Prince of Persia: The Sands of Time: Game Walkthrough and Guide

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August 26, 2022
14 minutes
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By Jonny Gamer

Prince of Persia: The Sands of Time: Passage
Prince of Persia: The Sands of Time: Game Walkthrough and Guide
Introduction.

Get on your feet, go to the side of the gate. At that moment, when the burning Kamenik star in the gate and places the guards, turn to the right and climb the stones into the pile. Next you will have to jump over a pair of failures and climb on the wall. Once on the wall, run forward. When you see a flying boulder, stop. Next jump over the destroyed bridge and break in the boards, after which you go into the passage to the left.
Once upon the gallery, you will have to bruit your enemy speaker sword. Then rise at the stairs attached to the wall. On the transition between two towers, send a pair of guys in the green chalms to that light. Then go to the open tower. In the middle of the room there is a swimming pool if you enter the water and press the right mouse button (default management), then your hero will drink water and benefit health. Having done this, keep moving forward. At the exit from the tower to break the furniture to go on. Get down the wrecks of stones and sort four enemies into small cabbage. At the end of the fight, go to an open passage. Coming out of the building, go on the destroyed stone passage by running around the wall from the site to the site. Next rise at the staircase attached to the wall and, go to the room. Bypassing the pool, go to the site, where the group of guys in the green chalms and with weapons in the hands. Interrupting warriors, run to the wall opposite from the entrance. Go close to her and take a cornice that goes along the wall and get to the place where the stone did in the wall of the hole, jump down and go inside the room where you are waiting for four guards. Having broken with them, climb on the pillar, which is located to the right of the lattice. Jump from it to another post, then the next and jump on the balcony. Come in the pass and… You successfully defeated (2%) games.

Treasures Magaraji.

Once from a waterfall, run on the left wall to the site, from there again run along the wall and at the end of the run jump on the site on the left. Next, go through the failure, running around the wall. Once in a niche, jump from the wall to the wall and climb the site.
Going to the balcony, turn to the right. Complete around the perimeter of the hall, moving from the site to the site, and go into the passage opposite the balcony. Distances between the playgrounds need to be overcome, moving along the wall. So you get to the balcony, coming out from which you will find yourself in front of the corridor with moving pillars, covered with sharp blades. Up to the end of the corridor, run along the wall on the protrusion in the opposite wall from you. Moving forward, jump from cornice eaves, go through the platform with two pillars and run along the wall to get to the end of the corridor.
From the edge of the site where you are standing, go down to the ledge going along the cliff. Go through the swear speakers left. When you get to the very edge, jump on the standing column. Pouring on the columns, you will find yourself in a big statue. Close on her hands on the shoulder, then, jumping from the wall to the head and back, take a stone man’s maquer. Take the blade and jump into an open passage. Job on the left wall and jump to the right to the site. With it you need to run on the right wall and jump to the left to be in the opened passage. At the end of the pass, go down, and you will find yourself in the already familiar corridor with three pillars. Reaching the end of the corridor, go upstairs and go ahead.

I released the sands of time.

It all starts with battle. In your task it comes to deal with monsters. During the battle, if the health becomes tight, run into the end of the hall. There will find a water reservoir where you can fix a shameful health. At first it may seem that monsters are immortal, but it is not. In battle, you should use not only your sword, but also the blade you found on the head of the statue (key “e” by default). You will see how these creatures evaporate under the action of magic weapons (a la “blade”). Coming out of the fight the winner, you will reach the long-awaited Save. The game will be passed by 5%.
Running from the floor, run to the lattice, followed by a girl. There you will find a shaver in the wall, rub through it and go to the stairs. Rising upstairs, turn to the right and go through the passage behind the red curtain. Job over the wall through the destroyed stairs. Going down, go to the crossages, for them you can get to the parking lot, and go to the site. From this place run along the wall to the next platform, then run again on the wall and jump on the flagpole, sticking out of the wall. Jump onto the balcony and leave the room. Before the break, turn the left and go through the strips of the flags on the other side of the destroyed corridor. Next, go into the passage before the bombard, jump on flagpoles to the opposite balcony. Turn the left and run along the wall to the upper crossbar located between the wall and the column. Next, go down and attack the sand mutants. Having understood with them, go to the wall from which two flagpoles stick out. On them you need to get on the protrusion in the wall from which it will be easy to get into the hole. Once in the corridor, persist. 7%

I really saw her?

Run to the end of the corridor and turn right. There, collect sand from the source. Then jump on the crossbar, and jump from it to the destroyed wall. Next, descend down and rub through the hole in the wall on the left. Penetrating inside, go to the end of the corridor. He will lead you to the hall, in the center of which there is a bowl of water. Going down, run along the corridor, jump over the failure and collect some more sand. Then go back to the hole in the floor and go down. Sitting a little along the corridor, the girl will jump out of the passage and grab you by hand, after which it will drag into the next corridor, where the short, but stormy acquaintance will be. Further development of relationships will prevent the emergence of hostile beetles. The headlight, so the girl calls, climbs into the gap and will disappear from the eye, and you have to deal with insects. By sending the beetles to where they appeared, run to the end of the corridor and turn the left. Inside a dead end, you can collect some more sand. Get out of a dead end and go straight, jump on the site, where to turn to the right and go to the balcony. Select the wall through the collapsed floor and go to the palace.
Jumping from the columns on the column, get to the remains of the balcony. When you find yourself on the site, run along the wall to the place where the column throws the shadow. From there make a jump from the wall on the column. Next, go down to the destroyed balcony, killing a couple of beetles, collect sand.

After that, depart by destroyed columns in the opposite corner of the room. Board a bunch of collapsed stone and jump on the crossbar, which is located between the remains of the second floor balcony and the wall. Using the air path, you will reach the site on the second floor. From there jump to the remnants of the transition, where the source of glowing sand is visible. Having charged the blade, climb the standing column and start moving, jumping over with one column to another. When the further movement on the columns is impossible, jump into the platform protruding from the wall. Next, carefully descend from her left edge and depart on the wall. Using the slit, go down to the platform. From it run along the wall to the pin, on which the lamp hangs. Next, keep moving forward on fixtures of lamps. In the end, you will reach the site in the corner of the hall. Kill two beetles and pass through the fencing of the balcony opposite the destroyed column, and then jump on it. Go down, overload all monsters, and then you can save. (10%)

Mystery.

Run to the closet standing near the wall, move it away and go to the freed pass. The stairs run on the wall and, having come to the corner, jump into the passage on the right. Stand on a glowing circle in the center of the room, after which you go to the opened door. As soon as you come to the bridge, he will fall, and you will have to look for an alternative way. Go to the right wall and do a familiar procedure for you – running around the wall with a jump in the direction at the end of the way. Sowing from the bridge, turn the left to the box, drag it on the glowing circle on the right. After that, go to the opened door. You will find yourself in a huge hall with an incomprehensible mechanism in the center. To the right of the entrance there is a lever, pull it, and then quickly run on the bridge and jump on the central platform from the edge of the bridge. When you stay near two levers, the guy in the helmet will instruct you what to do. When the playground goes down, stand on a glowing white circle, and the mechanism of the car hooked first wedge. Then go to the lever over which there is a horizontal arrow. This lever is responsible for turning the site to the left and right. Neighboring lever controls the movement of the machine up and down. Taking advantage of the turn lever, move the wedge to the extreme right position, then raise the platform for one level. Next, move the wedge counterclockwise to the very end and lower the platform. So you can choose the second wedge. Raising the pad, check it clockwise until it stops and lift it again upstairs, but until the very end. So you get the third wedge. Next, turn the mechanism clockwise until the empty nest is above the last wedge. Lowering the pad, you will get the fourth wedge. Then look around. Each slot in the wall, located in the center of the big circle has its own symbol. You need to position the platform so that the characters applied on the site and on the circles coincided. After the wedges rise in place, go through the bridge and turn to the left to the stairs fixed on the wall. Rising, go to the end of the balcony and jump on the lever located above the luminous white label in the floor. Having done it, you activate the car. At this point, a lattice with a yellow emblem opens. Go away from the balcony, kill a couple of monsters and pass through the opened passage. After that, go up the stairs and save. The duration of your way will be 12%.

Defense system of the palace.

When you climb the stairs, you will find yourself in the corridor, stuffed traps. Go to the end of the corridor and pull the lever in the wall located next to the staircase, it will open the door through which you need to have time to pass. Moving along the corridor, try not to slow, because after you opened the door, it will start slowly close. Penetrating through the door, you will fall into the courtyard where the battle with monsters awaits you. By the way, when the door is closed for three quarters, through it you can go, forcing the Prince to make a carbonate (“Movement” + “Jump”). When the enemy is broken and the victory will be yours, go to the left corner of the yard and start water to restore health. And then you can save. fourteen%.

Yard with traps.

After saving go to the right from the entrance corner of the yard. There you will find the sand source to recharge your dagger. Next you need to click on the button located in the wall between the two windows. After which the pedestal will be released in the center of the courtyard from the ground, to which you need to quickly climb while he has not left underground again. Jump from it to the crossbar, and from there to the destroyed gazebo. From her jump on the ledge at the balcony. Moving traps, a section of a destroyed transition on the wall, and then jump on the preserved surface. Complete through the next portion of obstacles and stand up opposite the door, hook from the run by the lever and already jump into the door opening. Next, take the stones, run along the wall to the torch and jump on the stairs. Rising, go through the wall to the opposite pad, jump over the break and find yourself on the site with a source of sand. Next, look in the hole and find yourself in the corridor, which will bring you into the hall, where there is a bowl with a magic drink.
Returning back, move into the angle, jumping along the lamps when you find yourself on the ledge, shift to the right and jump onto the platform for your back. From there you need to the end of the destroyed transition, climb on the ledge in the wall and jump from it to the pin. Then jump on the platform and run along the wall. Bypassing the door, go to the end of the transition and cross the failure just as you just did. Click the button with a yellow symbol and try to return to the door as quickly as possible. Passing through the door, pull the lever sticking out of the wall. Then you need to quickly cross the failure, and at the end of the corridor, click the button located in the wall to the left of the door and immediately jump onto the ledge from the wall, and from it to a small protrusion in the wall. Rising upstairs, you will find yourself in the corridor, at the end of which the door slowly closes. Job on the left wall and go to the door.

The death of the sand king.

Battle will be long and heavy. In battle, try to stay at the distance and do not attack yourself from the back. First, kill the friends of dad, and then also your mutating parent. Make sure that the monsters do not poured the headlight. At the end of the battle, the opportunity will be preserved. Passed 17%.

I will try to find the entrance.

Run after the pilot, then jump onto the terrace and start to water the mutants. Having finished this good, drink water from the pool to restore health. And then you can sign. (19%)
Next, climb the stairs and turn right to the source to charge the knife. Then run past the door with a yellow mark, when the transition rolls out, go through the wall and keep moving until you find yourself on the green roof of the angular extension. Keep moving along the wall to the second extension. From her again, move along the wall to the first flagpole. Jumping on flags, get to the turret with a green roof. Next, run along the wall on the wooden flooring, fortified on the wall, and jump onto the site on which the lever is installed. You need to turn the lever until the door opens on the lower platform. Having done a case, go down to the door opened. Before entering the tower, you have to fight with lots of monsters. There will be three types of them: concubines, guards and pancakes with doubles (apparently eunuhi). Having won a victory over them, go to the tower and save. For your back already 21% traveled path.
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