
attacks, heal the fertile ground to banish the corruption
and release the Light Seeds.
When you land
against the cliffs,
wall run to the Healed
right and jump (see map on next page)
out to grab a There are three paths leading away from the Sun Temple:
column. Swivel east, west, and south. There are Light Seeds along each
around the routes, as well as all over the Sun Temple.
column and then
jump across the two flagpoles to reach the fertile ground Sun Temple
… and the waiting Hunter. Three Light
Seeds on top
Your battle
of the fertile
with the Hunter
ground. After
resumes. The
collecting the
Hunter is at
trio, use the red
half health, still
power plate on
smarting from
the wall to the
your earlier
left. The power plate bounces you over to another plate,
encounter. Hold
which gently drops you back down to the entrance of the
guard as the Hunter closes in. This time, try to deflect
area.
the Hunter’s first attack and then counter with a combo.
After swatting the Hunter’s blade away, send in Elika to Use the red
pummel him with magic attacks. power plate in
front of the first
arena to leap
CAUTION through the air
and reach the
Did the Hunter use the ink spit attack in your
first encounter? Expect to see it again and in high ground
every fight with the Hunter from here on out. above the
entrance of the Sun Temple. You are bounced across three
plates before you land on a ledge.
primagames.com 46
To Marshalling
Ground
x5
To King’s Gate
x6
Legend
Light Seed
To Martyr’s
Step of Ormazd Power Plate
Tower
Breath of Ormazd Power Plate
47
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49
Approach
When
approaching
from the Sun
Temple, follow
the fissures along
the cliffs, avoiding
any unleashed
traps. Grip fall to
gently reach the Veer around the stone arches and walls as you glide
scaffolding below through the skies around the Marshalling Ground.
you as you inch
along the cliffs to
the right. When
you reach the
platform at the
right of the cliffs,
wall run across the rocks to reach some vines. Use these
vines to close in on the entrance to the Marshalling Ground.
If you come at
the Marshaling
Ground from You land directly in front of another yellow power
the north, use plate. Wall run up to the plate and use Elika’s magic
the rings along to resume your skyward travels.
the ceiling of
the ruins to roof
through the dark Duck under and
passages. Wall steer over the
run through broken walls as
the narrow you circle the
Marshalling
passages as they
Ground.
zigzag toward
the entrance of
the Marshalling
Ground.
primagames.com 50
The Hunter
As soon as you
touch down from
your flight, the
Hunter attacks.
Throw up your Keep the Hunter in the arena’s center so that
you can effectively juggle him in the air with your
guard as the
gauntlet.
Hunter closes
in for his first
strike. Deflect his incoming blade and start a counter- TIP
attack. This is a small arena with open edges, so try to If you back the
keep the Hunter close to the middle. If the Hunter backs Hunter up to the
you up to an edge, you enter a struggle. edge of the arena,
you enter into a
struggle. This is a
CAUTION perfect way to end
this battle early.
Be mindful of the columns on this arena. If you Beat the Hunter in the struggle by rapidly tap-
push the Hunter into a column while in the ping the attack button. If you win this hard
middle of a combo, the combo ends. struggle, you knock the Hunter clean off the
arena.
There is an
excellent chance After defeating
the Hunter will the Hunter,
reveal Ahriman’s climb the wall of
Anger in this the arena using
encounter. When the ring. The
you see the fertile ground
Hunter throw his is at the top of
head back in rage as his body becomes wrapped in blue the wall on a
fire, keep Elika back. Only a sword attack can disrupt this very small stone block. Heal the fertile ground to push
state change. the corruption out of the Marshalling Ground and spread
some much-needed color around the region.
51
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53
Corrupt
Approach
The entrance to
Martyr’s Tower
is a single yellow
disc at the nexus
of the north and
south approaches As you fly though the air, dodge stones and walls
to the area. If to avoid being sent back to the beginning of your
you’re coming flight path.
from the south
via the Sun You drop just shy
Temple, use the of another yellow
rings to roof power plate.
through the first Rush up to it to
half of the path. continue your
approach on the
When you reach
tower.
the flagpoles,
you’re getting close. Swing to the posts and ledges and
follow the path all the way to the yellow power plate.
There are plenty of fissures to negotiate as you near the
power plate. Duck under the
If you approach the Martyr’s Tower from the north, arches as you
fly to the top of
wall run along the stone walls and swing between the
Martyr’s Tower.
flagpoles to close in on the yellow power plate.
primagames.com 54
Wall run to
the right of the
fissure at the
top and then
swing around the
flagpole to reach
Use the fissures to get your grip and shimmy along some scaffolding.
the basement walls.
The
scaffolding leads
to a series of
poles. Swing
from pole to pole
until you cross
the basement
ceiling. Use the
fissure to hold onto the wall. Follow the scratches up to
Circle the basement until you reach the wooden
the next floor.
crates.
55
Always attack
with combos.
Use Elika to
pummel the
Hunter from
above. Then,
When the Hunter rears back and spreads his three
toss the Hunter
blades, put up your guard. This comes as a lightning
fast attack that is tough to deflect. into the air and
keep him up there with more magic attacks. Use acrobatic
moves to keep him away from the wall (an instant combo
killer) and finish him off in the center of the arena.
primagames.com 56
After defeating
the Hunter, you
RETURN OF THE PRINCE
must still make
MOVES IN MYSTERIOUS
your way back WAYS
to the top of the DYNAMIC WORLD
tower to heal the DESERT
The Wings of
Make your way
Ormazd only take
to the vertical
you far enough to
fissure to climb to
reach a series of
the next floor.
flagpoles along
the ceiling.
The ground is
soaked with
corruption.
Carefully step
around the
poison.
Jump across
the two posts
that the span
Jump to the fissure in the corner of the room.
the hole in the Then wall run straight up to escape the interior of
floor. Use the Martyr’s Tower. You can now heal the fertile ground
scaffolding on on the roof.
the other side
of the room to Healed
launch a wall As soon as you purify the fertile ground in Martyr’s
run to the left. Tower, you can collect Light Seeds not only in the
Slide along the immediate area, but also along three paths: north, south,
slotted ring and east.
to swing over
the corruption
on the floor.
Wall run from
the ring to the
fissure in the corner.
57
After collecting
the Light Seeds
on the tower
exterior, follow
the yellow power
plate network
Ascend the outside of the tower via the fissures to
grab a pair of Light Seeds on a narrow ledge. to return to the
top of Martyr’s
Tower. Dive back into the tower via the tall vertical shaft.
It’s dark inside, making it easy to see the Light Seeds
below. Grip fall through them as you drop.
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59
Wall run up
the stone pillar at
the crossroads to Roof over to the columns. Visit all three of these
collect two Light columns to pick up Light Seeds.
Seeds. Since you
Jump out
come up a bit
to the column
short, jump away
farther from
from the pillar.
the cliffs.
Cooperatively jump to the opposite wall and then bounce
Swing around
back (also with Elika’s help) to get the needed height to
so your back
pick up the Light Seeds.
is away from
South Path the cliffs. Jump
Grip fall down with Elika out
the cliff to the to a fissure
south of the in the rocks
tower to start opposite of the
along the path to column. Now,
the Sun Temple. shimmy around
Wall run up the to the back side
cliff at the ledge of those rocks
below to pick up a Light Seed and then swing around the to discover two
flagpoles to the south. more Light Seeds.
Windmills
Corrupt
Approach
You can close in
on the Windmills
from either
the east or the
west. The paths
are similar,
with column-
lined corridors
opening out into
The Windmills push up over the rocks to collect the
flagpoles. Swing
wind that rips through the Ruined Citadel. But the
around the poles
blades of the Windmills are now tattered and torn,
to approach the
and the structure is soaked in corruption. The Prince
entrance of the
and Elika must rush to the top of the Windmills and
Windmills. Use
challenge the Hunter to liberate the area and close in on
the rings or wall
the door to the Hunter’s Lair.
jumps to bounce
up to the platform directly in front of the Windmills.
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61
You must
time this next
wall run. There
is a wooden
plank on the
rotating disc
in the corner.
You must swing Rotate the plates into this position. You want the
middle plate exposed.
from the ring at
the end of your
wall run onto
the disc just as
the plank turns
horizontal. If
you swing to
the disc when
the plank is
vertical, you fall and Elika must save you.
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63
Windmills
Once Elika
recovers from
healing the
fertile ground,
the Light Seeds
appear around
the Windmill. A Jump across the flagpoles to pick up some Light
stretch of Light Seeds on your way back to the broken wall.
Seeds leads away from the fertile ground and back to the
area’s entrance. Before jumping out to the poles directly
To Martyr’s
Tower
Legend
Light Seed
Hand of Ormazd Power Plate
To Marshalling Ground
Step of Ormazd Power Plate
primagames.com 64
Follow the
poles around
the building RETURN OF THE PRINCE
and then slip MOVES IN MYSTERIOUS
WAYS
down the
DYNAMIC WORLD
tilted wooden
DESERT
platform. Wall
RUINED CITADEL
run out to the
ring at the THE VALE
2nd Floor
1st Floor
Roof
Legend
Light Seed
Hand of Ormazd Power Plate
65
Slip down the wooden planks to grab a Light Seed At the crossroads, turn back to the Windmill. Use
tucked behind a wall at the end of a balcony. Now, the fissures on the wall to climb up to the Light
return to the entrance of the Windmill. Seeds hanging from the scaffolding.
East Path
Enter the From the
Windmill and entrance of the
use the red Windmill, turn
power plates to the east and
to spiral back jump down
around the to the slides.
inside of the Follow the
building. slides through
Follow the the Light
course of wall Seeds and
runs and poles then leap out
to cross back to the flagpole.
across the Swing around
power plate the flagpole
puzzles. Once and then run
you reach through the
the top of the ring to swing
Windmill, jump out to the poles and grip fall down to the around toward the crossroads.
base of the huge black gate.
On your
West Path way back to
From the the crossroads,
entrance, turn scramble up
west and jump the wall with
out to the the ring. At the
slides. Follow top of the wall,
the slides, jump out to
sticking close the post behind
to the wall you to grab two
to pick up a Light Seeds.
Light Seed. Then, wall run
At the bottom back to the
of the slide, entrance, using
head out along the flagpole to
the corridor swing down to
leading away the black gate.
from the slides.
Jump out to the
column and then use the rings along the ceiling to roof
out to the crossroads.
primagames.com 66
Hunter’s Lair
After cleansing the Ruined Citadel, the Prince and Elika
have finally cornered the Hunter in his lair. The Hunter
will not evacuate the Ruined Citadel without a fight,
though, so the heroes must steel themselves for any of the
Hunter’s devious tricks and traps.
The Approach
To reach the
Hunter’s Lair,
you must
negotiate Swing wide of the tower as you zoom through the air
a series of en route to another red power plate.
power plates, The red
starting with power plate
the red power bounces you
plate next to across the void
the seething to a platform
corruption with a yellow
just beyond power plate.
the black gate. When you
Activate the red reach the
plate to bounce platform, wall
over to a yellow run up to the
power plate power plate
just above the gate. and blast off in
a direct flight
to the Hunter.
The path is not
free and clear
of obstructions, though, so steer around the walls, cages,
and towers that slide into view.
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NOTE
RETURN OF THE PRINCE
Use a cooperative jump to leap over MOVES IN MYSTERIOUS
WAYS
the corruption that lines the arena.
DYNAMIC WORLD
DESERT
RUINED CITADEL
THE VALE
ROYAL PALACE
The Hunter is determined to back you into the walls CITY OF LIGHT
so you must enter a struggle. If you win the struggle, TREE OF LIFE
you elbow the Hunter into the center of the arena. SECRETS
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Wall run
out to the
scaffolding and
the fissures and
use then them
cross the deep
canyons. The
vine patches
are the key to
closing in on Jump from the top of the wall to a slide. You slip
the entrance to toward the corruption at an alarming rate. Jump
the Vale. When at the bottom of the slide to grab the next wall.
you reach Scramble up it.
the wooden
platforms, you
are near the
Cauldron.
71
NOTE
Keep up your
guard as you
Jump across the next series of wooden platforms. You
need to reach the post in the distance on the far side approach the
of the Cauldron. Alchemist. He
does not lunge
like the Hunter
Wall run under or Concubine,
the post to grab telegraphing his
it. Pull yourself punches. Instead, the Alchemist’s basic move is a magic
up so that you’re attack unleashed simply by raising and flicking his wrist.
standing on top of It’s a fast move and tough to deflect until you have a good
the post.
idea of what to look for.
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73
Return to the top of the vine-covered wall you scaled Use the ring at the edge of the columns to scramble
at the beginning of the Cauldron. farther up the Cauldron. Then cross the platforms to
grab the Light Seed on the post. Another Light Seed
Follow the is at the end of the slide to the left of the post; the
path back around slide drops you back on the fertile ground.
the Cauldron
as if you were Green Power Plate
zeroing in on the
fertile ground There are five Light
again. Run Seeds in the alcove
across the posts high above the
and rip down the slide to pick up a Light Seed on the next Cauldron. With the
vine-covered wall. Breath of Ormazd,
you can reach the
Follow the alcove and collect
path around the the Light Seeds. Once you have all five, grip fall down
outer edge of the the divot in the ledge to grab the vines below and return
Cauldron. Jump safely to the main route around the Cauldron.
across the two
posts and scale
the next wall. North Path
When you slip
The northern
down the slide just beyond the wall you pick up a Light
path out of the
Seed. There is another one directly in front of you on the
Cauldron leads to
vines, as well as one just around the corner to the right.
the Vale. Wall run
to the scaffolding
on the left side
of the tunnel.
Follow the red
planks along the tunnel and then jump to the opposite
side and wall run to the next bits of scaffolding.
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Continue
along the eastern
path to pick up
the last two Light
Seeds on this
route. One Light
Seed is on the
Hang off the ledge after the fissures to pick up two vines that hang
additional Light Seeds. Grip fall through the Light down the left side of the route. The next Light Seed is on
Seeds and grab the scaffolding to keep from falling a ledge overlooking the fork in the road that either leads
into the abyss below. back to the Vale or continues on to the Royal Palace.
75
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Rotate the
platform so the
extended post is
Rotate the platform to spin its posts so you within jumping
can jump to the platform currently closest to the distance. Leap to
fertile ground. Make sure the extended post is that platform.
facing to the east.
This platform
spins the entire Finally, spin the
mechanism. Spin crank so the
all of the platforms extended post is
so the one with the pointed back to the
extended post is fertile ground. Now
now closest to the you can jump to
fertile ground, the sacred ground
like this. and heal the
Construction Yard.
Now, jump to
this platform
and rotate the
platforms so the
Not so fast, says
extended post is
the Alchemist.
pointed to the
west.
The Alchemist
The Alchemist
is again hesitant
to land the first
attack, but keep
your guard up.
Your strategy
is the same this
time—keep
Return to this platform and rotate the crank so the savaging the Alchemist with extended combos. Watch for
extended post is facing east again. (What’s you done
his arm to rise, signaling the start of his attacks. Just as
is create a network to actually reach the platform
with the extended post.)
his hand flicks out, deflect the attack and then launch into
a combo that calls upon Elika’s magic.
77
Healed
(see map on next page)
There are three paths leading into the Construction Yard: Jump from post to post to pick up the three Light
The short route to the south, and then the two jumping Seeds on the rotating platforms. The cranks work,
routes to the east and west of the area. so use them if you need to spin the platforms and
adjust the posts.
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To Machinery
Ground
x5
To Reservoir
South Path
x6 Legend
Light Seed
Breath of Ormazd Power Plate
Wings of Ormazd Power Plate
79
South Path
Wall run to the
red scaffolding
Wall run across the wooden planks to pick up a
and follow it
Light Seed. Jump at the end of the wall to swing
down the south around a flagpole and land on a platform.
route back
toward the Jump to the
Cauldron. At cliffs and wall
the end of the run out to the
scaffolding, wall next Light Seed.
run out and jump Just as you end
to the adjacent the wall run,
wall to pick up jump over to the
another Light wooden planks to
Seed. Be sure to the left. Wall run along those and then bounce back over
wall run to the to the cliffs so you can wall run to the vines.
next red board
before you fall. Continue following the scaffolding until
you reach the edge of the Cauldron. There is a Light Seed
right on the edge of the passage.
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81
If you are
approaching
the Machinery
Ground from
Heaven’s Stair,
use the series of Wall run out to the red power plate. Use Elika’s
slides leading magic to soar to the next power plate.
away from
the crossroads (and the soldier battle). Jump out to the
flagpoles and swing to the walkway leading toward the
cliff side.
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83
Climb the rings above the vines and then wall run to
the right. Pass through the hole in the gear to reach
Wall run to the left of the vines, using the ring to a stable ledge.
connect to another wall run. When you drop down
to the ledge, wait for the gear to open and then leap Jump across to
through the hole. the column and
then roof along
the rings. When
you reach the
ring at the end
of the roofing
sequence,
scramble up the wall directly above it. There are vines
above you to grab onto right away.
Wall run to the
right, following
the wall as it
After jumping through the hole in the gear, wall run
curves. After
across the two rings and then leap to the flagpole.
linking another
wall run with the
ring, jump away
from the wall to
grab another column and start roofing along a series of
rings.
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Jump to the Roof along the rings to come up on the other side.
wooden ledge Now, climb to the top of the structure to reach the
and then wall fertile ground.
run along the
scratches. There it
There’s a ring is—the fertile
at the corner ground and
of the broken your salvation.
ship. Swing Hurry to the
around to the blue beacon and
other side of purify the fertile
the ship and ground with
then wall run Elika’s magic. Not only is the corruption blasted out of
to the vines. the Machinery Ground, but it’s forced out of your body,
Climb the vines too. Now that you’ve been healed along with the land,
to the right and it’s time to seek out Light Seeds so you can soon unlock
then slide along another of Ormazd’s magics.
another slotted ring to shut down the nearby gear.
85
x6
To West
Path
To Heaven’s
Stair
Legend
Light Seed
To Construction Yard Hand of Ormazd Power Plate
Step of Ormazd Power Plate
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Use the
red power
plate to vault
through the
air and down
to the next red
power plate.
Slide along the
ring and into
the plate to
bound up to
Roof beneath the platform to reach two Light
another power Seeds. Use the red power plate to return to the
plate. Finally, fork in the road between the Construction Yard
scramble up to and Heaven’s Stair.
the power plate
and drop down Follow the
to the platform same path up
where you battled with the Alchemist. to the fertile
ground as before
Blue Power Plate to pick up a
series of Light
If you have the Seeds. The lack
Hand of Ormazd, of corruption
you can capture actually makes movement easier. When you reach the
the five Light frozen gears, slow down and look out to the right.
Seeds hanging in
the air above the
platform. Wall
run out to the blue power plate on the cliff.
Two Light Seeds
This plate arcs are on those
you through the cranes.
air and through
a line of Light
Seeds and up
to another blue
power plate. Use
this plate to pick up another two Light Seeds before
dropping back down to the fight platform.
87
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Reservoir
The Ahura water vines to the large wooden panels and wall run (link via
supply was those rings!) before bounding back to the cliffs.
stored at this site.
A massive basin Complete the
set into the cliffs approach on
was fed water the Reservoir by
by a long tube, running along
the walls, darting
then stored for
from one fissure
days when the rains did not come. Ahriman has poisoned to the next.
the Reservoir with corruption, giving the Alchemist yet
another stronghold in the Vale. The Prince and Elika must
cleanse the Reservoir so that one day, when the Ahuras If you are
rise again, this resource can be safely used. coming from the
north, Use the
Corrupt rings under the
Approach planks to roof
over to the cliffs.
If you approach Jump from the
the Reservoir column at the
from the south, end of the planks to the rocks and then wall run to the
you must climb vines for support. From the vines, continue to the right
along patches of until you reach a vertical fissure in the rocks you can grab.
vines that grow
on the cliffs.
Bounce from the
89
Follow the fissures in the wall to a slide. The slide Climb up the wall
leads to some vines. Climb the vines to reach the to reach another
entrance of the Reservoir. solid ledge. Now,
wall run to the
Power Plates next power plate
to the left.
To reach the
Reservoir, you
must use a series
of red power
plates that are
strategically
placed around
the site. As you
bound from plate to plate, you are often dropped just next
to a plate, so you must scramble along the walls to reach
the plate before gravity pushes you down. To start the
trip, wall run out to the red power plate at the end of the
wooden planks overlooking the Reservoir. This sends you
You’re launched under an arc of free-flowing
flying across the site to another wooden plank with a red corruption. The ride ends at a slide. Jump to the
power plate. wall at the bottom of the slide and run to the
power plate.
Bounce away
from the red
power plate on
the wall and drop
You’re launched into a crumbling water tube. Slide into a tube that
down the canvas and wall run out to the next red feeds directly into
power plate. This shoots you directly to the next the basin.
power plate, so be ready with Elika’s magic.
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When the
Alchemist is
almost finished,
get aggressive.
Empty that
Keep the Alchemist in the center of the arena by health meter
switching back and forth around him via acrobatic before the
moves. Alchemist has
a chance to employ his regeneration move. Hammer the
Alchemist with a fast series of sword attacks to banish him
from the Reservoir. Now, cleanse the fertile ground so he
may never return here.
91
x4
To Heaven’s
Stair
Legend
Light Seed
Step of Ormazd Power Plate
Wings of Ormazd Power Plate
primagames.com 92
To Heaven’s
Stair
To Construction Yard
To East
Path
x6
Legend
Light Seed
93
North Path
Strike out for
Heaven’s Stair
by heading
to the left of
the Reservoir There are two Light Seeds in the alcove across from
entrance. Wall the vines on the wood planks. Wall run to the vines
run out to the and then stop and kick away from the vines and into
fissures. Once the alcove. Grip fall through the two Light Seeds and
settled on the first fissure, look up. Wall run up to the then jump back to the panel. You need Elika’s help
to complete both jumps.
Light Seed directly above you and then grip fall back to
the fissure.
South Path
Skate down the
canvas awnings
Wall run out to
to pick up three
the vines at the
edge of the cliff to Light Seeds.
pick up another Veer left and
Light Seed. right on the
slides to capture
the treasures. At
the bottom of the third slide, jump down to the wooden
ledge.
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Wall run out to the next rock and grab the Light
Seed. Then, grip fall to the rock below. The last
Light Seed on the path is down there.
95
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97
At the top
of the elevator The Alchemist cycles through any revealed influences,
shaft, jump out especially Ahriman’s Fury during this battle. Be ready
to the nearby to counter with the appropriate attack.
column and then
leap to the short
wall. Scramble If the Alchemist
up to reach a backs you into
balcony that overlooks the Vale. A green power plate is a wall, be ready
there to your right. for the resulting
struggle.
Romp and
stomp along the
winding path as
you ascend the If you are ever
tower’s exterior. injured, keep your
guard up. Should
Steer with the
the Alchemist
path. If you land a second
bump into a dead successful attack
end or any obstacle, you return to the balcony next to the while you are hurt,
elevator. The path leads directly to the Alchemist. he goes in for a
lethal attack.
The Alchemist
As long as you prevent the Alchemist from regenerating
The Alchemist his health via his special technique and guard against
is determined incoming attacks, handling him in this arena is totally
to keep you manageable. Just keep the Corrupted close to the center
from reaching of the room and launch him into the air so you can pound
the top of his him every time he starts to come back down.
Observatory. He
challenges you
on the roof of
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There are two paths that lead away from Heaven’s Stair: Pull the ring next to the gate. The gate falls,
west and east. The Observatory, the Alchemist’s lair, is revealing a way down from the tower.
directly north of Heaven’s Stair. RETURN OF THE PRINCE
MOVES IN MYSTERIOUS
Heaven’s Stair WAYS
DYNAMIC WORLD
There are four DESERT
Light Seeds RUINED CITADEL
around the fertile THE VALE
To Reservoir
Legend
x6 Light Seed
To Machinery Ground Breath of Ormazd Power Plate
99
To Observatory
Legend
Light Seed
Hand of Ormazd Power Plate
Breath of Ormazd Power Plate
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101
East Path
Start from
the entrance
to Heaven’s
Stair. Jump
to the closest
Pick up two more Light Seeds on the winding path column and
up to the roof. then run along
the wooden
West Path plank. This sets you on a path for the crossroads between
Heaven’s Stair and the Reservoir. Wall run along the
From the
plank to gather two Light Seeds and then leap out to
entrance to
another series of columns.
Heaven’s Stair,
jump out to Jump to the
the columns cliff and then
leading back to wall run to the
the Machinery vines. Three
Ground. Roof Light Seeds are
along the rings between the columns to pick up a Light on the side of
Seed. Cooperatively jump with Elika between the last two the cliff, each
columns right before the crossroads to pick up another accessible via
Light Seed. wall runs. Use the vine patches to avoid slipping off the
cliff.
Jump out to
the loop of slides.
Steer into the
Light Seeds on
the canvas slides
as you slip down
them. There are
four Light Seeds
on the slides, one per slide.
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103
Activate the green Half of the arena wall is lined with corruption. The
power plate to Alchemist tries to stick to that side of the room. You
run around the must push him away from it.
circumference of
the balloon.
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Observe This
After zeroing
out the Alche-
mist’s health
bar, he vanishes
back into the
floor. Elika
didn’t purify
him, so he’s still Hammer the soldier with your sword attacks. When
alive somewhere in the Observatory. After the Alchemist the brute is done for, wall run up to the next red
power plate.
disappears, the room shifts, revealing a red power plate.
After soaring
The red power
through the air,
plate launches
you drop down
you to a small
on a very small
platform. When
platform on top
you land, a
of the Obser-
solider leaps
vatory. It is lined
into action. Slice
with corruption
up the soldier,
on all sides. This is the perfect spot for the Alchemist to
pushing it toward one of the edges for a quick kill. Watch
make his last stand—so he does, with fire and fury in
for state changes, though, as these soldiers can assume
all of his attacks. Stay on guard and try not to push the
unlocked Ahriman’s Influences.
Alchemist into the corruption!
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What’s Unleashed King, and even some of the soldiers that guard the
crossroads between the areas. So, if you think you can handle
As with the other regions in the world, visiting the Royal Garden Ahriman’s Patience, then strike hard against the Concubine. Just
unlocks both a special trap and one of Ahriman’s Influences. be ready to use that gauntlet again on other foes.
So, before striking out into the Royal Gardens and purifying
the Royal Palace, make sure you’re ready to handles these new NOTE
dynamics.
The only Corrupted that will not assume Ahri-
The Concubine man’s Patience is the Warrior. This Corrupted
is just too large to be affected by the gauntlet.
The Concubine is But lest you think the Warrior is some sort of
the Corrupted that pushover, he has his own special state change
haunts the Royal that poses its own special set of problems.
Palace, poisoning
the region with the
The Traps
sad sin of jealousy. Upon exploring
The Prince and the Coronation
Elika must engage Hall, the
the Concubine five times before they can finally confront her in Concubine
her lair. The Concubine does her best to twist the budding trust releases the
between the Prince and Elika. If the Concubine will never again swarm trap.
know love, then she will prevent these two from developing it This trap is a
also. To do this, she will sow the seeds of doubt between the pair. small storm of
The Concubine’s tactic is to separate the Prince and Elika corruption particles that coalesce into a frenzied grouping.
physically. During many encounters, she will use her powers This swarm then chases the Prince for a few seconds. If the
to hold Elika, preventing her from participating in battle. Prince stops moving, the swarm catches up and attacks.
The Prince must then rely on fighting techniques that do Elika must then step in and save the Prince. If the Prince
not involve Elika’s magic. Acrobatic and lift combos can be was in the middle of an acrobatic sequence, such as running
harnessed, but anything using magic cannot until the Concu- along walls between column jumps, the Prince is then
bine’s hold over Elika is severed. returned to the last piece of solid ground he stood upon. The
sequence must then be tried again, and performed faster, to
Standing against
keep the swarm from targeting the Prince.
the Concubine
also unlocks one Unlocking the swarm in the Coronation Hall releases
of Ahriman’s the trap in the following areas:
Influences: Martyr’s Tower, Marshalling Ground, Sun Temple, King’s
Patience. This Gate, Machinery Ground, Heaven’s Stair, the Observatory,
state change can Construction Yard, Reservoir, Spire of Dreams, Coronation
only be dispelled Hall, Royal Spire, the Cavern, Tower of Ormazd, Tower of
by a gauntlet attack. Once the Concubine unleashes Ahriman’s Ahriman, City Gate -- plus the routes between the Cauldron,
Influence, it can be used by all other Corrupted, the Mourning the Cavern, & Temple and the routes between the Cavern, City
Gate, & Temple.
107
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109
Close in on
the Concubine
when you land.
She turns to face
you, but as soon
Start your push toward the Concubine by running to as you unsheathe
the end of the post on the opposite side of the fertile your blade and
ground from Elika. run her through,
she vanishes. It was just an illusion.
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111
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113
NOTE
Grip fall down If you see a bunch of Light Seeds hanging out
the wall to the in the middle of the air, don’t worry—you can
right to grab fetch those when you have the Hand of Ormazd
another pair of power.
Light Seeds.
East Path
When you leave
To get back on the main room of
track from here, the Cavern, you
double-jump to see two Light
the slide that Seeds on the
drops you back second column
to the fertile pointing straight
ground. Use the down into the
post to the right abyss. Jump out to the first column, swing around to its
of the slide to jump back to a column and ascend the wall backside, and then jump again. Use Elika’s magic for
via the rings. a co-op jump to the second column. Then, jump to the
Light Seeds and grip fall through the pair. Jump back to
Jump to the the column.
tilted platform to
the left. Stay to Slide to the
the center of the bottom of the
slide to breeze column and jump
right through a to the series of
Light Seed. At rock ledges that
the bottom of the extends away
slide, jump to a pair of poles with a Light Seed. Swing from the Cavern.
around them to land on another slide. Again, stay to the There are Light
center of the slide to pick up a Light Seed. Seeds visible from the ground. Link your wall runs
with the rings on the left side of the corridor to pick up
another prize.
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115
Royal Gardens
Once the pride Waterworks
of the kingdom,
The yellow power
the Royal
plate directly
Gardens are
ahead of you is
now little more
your way into
than a weed
the heart of the
patch. Beautiful
Royal Gardens.
fountains that
Ease down to the
once entertained the populous with stunning sprays
wall that leads
of water are now gummed up with corruption. Elika
out to the power plate. Wall run out to the power plate
remembers when this was a place of great happiness—her
and use Elika’s magic to launch the two of you through
mother loved these gardens more than any other place
the air. Ormazd’s magic blasts you over the gardens and
in the kingdom. But those days are long gone. Perhaps if
to a pair of narrow walls.
Elika can redeem the gardens, she can at least feel closer
to her mother. Wall run
between the two
Corrupt walls, jumping
from one side to
Approach the other to keep
There are three your momentum
ways into the going. There is
Royal gardens. another yellow
If you’re coming power plate at the end of the left wall. Activate it to zoom
from the south, over the gardens, straight to another yellow power plate.
the Cavern,
follow the
bleached column Hold the magic
fragments along the tunnel walls. If you’re coming from button as you fly
the east or west, follow the beams. You must use the so you can wall
columns along the edges of the gardens to close in on run to the left as
the yellow power plate that launches you into the Royal soon as you land.
Gardens. If you have released any traps, watch out for
them on the walls.
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Drop down to
The yellow power plate drops you down to the lower this crank and
level of the Royal Gardens. turn it until the
corruption flows
At the bottom farther up the
of the gardens, gardens.
Elika points out
a yellow power
plate on the
back wall. That
Turn this
power plate is crank until the
your ticket to corruption flows
the large, ornate platform directly above you. However, into the next
there is no way to reach the plate unless you somehow channel.
raise the ground beneath it. Turning on the water that fed
the garden would raise the platform, but there’s no water
here anymore. However, there is plenty of corruption. You
must fill the reservoirs on each side of the plate to raise
Turn this crank
the platform. But to fill those reservoirs, you must adjust so you adjust
the channels on each side of the gardens. the channel you
just filled. You
Turn the want to shut the
cranks (four channel off.
on each side)
to adjust the
channels. Each
channel has
at least two
grates that allow Return to this
corruption to flow through it. You must create a path crank and turn it.
for the corruption from the pool at the top of the garden
all the way down to the reservoir. Each crank controls a
different set of channels. Some cranks control the same
channels.
Let’s start with the left side of the chamber:
117
CAUTION TIP
Be careful around those channels. If you step Having problems with the channels? Teleport
into one that’s full of corruption, Elika must to a healed patch of fertile ground to totally
save you. reset the channels. Come back and try again
with a fresh look at the puzzle.
Now, let’s move to the right side of the room and fill
that reservoir. It’s a bit tougher than the previous side.
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119
Use the from the balconies out to the columns on each side
columns flanking of the area to collect Light Seeds and boost your
the gardens to total.
pick up the Light
Seeds above
the restored
fountains. Jump
To Spire
of Dreams
x6
To The
Cavern
Legend
To Royal
Light Seed
Spire
Step of Ormazd Power Plate
Wings of Ormazd Power Plate
primagames.com 120
121
East Path
Wall run along
the base of the From the balcony
tower to grab that overlooks
another Light the eastern path
Seed. Jump to the out of the Royal
flagpole before Gardens, wall
you fall.
run through
the visible Light
Seed. Leap the
column just beyond the wall, using a little help from Elika
to close the gap.
There is a
Light Seed
between the
two columns.
From the second
column, jump to
the rock wall and
Turn around on the flagpole. The change in view wall run to the
reveals two Light Seeds on the ledge behind the
vines, passing through the Light Seed.
tower. Edge to the left on the flagpole and then jump
out to the tower. Wall run to the ledge.
Unless you
healed the Royal
Spire to the west,
a soldier waits at
the crossroads
between the two
areas. Because
you have now
encountered the Concubine and seen Ahriman’s Patience,
it is entirely possible this soldier—and any you encounter Climb straight up the vines. Look up. There are two
after it—will call upon that special power. The crossroads Light Seeds directly above you. Wall run up to the
are small, though, so with a good acrobatic combo, you top patch of vines to grab the Light Seeds.
can push the soldier to the edge of the arena and finish it Drop back down
with a sword drive. the vines and
wall run to the
column to the
Cooperatively
jump out to the east. Jump out
tattered banner to the column
to the west and and swivel to
climb up to the pick up the last
post. Light Seed along this path. You do not need to jump out
to the crossroads. But it’s always fun to test out some new
combos on the waiting soldier.
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Step away
from the Royal
Gardens and RETURN OF THE PRINCE
Royal Spire
The majestic are coming from the Royal Gardens, use the system of
Royal Spire rises vines and columns to navigate along the cliffs. (If you
high above the have triggered the tremors, you must time your jumps
Ahura palace. when the rolling corruption moves out of the way.)
But its powerful
presence against
the skyline
disguises a
rotting interior. A victim of neglect as the royal line
declined, the Royal Spire is now more of a playground for
corruption than a sign of regality. The Prince and Elika
must ascend the spire and confront the Concubine at the
top. Banishing the Concubine is the only way to reach the
fertile ground and push the shadows out of the Royal Spire.
Corrupt If you are coming from the Coronation Hall, use the
network of columns hanging from the ceiling of the
Approach decorated hall. There is no floor, so you have to stick to
Entering the the ceiling via the rings. Roof across the gaps between the
Royal Spire columns, and then jump down to enter the bottom floor
from any of of the Royal Spire.
the possible
paths requires
deftly jumping
from column to
column. If you
123
CAUTION
Time these moves right! If you miss a jump and At the top of the
fall, Elika saves you—but it sends you all the bounce, use Elika
way back to the central axle with the first blue to complete the
power plate. arc and land on a
column.
primagames.com 124
Elika to reach the out from the center of the arena. She wants SECRETS
to struggle with you at the edge of the arena
wall and run to
because if she wins and you fail the save, she
the next power earns back her health.
plate. Continue
using Elika to complete your magical leaps as you wind When Elika
your way up the tower. is in play again,
use acrobatics to
When you get the Concu-
reach the balcony bine’s back to
after the series the center of
of blue power the arena. Then
plates, look to launch into an
the center of extended combo that keeps the Concubine reeling. Start
the tower. That with an acrobatic and then segue into Elika’s magic. Keep
elevator is your the combo moving with sword and gauntlet moves so that
way to the top of the Royal Spire. Jump to it and use the the Concubine cannot ever react to stop the combo.
crank with Elika. The elevator rises, delivering you into
the waiting fingers of the Concubine.
The Concubine
When the
elevator reaches
the top of the
Royal Spire,
the Concubine
immediate puts
the screws to
Watch for Ahriman’s Patience. When you see the
Elika. Elika
Concubine emit the yellow sparks, keep Elika back.
doubles over in pain. You must complete the first part of If Elika attacks when the Concubine uses Ahriman’s
this battle without Elika’s magic to extend your combos, Patience, you lose your companion while she
so you must stick to sword, gauntlet, and acrobatic recovers from the crushing blow.
attacks. After a few moments, Elika regains her strength
and enters the battle.
NOTE
As before, the
Concubine is no The longer the
shrinking violet. fight rages, the
She launches more often the
Concubine relies
attacks right
on state changes.
away, so unless If you’ve defeated
you are confident other Corrupted,
about being able the Concubine calls on their influences to keep
to deflect an incoming strike from her magical staff, just you on your toes.
use the guard button.
125
Royal Spire
The elevator was
a one-way trip. Green Power Plate
The only way
off the spire is
There is a green
down its outside.
power plate on
Follow the trail
the face of the
of Light Seeds to
spire, just above
the edge of the
the doorway
spire. Hang over the edge and look down.
that leads back
A trail of inside. Use the
scratches leads green power plate
down the spire. to stomp up the
Apparently, side of the spire.
You’re not the Steer away from
first person to be the second green
stuck up here. power plate (for
Use grip fall to now) and toward
take the express route down. Slide into the Light Seeds as the Light Seed above. After gaining the Light Seed,
you descend. purposefully bump into a wall to return to the
bottom of the tower.
CAUTION
Now, head
The longer you grip fall, the faster you go. And back up the tower
there are no brakes when gravity is concerned. via the green
power plate. This
time, veer to the
left to use the
next green power
plate. This sends you on a horizontal path around
the tower. Keep to the left to dodge an outcropping
and then follow the next power plate back up the
tower.
primagames.com 126
(continued)
The power
RETURN OF THE PRINCE
plates lead up to MOVES IN MYSTERIOUS
the back side of WAYS
the spire. Steer DYNAMIC WORLD
Grip fall
down the
interior of
the spire to
grab a Light
Seed tucked
beneath some
clockwork
Hang down the ledge in front of the green power
gears. Slide
plate. Let yourself fall. There are two Light Seeds on
a small platform just below. Use the ring on the wall against the side
behind the Light Seeds to scramble back up. of the gears
so you grab a
Use the blue fissure before
power plate landing on
on the base solid ground at
of the central the bottom of
axle to launch the spire. Climb
yourself back along the fissure to pick up the Light Seed.
up the interior
of the spire. South Path
You need to
A handful of
wind your way
Light Seeds
back through
are on the path
the spire to
leading back
collect the
to the Royal
Light Seeds.
Garden. Jump
Without traps
from the post at
or corruption
the base of the
patches,
spire to the rock wall. Wall run to the vine patches to pick
traveling through the spire is a touch easier. Follow the
up two Light Seeds.
same path as before, using Elika to complete arcs that fall
a bit short.
127
North Path
The corridor
that leads to the
Coronation Hall
hosts six Light
Seeds. Four are
immediately
To capture the Light Seeds in the alcove, rotate visible from the
around the column so that your back is toward them. spire door. Jump
Jump to the wall and wall run to the vines. Now you to the wall and wall run out so you can reach the closest
can pick up the Light Seeds. column. Then, use roofing to move from ring to ring and
East Path pick up the Light Seeds along the ceiling.
The fifth
and sixth Light
Seeds are at
the crossroads,
guarded by a
soldier, if the
Coronation hall
has not been
Continue east. Jump from one rock to the next, cleansed. After defeating the monster, collect the two
picking up the visible Light Seeds. Light Seeds and then move on to your next destination.
primagames.com 128
Should
you approach
the Spire of
Dreams from the
Coronation Hall
to the north, you
must pass down
a corridor with
no floor. Use the columns to survive the passage. Wall Continue your spiralling path around the interior of
run between each column until you reach the Spire of the spire. Use the two rings on the wall to reach the
Dreams. next power plate.
129
The Concubine
appears in front
you. You know it’s
an illusion, but
humor the witch. Return to the column after the short roofing
Carve the mirage. sequence. Jump away from the column but use
Elika’s magic to launch you to the wall. Wall run to
the two rings.
You’re
back on solid
ground. When
Elika catches
up, wall run to
the next blue
power plate.
Use the ring to
link your wall
runs. Keep
After the Concubine disappears, wall run along the wall running
right of the elevator. Link with the rings to keep wall around the
running and then jump out to the column.
tower interior
to access the
system of blue
power plates.
Continue wall
running around Use the flagpoles to keep moving up the spire. After
the spire to catch jumping from the second pole, call on Elika to help
you reach the next power plate.
up with the
Concubine. She’s
waiting at the
ledge next to the
elevator again.
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The elevator
shoots you
straight up to the
top floor of the
Spire of Dreams.
The Concubine
is waiting for
you. She has no
traps planned for your welcome. The moment you reach After using the gauntlet to strip away Ahriman’s
the top floor, the elevator drops away and the Concubine Influence, keep the Concubine in the air with Elika’s
launches into her first attack. Be ready for it by holding magic and more gauntlet or acrobatic attacks.
the guard button.
TIP
The Concubine Juggle the Concubine along the “lap” at the top
Without a center of the tower. Keep switching back and forth with
to this arena, you acrobatics and magic to prevent the Concubine
are forced push from landing and mounting a counterattack.
the Concubine The
around the Concubine
rooftop. Keep always attacks
away from either while utilizing
edge—the outer Ahriman’s
edge or the empty elevator shaft—so the Concubine Patience. Move
cannot engage you in a potential struggle. If you do end in and hold
up with your back to the open air, use an acrobatic attack guard when
to change places with the Concubine. you see the
state change.
NOTE As soon as
you see the
Elika joins you for this entire fight—the Concu- Concubine
bine has separated you enough for this area. start to move
her staff,
get ready to
deflect. As the
staff swings wide, hit the sword to knock it aside. The
Concubine is momentarily defenseless. Hit the gauntlet
to launch the Concubine into the air and rip away the
influence. Use this move as the springboard for a combo.
131
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133
Coronation Hall
already in disrepair before the release of Ahriman. The
royal line of the Ahuras was in decay. There would be no
passing of the crown. But if the Prince and Elika can drive
Ahriman out of the Royal Palace, perhaps hope will return
to the world and the Ahuras will unite under a new leader.
CAUTION
Are you sure you want to release the swarm trap
now? Because as soon as the Concubine lets it
loose, it infects the entire world.
The opulent Coronation Hall, once the site of
grand celebrations when stewardship of the Ahura
passed from one generation to the next, was
primagames.com 134
Approach
The two RETURN OF THE PRINCE
approaches to the MOVES IN MYSTERIOUS
WAYS
Coronation Hall DYNAMIC WORLD
are corridors— DESERT
neither of which RUINED CITADEL
has a floor. If THE VALE
coming at the ROYAL PALACE
135
NOTE
Use the columns From this point forward, the swarm trap is now
to cross the wider active.
gaps in the floor.
The Concubine
appears again at
the bottom of the
slides. Slice the
illusion.
With the swarm nipping at your heels, jump to
the flagpoles and keep moving around the interior
of the tower.
Elika catches
up to you,
somehow free Wall run along
of the Concu- the tower interior.
bine’s trap. You Jump out to the
can now call columns before
you lose purchase
on her help to
on the wall.
keep moving up
the Coronation
Hall. Start at
the ring on the
wall and pull
yourself up to
the ledge. Use
the slotted ring
to travel across
the wall. The
ring lowers a cage from the ceiling just in time for you to
jump and grab onto it.
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137
Healed
There are only two paths into the Coronation Hall. After
banishing the corruption, retrace your steps to either the
Spire of Dreams or the Royal Spire after collecting Light
Seeds in the Coronation Hall to add to your still-growing
collection. Another Light Seed is on the ledge just outside the
western exit of the Coronation Hall. This ledge also
Coronation Hall leads out to a red power plate.
The four Light
Seeds sparkling Red Power Plate
in front of the
yellow power Wall run out to
plate are a pretty the red power
good sign to use plate and use
Elika’s magic and the Step of
fly back to the Ormazd to bound
entrance of the Coronation Hall. From the entrance, you away from the
can either delve back into the basement of the Coronation rocks. The plate
Hall to search for more Light Seeds or retrace your steps launches you just short of the red power plate in
down the east and west approaches. the distance, so use the ring to scramble up to the
plate and rocket over to a hidden ledge.
There is one Light There are
Seed directly in five Light Seeds
front of the black on this ledge.
gate that leads to After collecting
the Concubine’s
them, use the
lair.
next series of red
power plates to
return to the entrance of the Coronation Hall.
Drop down
to the ring just
below the ledge From the ledge
with the black where you can
gate. As you grip see the red power
fall to the ring, plate, grip fall
jump away to down a set of
reach a small rings to reach a
narrow platform.
There are two
primagames.com 138
TIP
Once you reach the
crossroads, turn
around and look
back to the Coro-
nation Hall. There
are two Light Seeds
Grab the Light Seed on the ledge and use the nearby tucked in the cor-
columns to reach the corridor with no floor. ners of the room.
139
The Approach
Start moving on
the Concubine
via the yellow
power plate
directly beyond
the black gate. As you fly through the air, steer around the hanging
chains and rock pillars.
Jump through
the air with You gingerly
Elika’s help. When you land on the wall just short of the drop to solid
plate, scramble up and quickly use Elika’s magic to take ground. There
flight. is a blue power
plate right in
front of you.
Scramble up
to it. This arcs
As you race you to another
through the air, plate. You land
veer around the just short, so
giant rocks. If quickly wall
you crash into run up to
one, you and the next blue
Elika are sent power plate
all the way back and blast off
to the area’s across the sky.
entrance.
You land under
a yellow power
plate. Wall run
up to it and use
Elika’s magic to
launch back into
the heavens.
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First Sequence
Mercifully, this
circular area
has no edges
This final yellow power plate launches you to the overlooking the
Concubine’s chambers and the final battle with the void, nor any
Corrupted. corruption. The
arena is quite
Final Showdown large, too, giving
you a lot of room to stage extended combos and keep
The Concubine the Concubine juggled in the air by switching between
is waiting for gauntlet and acrobatic moves. Wait for the Concubine to
you. She’s not attack and then deflect her incoming blow to create an
alone. The opening.
chambers are full
of Concubines. When the
You know one Concubine
of these is not tries Ahriman’s
an illusion, but there’s just no telling which. Each looks Patience, you
like a perfect replica of the Concubine, so the only way to have a great
discover the real Concubine is to race to each mirage and opening to
cut it down with your sword. launch into a
combo. Yank
the Concubine off the ground with the gauntlet and then
hammer her with a series of alternating sword and magic
attacks.
141
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143
What’s Unleashed all of your encounters with the Warrior, you must use the
Corrupted’s heft against him. Lure the Warrior to the edge
When the Prince and Elika arrive in the City of Light, they of an arena, get him to enter into a struggle, and then push
risk unlocking two problematic features into the rest of the Warrior into the darkness. But you must weaken the
the corrupted world. Not only is a new trap unleashed— Warrior before you can heave him over an edge. And to do
the tendrils—but as soon as the Warrior exhibits his that, you must launch into an extended combo—starting
rage attack, that also spreads across to other your enemy with an acrobatic move—that uses Elika’s magic. Once
encounters, such as the Mourning King. Elika swings on top of the Warrior and tugs at his mask
The Warrior with her magic, finish with your sword to weaken him.
Now, you only have a few moments to lure the Warrior to
Of all the the edge of an arena and push him to his demise.
Corrupted, the
Due to his huge size, you can never use your gauntlet
Warrior is the
against the Warrior. That limits your combo possibilities,
most tragic.
so adjust your strategies accordingly. Concentrate instead
A war wages
on acrobatic and Elika combos.
within him,
as Ahriman’s The Traps
corruption tries When you reach
to snuff out the last flames of good inside the fallen king. the City of Light,
But even though the Warrior is conflicted, that does not the area closest
mean he will go easy on the Prince and Elika. to the Warrior’s
The Warrior’s Fortress, the
explosive Corrupted
special attack is unlocks a new
Ahriman’s Rage. trap: tendrils.
The Warrior Affected walls are now infested with swirling pools of
raises his hands corruption. Every few seconds, tendrils explode from the
to his head, trying pool and flail about. If you are trying to wall run across
to fight back a surface with this trap and get clipped by a tendril as it
against the power of the corruption. This internal struggles pops out of the wall, you’re grabbed and violently slammed
manifests itself physically, too. Cracks of corruption make into the wall. Elika rescues you, but you return to the last
the ground around the Warrior harmful to stand on. The solid surface you stood on and must restart the acrobatic
air around the Warrior also fills with corruption gas. There sequence. So, look at the tendrils like a timing game. When
is no way to counter this influence with a particular move, the tendrils disappear into the wall, start whatever acrobatic
unlike Ahriman’s Patience or Anger. Instead, you must fall feat is needed to cross the surface. Unlocking the tendril trap
back and let the attack run its course. in Coronation Hall releases the trap in the following areas:
Because of The Windmills, Martyr’s Tower, Marshalling Ground, Sun
the Warrior’s Temple, King’s Gate, Machinery Ground, Heaven’s Stair,
size and his Construction Yard, Reservoir, the Cauldron, Royal Gardens,
incredible armor Royal Spire, Tower of Ormazd, Tower of Ahriman, Queen’s
plating, you can Tower, City of Light, City Gate -- plus the routes between
never defeat the King’s Gate, the Cauldron, & Temple, the routes between
Warrior through the Cauldron, the Cavern, & Temple, the routes between the
direct attacks. In Cavern, City Gate, & Temple, and the routes between Royal
Spire & Tower of Ormazd.
primagames.com 144
145
TIP
If the Warrior backs you up to the edge and you
are wounded, just use the dodge to slip between
his legs and then retreat to the far side of the
arena to recover.
primagames.com 146
147
primagames.com 148
149
South Path Follow your steps back to the City Gate. At the
Retrace your rock near the bottom of the first slide, jump out
path toward the to the right to collect two Light Seeds against the
desert to collect wall. Grip fall through the Light Seeds and then
more Light use Elika to jump back to the rock safely.
Seeds. Since
you used slides
to reach the City
Gate and those
primagames.com 150
and Elika must scale the tower, slipping both inside and SECRETS
151
There is a large
door on this floor
of the tower.
Walk to the
left of the door
and jump out
to the exposed
scaffolding.
Climb the wall by jumping to the next set of boards.
Climb the vertical crack next to the ring to reach
the plate above. Shimmy along the slot in the plate
Kick away from
and then wall run to the left to reach more exposed
the wall and
scaffolding. Wall run from the far side of the
scramble up the
scaffolding to reach another steady wooden platform.
opposite wall to
reach a balcony
Turn the crank
overlooking the
tower exterior. on this platform
to rotate a giant
metal plate on
the outside of
TIP the tower. There
Look for visual clues in the walls or beneath is a crease in
corruption for the Ormazd magic needed on the center of the
return visits. On the balcony, for example, you metal plate that, when vertically oriented, can be used to
can see a power plate pulsing beneath the muck. keep ascending the outside of the tower. Wall run to the
crease and then climb up it. Run up the wall above the
Outside the plate to grab a few boards. Shimmy to the right and then
tower, use the wall run to a wooden platform.
vertical crack in
the stonework to Pull down
climb the wall. the ring on the
There is a metal wooden platform
plate above the to lower two
crack with a more metal plates
horizontal slot in it. Run up the wall from the top of the down the side
crack to grab the plate. of the tower.
These plates have
horizontal slots useful for crossing back to the other side
of the tower. Climb up the vertical scaffolding next to the
ring and then wall run across the two metal plates.
primagames.com 152
The Warrior
The Warrior atop
the Tower of
Ahriman is much
stronger in this
battle, capable
Turn this crank so the upper disc mirrors the of unleashing
position of the bottom disc. Then, grab the nearby Ahriman’s Rage
ring to drop two metal plates in between the discs so to make you keep
you can climb the tower. your distance. The goal is the same, though. Use a combo
to weaken the Warrior. When you see the blue sparks
emerge from between the armor plates, back the Warrior
up to the edge of the roof and then push him off.
153
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Keep holding
the magic button
The balcony
when you leave
circles the tower.
There are two a power plate
Light Seeds on because you
the balcony, so always land near
make a lap. the next power
plate—not directly on top of it. When you complete
a circle around the tower interior via the red power
plates, you are five Light Seeds richer.
155
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Wall run to the right and hop off to another slide. This TREE OF LIFE
Jump away from the wall to land on another set
SECRETS
shoots you back to the base of the tower. of slides. There is a Light Seed at the bottom of
the slides, but unless you have already purified
East Path the Tower of Ormazd, a soldier is just waiting
for you at the opposite landing.
When you step
out of the east
side of the Tower
of Ahriman, you
can see all six
Light Seeds on
the east path.
Jump to the slide
on the left. Pick up the Light Seed in the center of the
slide and then use the column to link to the next slide,
which also hosts a Light Seed. Jump off that slide and
then climb to the top of the column. There are two Light Destroy the soldier with a lengthy combo that
Seeds high in the air that you can get by kicking away involves Elika’s magic so that it’s backed against the
from the column. After getting the Light Seeds, jump wall. Then keep attacking until you drive your sword
back to the column and then complete the loop of slides into the soldier.
to end up back at the Tower of Ahriman. After defeating it,
jump to the wall
West Path with the scratch
mark leading
Jump across the
straight up. There’s
gap to the west scaffolding you can
to start hunting hold as you shimmy
Light Seeds. your way around
There is one the bend.
visible directly
from the gap Follow the
between two scaffolding up
lines of exposed woodwork. You must use Elika to jump the wall and
the distance between the platform and the wall with the around the
woodwork, and then scramble up it to keep from falling. corner. Start
running and then
Wall run to the quickly jump
right of the Light away from the
Seed and jump wall to land on a slide that leads straight to two Light
down to a curved Seeds. The only catch is a gap in the middle of the slide
slide. Stick to the so wide it requires Elika’s help to cross. These slides lead
right of the slide right back to the base of the Tower of Ahriman.
to grab another
Light Seed and
then jump to a wall run to bank another Light Seed.
157
The Warrior
Use the green
power plate
TIP
on the wall to While retreating from the particles, use the time
climb straight and space to move around the arena and line
up the wall. up the Warrior with one of the cracked struc-
However, there tures.
is corruption
directly above
primagames.com 158
159
As you enter
the tower, the
stairs leading
to the roof
collapse. You
must now wall
run around the
corruption,
bouncing off
the walls to
reach the stair Wall run from the balcony to another ring and round
landings. A the next corner. You immediately reach a patch of
lone ring is vines. Crawl up the vines until you spot another ring
in the center in the tower exterior.
of a patch of
corruption Wall run from the
ring to a pair of
near a hole in
ornate wooden
the tower. Run and jump to the ring and then scramble panels. Bounce
straight up the wall. At the top of the wall run, jump from the tower
back to grab the ledge directly behind you. After pulling to the two panels
yourself up, step out onto a balcony. as you make a
turn around the
Now, you building.
must circle
the building Jump off
almost twice to the second
reach a green panel to land
power plate on some more
that pushes vines. From
you up to the the right side
roof. From the of those vines,
balcony, run wall run out to
to the right a pair of rings.
and wall run to Use these two
the ring at the to complete
corner. Whip another lap
around the side around the
of the tower, tower, lining
linking a wall you up with the
run to another ring, and finally run to a vine patch. Climb green power
the vines and look up to spot another set of vines. Wall plate. Use the
run to that patch. green power plate to rush up the remainder of the tower
to the rooftop and its fertile ground.
primagames.com 160
The Warrior is
back. And he’s RETURN OF THE PRINCE
angry. MOVES IN MYSTERIOUS
WAYS
DYNAMIC WORLD
DESERT
RUINED CITADEL
The Warrior THE VALE
ROYAL PALACE
shakes the
CITY OF LIGHT
tower so much
TREE OF LIFE
that the roof Once back on the ground, purify the
SECRETS
collapses. The fertile ground inside the tower to release
fertile ground the Light Seeds.
now drops to
the middle floor Healed
of the tower. The Light Seeds in the Tower of Ormazd are spread
You must now across not only the tower itself, but also the three paths:
ride a series north, west, and south. All four areas must be explored to
of slides back capture all of the 45 Light Seeds.
down to the
middle floor Tower
to reach the
Three Light
sacred ground.
Seeds on the
Start by
floor near the
jumping to the first slide and then keep bounding from
fertile ground:
one slanted platform to the next. When you reach a piece
Two are in the
of surviving wall, jump out and wall run as far as you can
corners of the
before jumping back to another slide. When you spot the
room, and the
ring in the wall, use it. As you wall run away from the
third is dangling
ring, use Elika’s power to perform a super jump to the
in the hole in the floor. The hole leads down to the bottom
next slide.
floor of the tower where there are, indeed, more Light
The slide Seeds, but don’t slide down there just yet. There are
directs you several more Light Seeds to gather on this floor.
back outside
the tower.
Jump off the
slide and use
the scaffolding
to climb around
the side of the
building. When
you reach the
end of the
scaffolding,
Step out onto the balcony. Four Light Seeds are on
look down.
the outer railing surrounding the tower. Jump on top
There are of the railing and then hang down on the other side
no obstacles to pick up the Light Seeds.
between you
and the balcony outside the middle floor of the tower, so
use a grip fall to safely descend.
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To collect the two Light Seeds dangling off the right North Path
side of the canyon (when you are facing back toward
Collect the Light
the Tower of Ormazd), jump with Elika toward the
wall and the scramble up it. Seed directly
outside the
South Path northern tower
exit. The path
When you look
stretches over
out the southern
the water, so you
side of the tower,
must stick to the
you see not only
posts and poles jutting out of the architecture on the left.
a Light Seed on
While standing on the first post, wall run straight up to
the immediate
grab the hanging Light Seed.
ledge, but also
one in a small
From the post,
cave below the
hop on the slide
landing on the
and ride it to
opposite side
the wall. Jump
of the gap. To
to the wall and
collect that Light
run along it to
Seed, grip fall
the right, passing
down the ledge
through a Light
right in front of
Seed. Just as you collect the Light Seed, use a double
you and then kick away near the bottom. Use Elika’s help
jump to land on another slide. At the end of the tilted
with the jump. You land in the small cave and grab the
slide, jump to the trio of poles and vault around each one,
Light Seed. Return to the tower the way you came.
picking up a Light Seed.
Jump on the
landing above the
small cave. There
is a ledge on the
left side of the
path, but it’s not
possible to jump
to it because it’s
163
Queen’s Tower
The Queen’s with Elika. Use the column hanging from the wrecked
Tower is an ceiling to bridge the gap.
essential part
of the City of The Tower
Light, the great Once inside the
place of worship Queen’s Tower,
for the Ahuras. zero in on the
But now the late green power
queen’s favorite place in the kingdom has been ruined by plate. Jump to
Ahriman’s corruption. The Prince and Elika must find the wall beneath
a way to the top of the tower to battle the Warrior and the power plate
redeem the fertile ground before it’s too late. and scramble up
to it. Use Elika’s magic to fully activate the plate and start
Corrupt your ascent up the tower. The climb winds along a path of
Approach curved stone, but there are no obstacles in your way.
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165
Tower
After you liberate
the Queen’s
Tower from the
The Warrior will not drop without a fight. As you Warrior and
push him toward an open door, he swings those huge save the fertile
fists. You must deflect them. If you only guard—or ground, the
get hit—the Warrior has a chance to recover. Light Seeds
spread across
the area. Four of them are easily visible around the fertile
The Warrior
often uses one ground—those are your first pick-ups. Once those have
of Ahriman’s been collected, step through the gate that opened after
Influences to you saved the tower. It’s a long way down, but a series of
make you retreat wooden panels are useful for slowing your descent to a
so it can recover. safe speed.
Jump
If you back toward the
the Warrior up first wooden
to an open door, panel and grip
but he’s not fall down its
weak enough face. There is a
to be pushed Light Seed on
outside, go ahead top of a slot in
and start your the plank. You
acrobatic combo—just make it is a short one. And as automatically
soon as you complete the combo, start another acrobatic stop on the
combo with your sliding between the Warrior’s legs so slot. From this
that you reverse positions again and turn the brute back hanging point,
around. As soon as he’s vulnerable, go for the kill. kick away from
the panel to
grab the slot in
the wood panel
to your right. Slide down that panel and use the ring at
the bottom to cross under a narrow beam.
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When you
reach the balcony
at the bottom
Two Light Seeds beneath this floor. Look over the
of the wooden edge of the landing. There is a ring directly below
panels, run to you. Slide down and use this ring to pass beneath
the open door the floor.
that leads inside
the tower. Don’t Roof along the
go inside just three rings to
yet, though. grab the two
There are two Light Seeds and
then scramble up
Light Seeds on
the opposite side
the rock wall to return to the
opposite of the middle floor.
door. Jump up
on top of the
railing and then having Elika fling you to the Light Seeds.
After picking them up, kick back from the wall and call on
Elika to return you to the balcony.
Now enter
the tower. There
are several Light
Seeds within easy
reach. One is in
the center of the
room. Two more Use the green power plate to climb up the wall and
Light Seeds are onto the ceiling. There is a Light Seed on the ceiling,
on the door to the right of the green power plate. Jump just behind the hanging lamp you must avoid.
across the gap to grab the door, scramble up it to pick
167
South Path
Several Light
Seeds are
found along
the southern
The green power plates direct you back to the small path leading
balcony that leads outside the tower. There is a Light
away from the
Seed on the balcony, as well as one between the two
carved wooden panels that flank it. Queen’s Tower.
To reach them,
Wall run out to do a double jump
the ring to reach from the tower
the next side of to a high wall.
the tower. There
Scramble up to
is another Light
Seed on the the scaffolding
green power plate at the top of the
straight ahead. wall and then
carefully shimmy
The green to the right. Pass around the side of the wall so your
power plates back is toward a slide. The slide takes you to the nexus
return you to platform between the Queen’s Tower and Ahriman’s
the top of the Tower. If you have not purified the Tower of Ahriman just
Queen’s Tower. yet, there is a soldier waiting for you. Dispatch it so you
Use the wooden can continue collecting Light Seeds.
panels to climb
back down to the
middle floor. Hang over the ledge that looks down on the
bottom floor of the tower. If you have earned the Hand of
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169
City of Light
The City of
Light was once a
luminous corner
of the Ahuras’
world, a place
to celebrate
Ormazd and all
of his blessings,
despite his absence. But now the corruption has covered
this sacred site, including the fertile ground inside the
city. The Prince and Elika must weave through the Use Elika’s help to jump to the semicircle of columns
winding corridors to locate the fertile ground and fight that lines the corruption-covered boulevard.
back against the Warrior in order to save the city.
Corrupt
Approach
There are two
ways to approach
the City of
Light. If you
come from the
west—the Tower
Bound from one column to another to close in on the
of Ormazd—you entrance of the City of Light.
must cross a
series of posts and poles. Vault through the air, which is
Slide down the
thick with corruption, and spin around the flag poles as you
ramp at the end
close in on the City of Light’s entrance. The city streets are of the columns
sadly covered in corruption, leaving you with no choice but and jump across
to stick to high ground as you hop across posts and slide to the banner poles
the blue power plate that marks the entrance of the city. the reach the blue
power plate.
If you
approach the
City of Light
from the Queen’s City Sights
Tower, you must To enter the City
cross a obstacle of Light, slide
course of rings, down the edge
slides, and of the landing
columns. Use the column from the crossroads between in front of the
the two areas to roof your way over to a slide. Ride the huge black door
slide down to a river of corruption. Just before you slip that leads to
into the gloom, jump out to the first in a line of columns. the Warrior’s
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171
You must
pass through the
narrow alleys
ahead, but there
is nothing to hold
onto and there
are tendrils on
every wall. Wait
for the tendrils Use the blue power plate at the end of the alley to
on the left to soar over the walls surrounding the city square.
vanish and then
start your wall
The Warrior
run. At the end of When you finally
the three tendrils, land inside the
jump to the right city square, the
wall and wall run. Warrior wastes
As you run, the tendrils on the adjacent wall pull back. no time closing
Jump to that wall and wall run to the left. Just as you run in on you. But as
out of steam, jump one last time away from the wall. You he stomps your
leap toward the side of a wall you cannot quite see—but way, look over
at least there is some scaffolding to grab. his shoulder. Directly behind him is an illuminated alcove
with a huge iron gate above it. Since there are no edges
in the square to push the Warrior over, you must instead
back the Warrior into that alcove and slam him against the
Follow the
scaffolding along wall so hard that the gate falls and traps him.
the wall until you The Warrior
reach another
tries to limit your
series of tendrils.
combo options by
using Ahriman’s
Influences. When
You are almost the Warrior
to the city square. turns blue, you
The tendrils flip must pull back
and flail on the and keep Elika
walls ahead. safe. If you try
But they retract a combo while
and reappear in the Warrior is
waves. So as soon bright blue, Elika
as the tendrils will be injured.
closest to you The Warrior also
pull back, start shakes off any
wall running. Just weakness after several seconds with a corruption storm.
as you reach the Back away when the black particles swirl around the Warrior
end of the wall, and reposition yourself so you can goad the Warrior into
the tendrils on following you toward the makeshift prison cell.
the opposite side
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There are two paths into the City of Light. Search both
paths to the east and west, as well as the entirety of the
city, to collect the 45 Light Seeds.
173
The blue power plate launches you across the water and
to a platform. There is a small hole in the platform to
your right. Drop into it to grab a Light Seed. Wall run around
Retrace your the corner,
jumping to
steps toward
connect the two
the city square moves, to pick
to collect a up a Light Seed.
series of Light Jump to the next
Seeds. Without slide.
the corruption
tendrils, travel is At the bottom of
easier—but there are still risks you must take to collect all the slide, jump
the Light Seeds. Run to the wall in front of you and jump out and wall run
out. Wall run through the Light Seed. down the alley for
a Light Seed. Jump
Jump out to to the scaffolding
the scaffolding. and crawl along
Scramble it to reach a Light
straight up to Seed.
pick up a Light
Seed and then
grip fall down
to the lowest
fissure on the
wall. Another
Light Seed is
near the blue
power plate.
After picking it
up, wall run to
the blue power Keep wall running down the alley, bouncing from
wall to wall.
plate and
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175
Wall run around the corner and then jump out to Jump to the slide at the far end of the line of columns.
the slide. Stick to the center of the slide to pick up There is a Light Seed on the slide. At the end of the slide,
the Light Seed and then jump out to scramble up to jump off to the wall and wall run to a series of poles.
the next platform.
From the
platform, look
west. There is a
loop of columns
and slides you
must cross to
collect the series
of dangling Light
Seeds. Jump down on the slide directly ahead of you and
ride it to the bottom, collecting the Light Seed. Double Jump to the stable post between the poles. Wall run
jump out to the broken column hanging from the ceiling. up to the yellow power plate to grab the Light Seed.
If you have activated the yellow power plates, use
Climb up the
Elika’s magic to blast off.
column and turn
so your back is Yellow Power Plate
against the Light
Seed on the roof. The yellow power
Roof over to the plate blasts you
ring to grab the through a quick
Light Seed and tour of the city.
then link to another roof scramble. You drop down on a The route swoops
slide with a Light Seed. At the bottom of the slide, jump low over the
to the crossroads platform between the City of Light and water. As you
Tower of Ormazd. fly, steer into the
Face the City of Light Seeds. But
Light and jump on watch out for
the left column.
obstacles like
Roof over to the
ring and then
posts and walls. If
keep scrambling you slam into any
to shuffle through of these, you are
two Light Seeds. returned to the yellow power plate and must start
You drop down on the trip all over again to collect the rest of the Light
a slide. Seeds. There are four Light Seeds on this flight.
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177
Work to lure
the Warrior to
the exposed
ground, but
never back down
from a fight.
In fact, if the
Warrior gets too After freeing yourself, you climb around the
far away from the edge, it’s useful to push him into the Warrior’s body, dishing out attacks. Tap the buttons
corruption that lines the arena. Weaken the Warrior with displayed on-screen to hit the Warrior. If you
an acrobatic combo and then shove him to the corruption. complete the sequence successfully, you weaken the
Repeatedly tap the attack button to tip the Warrior into Warrior.
the corruption. He regains his strength as a result, but he
also moves back toward the middle of the arena.
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179
Temple to rein in his evil brother’s power when they shared this
realm, his magic is still powerful enough to get you close
enough to Ahriman to fight him. Walk into the sealed
door. Ormazd’s magic allows you to pass through the
door and into a magical world. You must successfully
activate the series of power plates in this magic world to
push through the thick corruption that protects Ahriman.
If you survive the sequence, you emerge inside the temple
and at the foot of Ahriman.
CAUTION
You must complete this sequence without fall-
ing. Because there are no stable platforms to
After defeating the fourth of the Corrupted, Elika stand on except for the landing next to the first
announces to the Prince that they can now take the fight power plate, if you miss a plate, you are trans-
directly to Ahriman back at the temple of the Tree of Life. ported all the way back to the beginning of the
Whether you use the teleport skill to instantly warp to course.
the temple or clamber through the paths, grabbing any
remaining Light Seeds before you reach your destination, The course begins
you must be ready for the full terror of Ahriman. The dark on a ledge in
god will not go back into his prison without a fight, and front of a blue
in the history of wars between gods and men, the former power plate. Wall
have an imposing track record. run to the power
plate.
NOTE
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181
This power
plate marches
you directly to
a yellow power
plate.
primagames.com 182
Elika is
devastated to
RETURN OF THE PRINCE
see her father
MOVES IN MYSTERIOUS
so transformed. WAYS
But sympathy for DYNAMIC WORLD
the man will not DESERT
RUINED CITADEL
defeat him. You
THE VALE
must engage the
ROYAL PALACE
Mourning King in one last battle. Maybe a shred of his CITY OF LIGHT
soul can be salvaged from his poisoned body? Well, maybe there’s nothing good left under TREE OF LIFE
that corruption after all. SECRETS
The Mourning
King is
aggressive. He CAUTION
starts the battle
by attacking, so The Mourning King
be ready to deflect spits corruption
his initial blows that blocks your
and try to slip in view. Guard while
a counterattack. the screen is ob-
scured. Unless, of
course, you’re feel-
ing lucky and can time a sword attack blind. If
you land a blow, the inky gloom disappears.
Watch for the The Mourning King uses the same spell as the
Concubine to confuse you. If the king explodes in
Mourning King
pink, back away! If the spell reaches your eyes, you
to undergo all controls are temporarily reversed.
of Ahriman’s
Influences.
When the
Mourning King
is enveloped by
blue light, keep
Elika back. If she
attacks while the
Mourning King
is blue, she will
be injured. While
she recovers, Back off when the Mourning King quakes and the
your combo air around him is full of corruption. There is no
options are attack that can break through this, so keep your
limited. If the king is cloaked in black but yellow sparks distance until it subsides.
jump from his torso, deflect and attack and then counter
with a lift.
183
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Climb up the
vines to reach the
When the corruption drops back down, wall run to
next power plate
the platform with the fertile ground. Run into the
and avoid the
center of the fertile ground and repeatedly tap the
corruption.
magic button so Elika can purify the area.
Fertile Ground 2
Wall run away Now, use
from the purified the next four
fertile ground vine fields to
and into a patch crawl between
of vines. Ahriman two patches of
lashes out with corruption on
his fist as you the wall. Wall
leave the fertile run through the
ground, so make sure you do not pause. Crawl across the narrow bit of
first vine patch, wall run to the next, and then climb up to unaffected wall
the power plate. between the four
vines. After the
four-vine patch,
run out and
use the ring to
propel yourself
into another
collection of vines.
185
Wall run away After surviving the rising corruption again, use the
from the vines vines to close in on what looks like another solid
next to the plate ledge. Wall run to it.
and use the ring
to push toward
The ledge is
the next series of
vines. anything but
solid. As you run
along it, pieces of
it crumble under
Climb up the your feet. Jump
vine. Scramble up over the gaps in
the blank stretch the ledge as they
of wall between appear. At the
the two sets of end of the ledge,
vines. jump to the wall
and run along it
to reach another
patch of vines.
Bound between
There is another the two rings on
power plate to the
the wall to close in on another power plate.
right. Wall run
to it.
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Aftermath
187
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189
PLAYSTATION 3 Trophies
Trophy Description Value Trophy Description Value
First Meet Encounter Elika Bronze Light Seeds
Collect 100 Light Seeds Bronze
Save Me Please First time Elika saves you Bronze Rookie
Complete the opening scene in Light Seeds
All the Basics Bronze Collect 200 Light Seeds Bronze
the canyon Beginner
Explorer Use compass for the first time Bronze Light Seeds
Collect 300 Light Seeds Bronze
Casual
Beginner
Heal your first fertile ground Silver Light Seeds
Healer Collect 400 Light Seeds Bronze
Novice
Master Healer Heal all fertile ground Gold
Light Seeds
Hunter’s End Kill the Hunter in his lair Bronze Collect 500 Light Seeds Bronze
Collector
Warrior’s End Kill the Warrior in his lair Bronze Light Seeds
Collect 600 Light Seeds Bronze
Concubine’s End Kill the Concubine in her lair Bronze Chief
Alchemist’s End Kill the Alchemist in his lair Bronze Light Seeds
Collect 700 Light Seeds Bronze
Ahriman’s End Kill Ahriman Silver Veteran
Explore every area of every Light Seeds
Explorer Bronze Collect 800 Light Seeds Bronze
region Expert
Block Master Block 50 attacks Bronze Light Seeds
Collect 900 Light Seeds Bronze
Hardcore
Deflect Master Deflect 20 attacks Bronze
Light Seeds
Biggest Combo Do 14 combo hits in a fight Bronze Collect 1001 Light Seeds Silver
Master
Be Gentle with Finish the game with less than
Gold Speed and Kill 10 soldiers before they
Her 10 saves from Elika Bronze
Peace spawn
Use an enemy to break
Breaker Bronze Thrower Push 10 soldiers to their deaths Bronze
something
Assassin View Find the Assassin View Bronze
Against the Wall Win a struggle Bronze
Titanic View Find the Titanic View Bronze
Go from the fertile ground in
Race Ruined Jumper 1,000 co-op jumps Bronze
Sun Temple to the fertile ground Bronze
Citadel
in Windmills in 8 minutes Take one minute to think (at the
Precious Time Bronze
Go from the fertile ground in right time)
Race Obser-
Construction to the fertile ground Bronze Beginner
vatory Trigger one dialogue with Elika Bronze
in Heaven’s Stair in 7 minutes Listener
Go from the fertile ground in Royal Trigger more dialogues with
Race Royal Good Listener Bronze
Gardens to the fertile ground in Silver Elika
Palace
Coronation Hall in 6 minutes Trigger a lot of dialogue with
Perfect Listener Bronze
Go from the fertile ground in Tower Elika
Race City of
of Ahriman to the fertile ground in Silver Find the highest point in the
Light Climber Bronze
City of Light in 5 minutes world
Dodge 20 Warrior attacks in one Find the lowest point in the
Warrior Special Bronze Diver Bronze
fight world
Deflect the Hunter 5 times in Finish the game in less than 10
Hunter Special Bronze Speed Demon Bronze
one fight hours
Alchemist Defeat the Alchemist without Gone Baby
Bronze Complete the game Gold
Special using the acrobatic button Gone
Concubine Defeat the Concubine without Combo Unleash every combo in the
Bronze Bronze
Special using the gauntlet Specialist game
primagames.com 190
Ascending to
the very top of
The biggest combo in the game is to string together
the Heaven’s
14 different attacks. Use the combo table to chart
Stair will earn
out your preferred combos, starting with a sword hit
the Climber.
before segueing into another attack, such as throwing
the enemy into the air and then bouncing him around
with Elika’s magic. Use acrobatics to keep the combo The Diver is
going and then rely on Elika to continue smashing the earned by finding
enemy before you end the combo with either a throw the lowest point
or aerial. in the world.
This is actually
TIP back at the Tree
of Life temple.
You need a large arena to pull this off, so try
it out at the top of the King’s Gate or the first Step into the
arena in the Hunter’s Lair. small alcove to the left of the temple.
NOTE