Prince Persii: Sands of the time .:. Passage of game

Updated: 22.02.2006, views: 2855
 

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Entrance.

After arising to the feet, leave for the side winch. In that moment, when burning kamenyuka zvezdanet into the gates and it will disperse strazhnikov, turn to the right and take away to the heap of stones. Further for you one must jump over the pair of failures and be taken away to the wall. After proving to be on the wall, run forward. When you see the flying boulder, you will stop. Further jump over the destroyed bridge and breach in the boards, after which you go in the passage to the left.
After proving to be on the gallery, for you it is necessary to notch by their sword of enemy kopeyshchika. Then rise along the stairs put to the wall. On the passage between two towers, send to that light to vapor of fellows in the green turbans. Then iditol into the open tower. In the middle accomodation is a pond, if you visit into the water and will press the right button of mouse (control according to silence), then your hero will get drunk water and will repair health. After making this, continue forward movement. At the output from the tower break furniture in order to pass further. Get down downward on the fragments of stones and poshinkuyte four enemies into the small cabbage. At the end of fight iditol into the open passage. After leaving the building, iditol on the destroyed by stone passage, crossing through the wall from the area on area. Further rise along the stairs put to the wall and, you go in the accomodation. Passing pond, you leave on the area, where tusuyetsya the group of fellows in the green turbans and with the weapon in the hands. After smashing soldiers, run to the wall of opposite from the entrance. Approach it close and take away to the cornice, which goes along the wall reach the place, where the stone made in the wall hole, jump downward and you pass inside the accomodation, where you wait until four strazhnikov. After being dismantled with them, climb to the post, which is located to the right of lattice. From it jump over to another post, then to the following and jump to the balcony. You go in the passage and... You successfully overcame (2%) of game.

Treasures of maharajah.

After proving to be in the waterfall, nurse on the left wall on area, from there again nurse on the wall and at the end of the path jump on area to the left. Further move through failure, nursing on the wall. After proving to be in the niche, jump from one wall to the next and take away on area.
After leaving to the balcony, displace to the right. Pass on the perimeter of hall, moving from the area on area, and you go in the passage opposite the balcony. The distances between the areas must be covered, moving through the wall. Thus, you will reach the balcony, after leaving from which you will prove to be before the corridor with the moving posts, set by the knife edge. After run soing far as far as the end of the corridor, nurse on the wall to the protrusion in the wall opposite from you. Advancing, jump from the cornice to the cornice, pass area with two posts and nurse on the wall in order to reach the end of the corridor.
From the edge of the area, on which you cost, get down downward to the protrusion, which goes along the cliff. Pass along the being collapsed protrusions to the left. When you reach the edge itself, jump to the next confronting column. Poprygav on the posts, you will prove to be in the large statue. Take away on its hands on the arm, then, jumping from the wall to the head and vice versa, you will be taken away to the top of rock peasant. Take away blade and jump into the open passage. Nurse on the left wall and jump to the right on area. You should nurse on the right wall and jump to the left from it in order to prove to be in the opened passage. At the end of the passage get down downward, and you will prove to be in the already familiar corridor with three posts. Dostignuv of the end of the corridor, rise upward and iditol forward.

I let out sands of time.

Everything begins from the battle. Into your task it enters to be dismantled with the monsters. In the progress of combat, if with the health it becomes tight, run off into the end of the hall. You will there reveal reservoir with the water, where it is possible to repair the shaken health. At first can seem that the monsters are immortal, but this is not so. In combat you should be used not only their sword, but also blade, which you found on the head of statue (key "E" on silence). You will see, as these creatures they evaporate under the action of magic weapon (A -l4 "bleyd"). After leaving the struggle by conqueror, you will reach long-awaited seyva. Game will be passed to 5%.
After arising from the floor, run to the lattice, behind which was hidden the girl. There you will reveal breach in the wall, prolaz'te through it and leave to the stairs. After rising upward, displace to the right and traverse the passage after the red curtain. Nurse on the wall through the destroyed stairs. After going down downward, iditol to the cross-beams, on them you will be able to reach the protrusion in the wall, and from it to pass on area. From this place nurse on the wall on the following area, then nurse again on the wall and jump to the flagstaff, torchashchiy from the wall. From it jump to the balcony and you leave from the accomodation. Before the obstruction displace to the left and move on the poles of flags to other side of the destroyed corridor. Further you go in the passage before the obstruction, jump on the flagstaffs to the opposite balcony. Displace to the left and nurse on the wall to the upper cross-beam, located between the wall and column. Further get down downward and attack on sandy mutants. After being dismantled with them, iditol to the wall, from which torchat two flagstaffs. On them it is necessary to be taken away to the protrusion in the wall, from which it will be easily taken away into the hole. After proving to be in the corridor, remain. 7%

I did actually see it?

Run into the end of the corridor and displace to the right. There gather sand from the source. Then zaprygivayte to the cross-beam, and from it jump to the destroyed wall. Further get down downward and prolaz'te through the hole in the wall to the left. Proniknuv inward, iditol into the end of the corridor. It will derive you into the hall, in center of which is a cup with the water of life. After going down downward, run along the corridor, jump over through failure and gather somewhat sand. Then return to the hole in the floor and get down downward. Nursing a little on the corridor, the girl will jump out from the passage and he will grip you for the hand, after which it will drag into the adjacent corridor, where short, but stormy acquaintance takes place. The appearance of the hostilely disposed beetles will prevent further development of relations. Headlight, so they call girl, it will climb up into the slot and it propadet from the eyes, and for you one must be dismantled with the insects. After sending beetles there, from where they appeared, run into the end of the corridor and displace to the left. Inside the blind alley you will be able to gather somewhat sand. You leave from the blind alley and iditol directly, jump on area, from where displace to the right and you leave to the balcony. Cross through the wall over the brought down floor and you go in the palace.
Jumping from the column to the column, reach the remainders of balcony. When you prove to be on area, nurse on the wall to the place, where column casts shadow. From there make leap from the wall to column. Further get down downward to the destroyed balcony, after killing the pair of beetles, gather sand.

After this, move on the destroyed columns into the opposite angle of accomodation. Scramble to the heap of the attacked stone and jump the cross-beam, which is located between the remainders of the balcony of the second floor and the wall. Using an airway, you will reach the area on the second floor. From there jump to the remainders of the passage, where the luminous source sand is visible. After loading blade, take away to the next confronting column and begin motion, jumping over from one column to another. When further motion along the columns it is impossibly, jump on the area, which protrudes from the wall. Further carefully you will go down from its left edge and move to the wall. Using slots, you will go down downward to the platform. From it nurse on the wall to the pintle, on which will hang the lamp. Further continue forward movement on fastenings of lamps. Finally, you will reach the area in the angle of hall. Kill two beetles and climb over the enclosure of balcony opposite the destroyed column, and then jump to it. Get down downward, perebeyte all monsters, well and then it is possible to be preserved. (10%)

Secret passage.

Run to the cabinet, which stands near the wall, move aside it and you pass into the freed passage. In stairs nurse on the wall and, after reaching the angle, jump into the passage to the right. Arise to the luminous circle in the center of accomodation, after which you go in the opened door. As soon as you will approach the bridge, it will be brought down, and for you it is necessary to search for alternative way. Approach the right wall and you will carry out familiar you procedure - run on the wall with the leap to the side at the end of the way. After descending from the bridge, displace to the left to the box, you will drag it to the luminous circle to the right. After this, you pass into the opened door. You will prove to be in the enormous hall with the incomprehensible mechanism in the center. To the right of entrance there is a lever, stretch it, and then rapidly run to the bridge and jump on central area from the edge of bridge. When you be near two lever, fellow in the helmet will instruct you, that it is necessary to make. When area descends, arise to the luminous white circle, and the mechanism of machine will hook the first wedge. Then approach the lever, above which there is a horizontal pointer. This lever answers for the turning of area to the left and to the right. Adjacent lever checks the motion of machine upward and downward. After using the lever of turning, you will move wedge into the end right position, then raise area to one level. You will further move wedge counterclockwise to the end itself and you will lower area. So you will be able to select the second wedge. After raising area, bore it clockwise to the support and raise it again upward, but already to the end itself. Thus, you will secure the third wedge. Further pull mechanism clockwise until empty nest proves to be above the last wedge. After lowering area, you will obtain the fourth wedge. Then you will view all around. Each nest in the wall, located in the center of large circle has its symbol. You should arrange area so that the symbols, substituted on area and on the circles, would coincide. After the wedges will arise in their places, pass along the bridge and displace to the left to the stairs, fixed on the wall. After rising, pass into the end of the balcony and jump to the lever, located above the luminous white marker in the floor. After making this, you activate machine. The lattice with the yellow emblem will be opened at this moment. Get down from the balcony, kill the pair of monsters and you penetrate the opened passage. Rise along the stairs and remain after this. The duration of your way will compose 12%.

Defensive system of palace.

When you rise on the stairs, then you will prove to be in the corridor, stuffed by traps. Pass into the end of the corridor and draw out lever in the wall, which is been located next to the stairs, it will open the door, through which you should have time to pass. Moving on the corridor, try not to linger, because after you opened door, it will begin slowly to be shut. Proniknuv through the door, you will fall into the court, where battle with the monsters expects you. By the way, when door is closed to three fourths, through it it is possible to pass, after forcing prince to make moving ("motion" "leap"). When enemy is broken and victory will be after you, you descend into the left angle of court and get drunk water for restoring the health. Well and then it is possible to be preserved. 14%.

Court with the traps.

After retention iditol into the right from reentrant angle of court. There you will find the source of sand for the recharging of your dagger. Further you should harvest to the button, located in the wall between two windows. After which in the center of court the earth will leave the pedestal, to which you should rapidly be taken away, until it again leaves under the earth. From it zaprygivayte to the cross-beam, and from there to the destroyed arbor. From it jump to the protrusion in balcony. Passing traps, cross through the wall the section of the destroyed passage, and then jump to the preserved surface. Traverse the sequential portion of obstacles and arise opposite the door, from the takeoff you will be hooked on the lever and already from it jump into the opened door. Further take away to the stones, nurse on the wall to the torch and jump to the stairs. After rising, move on the wall on opposite area, jump over breach and you will prove to be on area with the source of sand. Further climb into the hole and you will prove to be in the corridor, which will derive you into the hall, where cup with the magic beverage stands.
After being returned, move into the angle, jumping on the lamps, when you prove to be on the protrusion, you will be displaced to the right and jump on area after your back. From there to you it is necessary to the end of the destroyed passage, to be taken away to the protrusion in the wall and from it to jump to the pintle then jump on area and run through the wall. Passing door, iditol into the end of the passage cross failure so, as you recently made. Press button with the yellow symbol and try to return to the door as fast as possible. After traversing the door, draw out the lever, torchashchiy from the wall. Then you should rapidly cross failure, and at the end of the corridor harvest the button, located in wall to the left of the door and immediately zaprygnut' to the ledge advanced from the wall, and from it to the small protrusion in the wall. After rising upward, you will prove to be in the corridor, at the end of which slowly is shut the door. Nurse on the left wall and you go in the door.

Death of sandy king.

Battle will be long and heavy. In combat try to be held on the distance and do not give to attack itself from the back. First kill the friends of daddy, and then already and your mutated parent. You follow the fact so that the monsters would not cover headlight. The possibility to be preserved will appear at the end of battle. Are passed 17%.

I will attempt to find entrance.

Run following the headlight, then zaprygivayte to the terrace and begin to moisten mutants. After finishing this good matter, drink waters from the pond in order to restore health. But then it is possible to be written down. (19%)
Further rise on the stairs and roll up to the right to the source in order to load knife. Then run past the door with the yellow sign, when passage crumbles, move to the wall and continue motion, until you prove to be on the green roof of angular addition. Continue motion through the wall to the second addition. From it, in addition move through the wall to the first flagstaff. Jumping on the flags, reach the turret with the green roof. Further run through the wall to the wooden flooring, fastened to the wall, and from it jump on the area, on which is established the lever. You should turn lever until door on lower area is opened. After making the matter, get down downward to the opened door. Before the entrance into the tower for you one must be beaten with a large quantity of monsters. Them there will be three forms: nalozhnitsy, strazhniki and pot-bellied peasants with the cudgels (apparently, eunuchs). After gaining above them victory, you go in the tower and remain. After your back already 21% of covered path.

Upward to the tower.

Take away to the stones, folded near the wall. From them you will be able to zaprygnut' to the protrusion of greenish color. From it jump over to the cross-beam. After proving to be on the last cross-beam, jump to the wall and be repelled from it in order to fall on the cross-beam, located above. Continuing motion by air, reach the balcony. After you satisfactorily will move on the wall and will traverse the passage, you will prove to be in the corridor, which will derive you to the hall, where magic cup is located. Return to the stairs and rise to the door with the yellow sign. Passing it, iditol to the edge of balcony run through the wall, until you press button. Continue to move further along the wall in order to traverse the opened door.
Nurse past the pit with the stakes and roll up into the passage to the right, there press on the button, after which the girl will be able to pass inside the tower. Further rise along the stairs, when you again leave into the corridor, headlight will go to the door to the right and it protisnetsya into the slot next to the door, after which it will open to you the closed door. After passing along the corridor, you will leave to the enormous hall with the turned platforms.

Storage.

Run on the inclined passage and jump from it to the platform with the working trap. To jump is necessary so that the prince would not fall on area, but he were hooked on its edge. Then you be able to avoid the impact by the cudgels, set by shafts. Take away to the platform, when the jaws of trap are removed into the wall, and immediately zaprygivayte to the lever. After harvesting to it, you will transfer inclined passages to another position, you will allow headlight to reach thus your lever. After this, accurately jump on area and iditol through the opened door. In the corridor draw out lever from the wall and run on the passage, maneuvering between the working traps, to the slowly closing door. After traversing it, return to the hall with the turned platforms. From the area, where stands girl, nurse on the passage, and then on the wall to the platform with the trap. From there nurse on the wall to the following inclined passage. Stretch for the lever on area in by right to the angle of hall, headlight in turn will press on the following lever. Alternately depressing lever, you will prove to be below hall.
Near the door with the gold emblem will tusovat'sya strazhniki, which you should destroy. After being dismantled with them, you will bring two boxes (one after the boxes to the right, by another on the boxes in the distant left angle, if we stand by back to the door), you will establish them to the white buttons, after which two platforms will rise. On one of them you will be able to be taken away to the platform to the headlight, while on another you will reach the orange button. It is possible to be preserved after this. (24 %)
After passing corridor, behind the opened door, you will leave to the entrance into the zoo. Drive in several blacksmith- monsters and you will preserve game near the statue. (28%)

Zoo of sultan.

After retention take away to the cliff with the lonely growing palm. Climb up to the tree and jump from it to the higher cliff. Cross it and get down on adjacent area, from where jump to the branch of the palm, which grows opposite the cliff, well and from the branch jump to the fence. After going down to the earth, open wicket to headlight so that that could be joined to you. When girl traverses the door, you undergo the attack of bird- monsters. After becoming uproarious with the birds, iditol into the cave. Inside it move aside the box, which stands near the wall. After it will be opened the manhole, into which will be taken away the headlight. Girl will press the button, which will open the door, which leads inside the tower.
Near the door zaprygivayte to the pintle, driven into into the column, and be turned facing the door, then jump to the wall, be repulsed and jump to the pintle, located above. From it jump to the pintle, torchashchiy from the adjacent column. From there jump over to the wooden flooring. From it jump between it is column to the cross-beam jump over on area. From there take away to the pintle and begin motion upward - from the pintle to the pintle after jumping to the passage above of tower, iditol to the right and rise along the vertical stairs on wooden area. From it nurse to the left on the wall on the same area. After proving to be there, jump to the cross-beam. Further jump out from the broken window to the protrusion in the cliff.
After being repelled from the cliff, zaprygivayte to the branch of palm, and from it to the roof of tower. Turn lever, and will be opened door with the orange sign. After this, through the broken enclosure jump on the area, where you will be able to be preserved.

Bird cell.

After retention, approach the right edge and you will go down from it on lowest area. From it get down to the bracket, on which will hang the lamp. When you reach the balcony with the destroyed fence, pass into the end of the passage, passing the open door. You should activate the lever, which overhangs from the ceiling. Mechanism will raise the vertical stairs, on which to you will rise the headlight. After traversing the open door, reach the area before the closed door, kill all beetles and take away to the rock mound. From there nurse on the wall to the yellow sign and jump to the lever. Further you pass into the opened door and move aside from the wall box. After it will be opened the narrow manhole, into which the headlight will be taken away, in order to select into the adjacent cell and to harvest to the button, which opens door in the tunnel. After traversing the door, you will clear to itself way to the lever in the wall. After advancing it, you should have time to traverse the slowly closing door. On the corridor the mass of traps will expect you. I can only give brief recommendation regarding their passage. Blade must be passed, when its blade looks into your side, using moving. Pit must be jumped over, overcome it on the wall it will not come out. To move through the wall with the circular saws is necessary at that moment, when they prove to be on one with you level, moving upward. Well and on the line of the shafts before the door for you nevertheless it is necessary to lose a little health.

After traversing the door, you will prove to be in the locality with the suspension bridges, thrown across precipice. Run to the central area and you will preserve game. (33%)

Rocks and waterfall.

Return back to the door. After descending from the bridge, displace to the left and nurse on the area, on which grows the palm. Take away to the tree and jump over to adjacent, which grows above. Then jump on area in the angle of location. Further nurse on the wall and you will be hooked on the slot in the cliff. You will be displaced to the right so as to prove to be opposite the palm, and jump to it. Further for you it is necessary to jump from the tree to the tree, until you reach the area with the waterfall. On it you undergo the attack of winged monsters. Parry attack, pass along the protrusion in the cliff and get down to the suspension bridge. Pass along the bridge into the arbor and turn the lever confronting in it clockwise. After this, return to the girl along the old way, i.e., on that, which you made, reaching the lever. True, it will be somewhat more shortly. You should reach the area with the source of charges for your magic dagger. But it is from there necessary to jump to the door. Further pass along the suspension bridges and you pass into the opened door.

Bath.

Warring with the beetles, pass into the end of the corridor, and then you penetrate the breach to wall. In the court, where you will fall, ustroyte to monsters dances with the sabres and porubayte them to the small pieces. At the end of battle pass into the passage in by right to the angle of court and, passing pond, iditol to the place, where it is possible to preserve all your arts.
When you approach the door, to the left of which vase stands, you will drag away vase from the wall and place on the button before the door with the yellow sign. You will make two matters thus: you will open passage to headlight - it will climb through into the slot in the wall, and you block door at the end of the corridor with the runners. In the corridor you should go in that moment, when log with the shafts begins to move to the opposite wall, besides it is necessary to still have time to go down from the edge of pit after proving to be below, nurse on the wall, which is located opposite the pit with the stakes and zaprygivayte to the cross-beam, driven into between the walls of corridor. Now to you sufficient to swing and to jump over pit. After reaching to the end of the corridor, jump over from one wall to the next and take away upward. Avoid from the moving block and you leave into the door. After leaving on area with the waterfall, rasterzayte monsters by their blades. After freeing hall from the evil, rise along the stairs to the pond of in the middle hall. Girl will arise to the button on the bottom of small pond, door into the room with the lever will be opened inside.

There something shines.

Near the waterfall move statue to the button, located in wall. After making this, press on the button to the right of waterfall, after which run into the right side of the hall to the opened doors and turn lever. After water will leave, run into the right distant angle of hall. You should be taken away to the window-sill, located on the wall opposite the L-shaped the reinforcement, torchashchey from the wall. Then jump to that zhelezyaku itself, about which I recently spoke. From it jump over to the broken column, whose remainders overhang from the ceiling. Zaprygnuv to the adjacent post, move to the cross-beam, driven into into the wall, from there to that following, from it - to the lever, which overhangs from the ceiling. After you will press on the lever, jump to the earth and run to the opposite wall, where for you it is necessary to carry out similar actions, in order to harvest to the second lever. Thus you will open sluice in the right side of the hall. Push in it the stone, which stands near. Then return to the adjacent location through the corridor with the runners. You further drag stone forward, and then throw out it downward through the small waterfall and jump following it. You will drag stone to the stairs in the wall, after rising on it into the door aperture, jump downward to the ledge within the wall you pass to the wooden flooring. After passing the destroyed window, jump to the wooden post. Further jump to the ledge, which goes along the right wall. On the cornices move into the adjacent accomodation. Reach the angle of hall and jump to the bracket, torchashchiy from the wall, and from it on area. From there you should nurse on the wall in order to traverse the aperture.
From the balcony, jump from the cross-beam to the cross-beam and take away to the protrusion in the wall and you go in the passage to the left. At the end of the passage break barrels in order to clean to itself way into the corridor. Traps, arranged in the corridor, to overcome easily. It is necessary simply to nurse on the wall and to be selected into the end of the passage. After traversing the open door, for you it is necessary to be chopped with a small quantity of nalozhnits and fellows with the chains.

Above the bath.

After retention rise along the stairs and run to the cabinet at the end of the balcony. You will drag it to the enclosure so that you could zaprygnut' to the pintle, torchashchiy from the wall. From this place for you it is necessary to jump over to the outer column. From it it is necessary to jump on the columns and to move to the opposite balcony. Through the breach in the enclosure nurse on the wall on the area, where sabre lies. After taking blade, return to the large balcony, you will hack to itself passage in the boarded up door and get down downward to two stairs. In the wall to the right break masonry and you pass into the opened corridor. It will derive you into the hall with the cup of health. Further, after knocking out one additional wooden door, you leave into the hall, where headlight awaits. Pass into the opposite part of the accomodation, break one additional placed passage and you pass inward.

Dawn.

Near the destroyed bridge displace to the right and iditol to the rock stone. You will bring it in the marked place to the wall opposite the entrance to the bridge. Thus, you will make two matters: manhole for the headlight will be opened, and you will be able to zaprygnut' to the cross-beam, fixed between two it is column bridge. After reaching to the destroyed area, jump to the left to the remainders of the crumbled passage. Further pass along the wall along the protrusion and get down to the lowest cornice. You will be displaced to the right into the narrow aperture between two walls. You can from this place, jumping from one wall to the next, to be taken away to the cornice, which goes along the opposite wall. Using the protrusions, located on the different levels, you will reach the place, from where it is possible to jump on area with the magic source for your dagger. After loading blade, approach the right edge and get down downward. Go around column all around and jump on the area, located to the left in wall. From the area pass on the cornices and take away into the room with the lever, where combat friend awaits you.
After turning lever, you will open the closed door. Traverse it and porubayte hurrying to you towards beetles. After reaching the end of the corridor, move aside the stone, which stands in the angle. After it will be opened the hole, into which will be able to protisnut'sya only the headlight, that it will make. Where it will creep - no one it is known, but soon it will be declared on other side of precipice. Girl will press on the button, and above failure will appear the sliding platforms, on which you will be able to move to the headlight. Further rise along the vertical stairs and pass into the hall with the columns, where the unrepentant monsters wander. After driving away entire evil, iditol in the center of hall be written. (43%)

Soldier dining room.

You leave from the hall through the passage in by right to angle. Run so far as far as the end of the corridor and displace to the left before the closed door. Behind the barrels you will find the button, which will open door into the kitchen, where for you it is necessary to popotet' in order to manage a fair amount of strazhnikov. Defend the headlight, when it is it entirely tightly. And generally try to be with it a number, so more easily to battle. When you beat sultanskuyu guards, rise on the stairs and remain. (46%).

Lift bridge.

Iditol to the heap of stones take away to the highest of them. Nursing on the wall to the right, jump on the torchashchim from the wall pintles in order to zaprygnut' to the cornice of angular column. From there you should through the flagstaff move to the column to the left of the arch. Further be taken away on the area, where it is possible to load its dagger. Then return to the ledge in the column, from there jump to the lamp and it is further into the passage. After harvesting to the button to the left of the door, you will leave to the street.
Displace to the left and run to the end of the passage. From there jump on the flagstaffs and take away to the wooden roof. Further take away to the edge of the passage, on which the posts, set by the knife edge, move, carefully be selected to the passage and you pass into the end of the balcony, nurse on the wall in order to harvest to the button with the yellow sign, and then you pass inside the tower through the opened door.
From the entrance displace to the left and get down on the stairs. When you reach the white sign on the floor, arise to it and zaprygivayte to the lever, which overhangs from the ceiling. So you activate the mechanism, which is outstanding the vertical stairs, on which the headlight will be able to rise to you. Further iditol to the closed door, headlight will climb through into the slot and will open to you passage into the accomodation. After proving to be inside the room, zaprygivayte to the hanging lever - you will lower lift bridge. You leave from the tower and iditol on the passage to the place, where you will be able to go down to the construction forests, which stand in wall. After conquering enemy army on the bridge, remain, intersect bridge and you penetrate the open door into the room with the lever.

Lift bridge.

After opening door, you will prove to be in the hall with the being moved bridge. Rise along the stairs on the first stairs area. Unroll by 180 degrees and run through the wall in order to be seized the beam, on which will hang the lamp. Then jump over to the adjacent cross-beam, from where jump to the flagstaff. You will continue way, jumping on the torchashchim from the wall pintles, and reach the area, where you should zaprygnut' to the lever. When headlight rises on opposite area, stretch lever again. Then girl will pull for her lever, located on its area, bridge will begin to move, and headlight will be able to ascend it. As soon as your friend it will prove to be on the bridge, pull for your lever again. After this, the girl will be taken away on the stones to the third lever and will stretch for it - bridge will rise above.
Take away to the rock chunk near the wall and jump from it to the protrusion. After proving to be on the upper protrusion, jump to the left to the bridge, and then jump over into the breach in the wall. After going down to the balcony, nurse to the left on the wall, you will be hooked on the stick and jump over to the preserved part of the balcony. After leaving on area, nurse on the wall with the white sign and jump to the lever. After this, get down to the bridge, wait for, until headlight presses on the lever, and then jump from the edge of bridge to the protrusion in the wall, rise above and jump to the vertical stairs.
Further run into the end of the balcony, nurse on the wall and be caught for the lever. The headlight will rise on the stairs advanced from the wall. When you return to the closed door, girl will climb through into the hole and will open to you passage to the bridge, on which you wait until winged monsters. You will be slain with them, and then run across the bridge. You will be able to be preserved on the opposite side. (50%).

Collapsed bridge.

After retention get down from the edge of the attacked bridge and jump the wooden beam. You will move on it to the right, and then jump to the fragment of the support of bridge. From it jump to the adjacent post, and from there to the protrusion in the wall. Moving along the protrusion to the left, you will reach the space between two walls. You should go down downward, jumping from one wall to another, but made this must be on the very edge of wall in order not to be torn away downward. After going down to the unsteady passage, without stopping, run to the left. After run soing far as far as the wooden wall, nurse on it and zaprygivayte to the pintle, torchashchiy from the wall. Swing on it and jump to the roof of wooden addition. Cross it and get down downward from the opposite edge. After passing on the passage, zaprygivayte to the protrusion in the semicircular wall and move to the left. After proving to be opposite the balcony, from floor of which it beats sand, jump there. After loading dagger, take away to the left column and jump to the building, in which the girl stands, prince will be able to be hooked on the slot in the wall. Displace to the left and get down to the cornice, which goes along the wall. Continue to move to the left after this, until you reach the small area. From there you should pass through the edge of wall in order to move to the adjacent building.
After traversing the passage opposite the cup with the water, you will leave into the court, where bird- monsters fly. Further run to the right along the wall. At the edge of passage move to the wall and run so far on it as far as the angle, from where you should jump to the flagstaff. After overcoming a number of sticks with the flags, you will prove to be on the area, where you will be able to preserve game. (52%).

Let us be encountered in the bath.

Get down from the area and iditol to the left in order to pass through the edge of the destroyed wall. Dostignuv of its edge, jump over to the adjacent wall with the open gates. Pass to the fold winch and jump to the right to the broken piece of wall. Without stopping, make one additional leap to the right and continue motion to the right to the wooden beam, torchashchey from the wall. From it you should jump to the body, located on the opposite wall, from where you will be able to reach the area with the white sign on the floor. It is best anything not to stop in this space of way, because, if you are detained, then undergo the attack of birds. To be repulsed from them as is not simple, as it seems. Your position will be aggravated by the also fact that the attack of birds can throw down you on the floor and then for you it is necessary to begin way first. But if they nevertheless fell down you downward, run into the enclosure after the wall, on which began the motion. Poprygav there from one wall to the next, you will be able to be taken away upward. Thus, after proving to be on area, zaprygivayte to the lever, which overhangs from the ceiling. After this, get down downward on the stairs advanced from the wall. In the room, which will be opened, you should harvest to the lever. The activated mechanism will introduce change in the architecture of court and will open the door, because of which will creep out the small insects. After the victory above the insects pass into the room, from where beetles crept out, and you will take out of the wall the thrust, located under the white sign. The neglected mechanism will raise gates to the right of accomodation, in which you be situated. After this, return on the area, where the first lever is located, and you leave to the body near the wall. From there jump over to the beam, torchashchuyu from the wall, which is in the center of court. Further move to the left along the wall, jump over the formed aperture, and then jump to the wall to the right. Further jump to the shut gates, and from there iditol to the left on the area, located to the right of the opened gates. Then nurse on the winches to the platform in the opposite angle and you pass inside the accomodation, from ceiling of which overhangs the lever. After pulling for it, you leave from the accomodation and nurse on the wall in order to reach the area, where vertical stairs appeared. Pass into the accomodation with the yellow button in the center. The left wall, near which cost the flanks, can be destroyed by the impacts of sword. After visiting into the formed passage, you will prove to be in the corridor, which will derive you into the hall, where the cup of health is located. After being returned, press button and get down on the stairs in order to pass into the opened gates.

Waterfall.

Pass into the end of the tunnel and destroy brickwork, so you will be selected into the large cave with the waterfalls. Pass on the thrown across precipice log, on the area, located on the opposite wall of cave. Break the barrels, which stand on it, in order to free to itself passage to the edge of area. Then get down downward to the protrusion, which goes along the wall. You will go down on the protrusions to the lowest and jump to the islet in the center of river. Perebeyte beetles on the shore, then take away to the log thrown across the waterfall. After passing on it, get down from the area to the cornice and, continuing to get down on the cornices, reach the small rock platform. Approach the waterfall, get down to the edge of platform and jump to the left on area with the log. Move on the tree to other side, being repulsed from the attacks of bats, then nurse on the wall to the left to the angular protrusion. From there get down to the cornice and repel one additional attack of bats. After the victory above the flying creatures, you will be displaced to the left on the cornice for the waterfall. From there jump back on small area. Cross it and jump to the protrusion with the thrown-down tree. After passing on the thrown log, nurse on the wall to the area, where you will be able to be preserved. (55%).
Move on the log into the tunnel, where break brickwork and you pass further. Tunnel will derive you to the wooden floorings, located along the wall. Run on them, without stopping, since boards have a habit to crumble downward. Space between the floorings must be intersected, passing through the wall. After proving to be on area, run into the tunnel, break obstacle by the impacts of sword and you pass into the following location, where sequential round on the floorings expects you. From the last wooden area nurse on the wall into the angle, where you will be able to be hooked on the protrusion in the wall. Pass on it to the right to the end, and then jump to the stalactite (rock icicle). Cannot be stay on it, since it after a certain time will crumble under your weight, and you will fall in precipice. From the icicle jump to the wooden flooring, located along the opposite wall. Nursing on it to the end, move on the following area. Run through the wall there from it, where the stalactite casts shadow to the wall. From there jump to the icicle, then to the following and finally jump to the ledge in the wall. Pass on it to the right, and then jump to the rock growth, which overhangs from the ceiling. After overcoming a number of stalactites, you will reach the area, where you will be able to preserve game. (57%).
From the area take away to the protrusion in the wall and pass on it to the end. Then overcome the group of stalactites and you will prove to be on area before the suspension bridge, where you will be able to load your dagger.

Cave of stairs.

After passing along the bridge to the wooden flooring, repulse the attack of the flock of bats, and then run through the wall in order to move on the area, where flanks cost. Break by their impact of sword in order to clear to itself way. Further nurse on the wall and you will be seized the vertical stairs, after which get down downward. After proving to be on lower area, nurse on the wall to the left to the flooring, where two barrels cost. Passing them, pass to the edge of the area, where you will reveal the vertical stairs, which leads downward. During the descent for you it is necessary to repel the attack one additional flock of bats. After being dismantled with them, get down to the flooring and you pass directly in order to reach its edge. From there run through the wall on the following area. From it it is necessary to move to the platform, to which is put the stairs. To make this is not complicated, is necessary simply again to nurse on the wall. When you go down on the stairs, traverse the tunnel to the left of the waterfall.

The buried tank.

From the output roll up to the left, pass along the wall and take away to the rock mound, from where you will be able to climb up into the niche in the wall. From it jump to the rope, which hangs on the contrary. Swing on the rope and jump into the niche to the left, where you will be able to preserve game. (60%).
After retention be taken away to the protrusion to the right, and then to the cornice, which goes above. Pass on it to the right, then get down to the broken beam jump from its edge to the column. You will be displaced along the column to the left and iditol along the beam to the following post, from there iditol to the right to the broken column. Its Dostignuv, take away on the area formed after wreck and you leave to the beam. Pass to its half and jump to the rope, which hangs in the center. From this rope you must jump to the cornice, which goes next to the lattice. Further iditol to the left and you leave to the beam. Dostignuv of its middle, jump to the rope. From it you should jump over to the same rope, which hangs to the left. Do not forget more feasibly to swing. Further jump into the passage to the right.
When the jaws of trap are removed into the wall, jump to the cornice. Wait for, until the blade of saw passes above your head to the right, after this be selected to the cornice and bystren'ko-bystren'ko poke into the end of the corridor. After proving to be in the room, stretch the lever, which overhangs from the ceiling, after which you will be slain with the bats. Further take away into the opened hatchway, inside which the blades revolve and get down downward.
After proving to be below, push into the well box, and themselves follow it. You will drag it to the wall under the niche, where the source of sand, is visible, and take away there. After loading dagger, zalaz'te to the upper cornice in the right wall. Further pass to the right, jump over space above the lattice and be selected to the beam in order to jump from it to the rope. After travelling way by air, you will reach the last rope. Climb upward and be selected from the well. In fresh air to take pleasure by the beauties of view to you will not give the assemblage of the monsters of different caliber. After finishing celebrating the victory above the evil, preserve game. (62%).

From the well.

After loading dagger, iditol inside the building. When you reach the round room, jump to the rope, which hangs in the center of accomodation. Swing on it and jump to the white button. As soon as prince will touch button, be repelled from the wall and again be caught for the rope. Further you should enter in exactly the same manner, in order to harvest to the yellow button. After this, jump from the rope to the lift bridge and you pass into the opened door. Get down on stairs and iditol to the yellow sign in the wall. After extending from under it lever, you will see, as at the end of the corridor door will be opened, begin to advance simultaneously with the flying log and jump on the advanced area from the edge of pit from there nurse on the wall with the being moved saw. Begin motion at that moment, when the blade of saw either leaves downward or upward. Dostignuv of stairs, you should pass the pair of the revolving sabres - this is not difficult. Further you penetrate the slowly closing door. In the opened accomodation perebeyte monsters, after which preserve game. (65%).

Harem of sultan.

From the place of retention run to the right for the screen. Visit into the small room and break left wall in it. Cross cavity with the verdure growing in the middle and break one additional wall. You pass into the opened accomodation and iditol to the left for the blinds. In the room, where you will prove to be, you zaprygnite to the lever, which overhangs from the ceiling. It will open the closed door in the accomodation, where you preserved game. Return there and you penetrate the opened door. Nurse on the walls through the destroyed floor. Before the window with the figured lattice approach the right wall, break laying and you pass into the left distant angle of the opened accomodation. There you should still razok work by blade in order to make a breach in the wall. So you will reach the headlight, which to this moment already conducts battle with the monsters. To you there remains only soak by it, after which the retention of game will begin. (65%).

"as you me named?"

After retention run to the statue of naked aunt and move aside it to the left. The headlight will be taken away in the manhole opened after it and it will open to you gates. You leave to fresh air and iditol along the path to the lever. You should bore it for the complete revolution clockwise in order to open the door, behind which stands your friend. Further iditol on the corridor; dostignuv of mirror, turn it so that the ray of that reflected by them light would fall into the depths of the accomodation. After which you go in the library. Inside the hall, for you it is necessary to beat fellows, robed in the dark-blue and red clothing until falls to the floor last supostat. After destroying enemy, you will preserve game on the left side of the hall. (69%).

Halls of knowledge.

Run into the right distant part of the library to the mirror, which stands in wall. Move aside it from the wall to the dark square in the floor. Judging by everything, this mirror earlier stood here. At this time the headlight will climb through into the slot in the wall and will be taken away to the balcony, and you continue to arrange mirrors on your places. In the final analysis you will attain that the ray, reflected by mirrors, will fall to the sign in the rock pedestal, which stands opposite the arch. This will cause the activation of some concealed mechanisms, which is advanced from the pedestal the enormous monument. Further take away to the monument and jump to the arch. From the broken off beam jump to the protrusion in the wall. From there run to the left along the wall to the cornice in the angle of hall, zaprygivayte to the pole of flag and, continuing to advance, you will reach the balcony. Turn mirror to the side of the opposite balcony, where headlight stands. Then press on the button in the column and begin to jump in the space between the wall and the advanced book shelf. After being taken away upward, run through the wall to the right. When you prove to be opposite the vertical stairs, jump to it and take away upward. On the area, where clanks by jaws trap, pass into the right angle and you will load your dagger by sand. Then nurse on the wall and zaprygivayte to the brown cross-beam. Further pass along the beam to the area with the wooden floor. After jumping to it, nurse on the wall, where the blades of circular saw move. On the area, where stands crystal, pass to the wall in the depth of niche and break it. After traversing the breach, you will leave into the corridor, which will derive you into the hall with the magic cup, which increases the maximum level of health. After the upgrade of your health return on area in the center of wall. From it displace to the right to the beam, which goes to the platform, where stands mirror. After proving to be on the spot, turn mirror to the side of the balcony, on which it costs two mirrors. After this, iditol on the cruciform girder jump on area with two cross-beams. Take away to the upper cross-beam, you will be displaced on it to the right wall and jump to the brown beam, torchashchuyu from the column. After jumping over the crumbled part of the beam, you will be able to reach the balcony with two mirrors without the special problems.
Approach the left mirror and place it on the dark spot in the floor, then perform operation with the angular mirror more tightly. You should ensure that the reflected beam of light accurately would fall on the crystal, which stands on the upper area, located in the opposite angle. Then from the wall it is to the left advanced plate. After this, nurse on the wall and you will be hooked on the protrusion in the wall, you will go down from it to two ledges below and pass along the column to the right. Dostignuv of wall, jump over to the broken column and run through the wall to the balcony, where stands the mirror, turned by you to the side of the balcony, on which stands the headlight. After moving for the enclosure of balcony, jump to the platform advanced from the wall and continue forward movement. After proving to be on last, third area, jump to the rope, attached to the fastening, located on the column. You will reach by airway the protrusion in the wall. Further take away to the cornice, located higher than all and iditol to the right; when you visit the column, jump to the vertical stairs and rise on area. From the stairs iditol to the left wall. After hacking in it hole, you will prove to be in the room, where mirror stands, until touch it, but pass to the wall opposite from the breach and make in it hole also. In the opened accomodation stretch for the lever, which overhangs from the ceiling, you will see after this, as of the wall were advanced two platforms, which connect area and balcony, on which they cost two mirrors. Further take out mirror on area. After establishing it, iditol to the balcony. You will bring angular mirror and place it on the place of central reflector. Thus, you will attain that the ray will be reflected into the mirror, which stands on area. From it the ray must fall to the crystal, located in the adjacent with the room, where is located lever, accomodation. If rays are reflected correctly, then will be opened the room, at which lies new sword.
Pass into the room, where lever stands, and take away to the broken wall. From there get down downward to the protrusion, from which you will be able to jump to the arch, and from it to the pedestal. Then get down to the floor and you pass into the opened room. After taking away sword, draw out the lever, located under the yellow sign, and run into the opened door on the opposite side of hall. After traversing it, you will prove to be in the observatory. At the output from the corridor you should destroy all strazhnikov. Run to the platform and roll up before it to the left in order to reach the place of retention. (71%).

Observatory.

Thus far you remained, headlight selected into the slot in the wall and found the lever, which raises platform upward. Iditol to the platform rise on the stairs, after which you will be raised upward. Further jump from the platform on area, if you need the recharging of dagger, then iditol to the left, the wall is had the energy source, but if no, then iditol to the right. On the flagstaffs be taken away on the area, where lever is located. After pulling it to itself, take away to the cross-beam and jump forward to the pintles in the ceiling light shades of large chandelier when you zaprygnite to the thick pipe in the center of chandelier, continue to move directly in order to prove to be on opposite area. This lever must be turned to one position counterclockwise. Then return to the central pipe and jump to the pintle of the turning itself ceiling light shade. From there reach the lever, which overhangs from the ceiling. Zaprygnuv to it, you activate the mechanism, which will bore chandelier. After this, jump to the button with the white sign, located in wall opposite the lever. After falling to the advanced platform, run to the left along the wall to the area with the lever; without touching it, zaprygivayte to the cross-beam and reach the central pipe. From there jump to the right in order to reach the area, where the lever above the yellow sign in the floor will hang. Zaprygnuv to the lever, you will open the gates, next to which stands the headlight. You jump to the thick rope and get down downward. After traversing the opened door, you will prove to be in the corridor, filled with traps. Your friend, as clever girl, will climb through into the slot in the wall and will be selected to the balcony, where he will stretch for the lever, which overhangs from the ceiling. You do not hurry to break to the right on the corridor. Visit first into its left side. In wall you will reveal cup with the water, which will restore the lost health. After this, iditol to the opened door at the end of the corridor. To pass the by being moved in the wall blades is not complicated. When they remain behind, you will stop and wait for, until the flying log proves to be in you after the back. At this moment jump over pit. In the adjacent corridor it is necessary to harvest the yellow button, surrounded by the outstanding shafts, and to pass into the opened door. In the following corridor draw out from the wall lever and iditol on the corridor, maneuvering between the pair of the dual blades; the following trap can be overcome only, after making moving under the lower blade. You pass into the slowly closing door.

Court of the hall of knowledge.

After leaving into the court, kill all strazhnikov, to the birds never mind, they are not thus far dangerous, and you will then preserve game. (75%).
Further rise on the wooden stairs in the angle. Then jump to the fragment of arch, jump over failure and begin to chop the birds, that sit on the arch, after which go around arch on the perimeter and zaprygivayte to the rope. Rise on it to half of length and jump to the pintle, torchashchiy from the wall. After jumping from it forward, you will prove to be on the passage between the buildings. Through the breach in the enclosure nurse on the wall to the piece of the wooden beam, torchashchey from the wall. After being taken away to it, jump to the right to the flagstaff, and from there to the roof of passage. There you should disembowel the pair of birds, and then nurse on the left wall to the beam and be taken away to it. From there jump over to the rope, which overhangs from the rock beam, rise on it to half of length and jump over to the adjacent rope. After this, jump to the roof of addition and run to the right along the wall to the shed. Get down downward and you pass into the room with the lever. Turn it - will be opened the door, behind which the headlight stands, and girl will be able to pass into the court. Further you leave from the room and iditol on the passage. Pit with the stakes can be overcome, svesivshis' from the outer side of enclosure. After traversing the open door, roll up to the left, nurse on the wall and jump to the left, when you prove to be opposite the revolving blade. Thus, you will be able to jump over traps, without having caused to yourselves harm. So you will enter also in the second case. Before the third trap of the same type simply jump from the rails of stairs to the floor. After smashing insects, iditol into the passage, where you will meet with the headlight. Dostignuv of the end of the passage, you will leave to the bridge, which leads to the "tower of dawn". The pobedit of monsters remain. (75%).

On the fortress shaft.

When you reach the closed doors, headlight will be taken away into the slot between the floor and the door, but to open nothing it will be able. Zaprygivayte to the pintle, which is located to the left of the door, and jump from it to the wooden beam. Pass on the small cornice to the following beam and jump from it to the passage between the towers. Further roll up to the left and run on the passage. Floor under your feet zashatayetsya even it will be brought down, and you together with it will fall through downward. Prison will throw open its embraces to you.
Get down downward on the stairs, located to the left of the closed door. After proving to be on area, run to the left along the wall so as to harvest to the button with the white sign. Further you should nurse almost complete circle, until you prove to be on the small area, which will lower you. Then make one additional circle on the wall, but already to the reverse side. When cage goes down you still below, you will prove to be in the rectangular part of the prison here for you one must jump to the leaving platforms each time, when you press on the button. Dostignuv of the end of the way, jump to the pintle, on which will hang the cell, and from there to the stairs, which goes downward along the wall. After going down downward, for you it is necessary to travel the way, similar to that that you recently made. Only before zaprygnut' to the platform, for you it is necessary to still jump to the pintle, torchashchiy from the wall, otherwise platform will be for you unattainable. Dostignuv finally of stairs, get down downward and attack zombi, that are appeared near you. At the end of battle can preserve game. (79%).

Prisoner attempts to run out.

You obbegite around the pit to the left of the cup with the water there is the niche, forced by prison furniture. You should break furniture in order to clear way to the button. Then you will bring cell with the human bones, which stands to the right of the closed door, and place it on the button. After which iditol into the opened door. In by right to angle near the pair of doors break wall and you pass into the corridor. It will derive you into the hall, where magic cup stands. When you return, you podnyrnite under the lower blade of trap, press on the button and you pass into the camera of tortures.
After extending levers from under the white signs, begin to jump between the moved folds of enormous press. After being selected upward, be taken away to the bracket, which holds cell, repel the attack of bats, and then jump from its edge to the beam in opposite wall. From it jump first to the button to the left, and then to the button to the right, possible and vice versa - from this anything it will change. Here the main thing - at the moment of the contact of button to be repelled from it in order to return to the beam. After this, begin the lift between two platforms of press. After proving to be above one of the folds, zaprygivayte to the pintle, driven into into the wall. Further zaprygivayte to the upper pintle, after being repelled from the wall. Then thus take away to the wooden beam. From its edge jump to the cross-beam, and from there on the area, where there is a source of sand. After loading dagger, press on the button with the white emblem and immediately jump on the advanced area. Thus, you should reach the wooden beam, located on the very ceiling of the camera of tortures. Jump to the vertical stairs and rise upward from the edge of beam. Rising on the hatchway, use cross-beams, in order to move from the stairs to the stairs. After being selected upward, you will prove to be in the court, where warm encounter with the monsters expects you. After chopping fellows to the small pieces, you will preserve game. (81%).

"at long last we here!"

Press the floor push, located not far from the cup with the water. Then run to the right. Nursing one stairs, escape to the risen from the earth column, and from it reach the wooden shed. On it press button with the white sign, jump from the shed and run to the place of retention, from there, nursing on the wall, take away to the second left from under the earth column and run through the wall to the shed, where box stands. Push box to the earth and you drag it to the wall, where button with the orange emblem is located. After harvesting it, will be opened the door, which leads to the bridge, which is guarded by birds. It is possible not to battle with the feathered - if you simply nurse across the bridge and will visit inside the tower, then you will avoid battle. Inside the tower iditol almost to the very end of the corridor, literally before the output from it, in by right to angle you will be able to break the part of the wall and to pass into the adjacent corridor, which will derive you to the hall with the magic cup. After being returned, you go inside the round room, which in reality will prove to be large elevator. During the lift, you should battle with the appeared monsters. It is better to conduct battle on the free space and at the same time to choose after the headlight, which will stand on the elevation, zastelennom by carpets. After reaching finally to the final stoppage of elevator, nurse on the wall with the white sign and zaprygivayte to the lever. Stretch for it, the part of the figured lattice will descend, and you will be able to pass to the hoist, which will deliver to you into the treasure-house, where hourglasses stand. (83%).

Hourglasses.

Rise to the hourglasses, then pass on the area, located above the place of retention. Further nurse on the wall to the window, after being repelled from which you will be able to zaprygnut' to the piece of iron, torchashchuyu from the column. From it you will be able to jump over for the hourglasses...
After screwing from the tower in the cave, prince will be taken away into the grave, from which he will fall into the corridor. Pass to the end of the corridor and you will prove to be in the round hall with seven doors. Number all doors counterclockwise. Outer to the right door will be under в„–y, while extreme to the left under в„–". thus, iditol first in в„–ya, you will leave в„–', further in в„–y you will leave в„–e, then in в„–shch you will leave в„–2 and finally into в„–". thus, you will prove to be in the upper hall, where the doors it will be already 9. After numbering doors thus, step in в„–' you will leave в„–e, further в„–y you will leave в„–9 and you go in в„–shch - here you will find headlight.
At the end of roller you will come to in the tomb, without the weapon. Without turning attention to the appeared monsters, iditol into the passage, along both sides of which they cost the figure of bulls. Dostignuv of the end of the passage, you will leave into the round room with the mirrors, at center of which lies the sword, protected by force field. In order it to obtain, it is necessary to arrange mirrors correctly. Thus, let us approach. Take mirror to the left of the entrance and place it on the dark spot in the floor to the right. Then interchange the position of the mirrors, which stand after the pedestal and arrange them on the dark spots. This arrangement will direct the reflected beam toward the sign, cut in the pedestal, and the force field, which surrounds sword, will disappear. After taking away weapon, break the boarded up door and you leave from the hall to the balcony. Further nurse to the left on the wall and you will be grasped for the first pintle by airway you will reach the area, on which are missed incomprehensibly from where the undertaken monsters. I will say without the concealment: new blade much best of all previous, together is sufficient one impact in order to send monster to the forefathers. After cutting all into smithereens and in half, it is possible to preserve game. (90%).

"headlight, return!"

After retention get down to the cornice, through the breach in the enclosure. When you reach the central window, jump downward to the beam. After passing on it, zaprygivayte to the cross-beam, and from it dive into the open hatchway indoors break wooden door you pass into the corridor. It will derive you into the hall with the magic cup, which increases the maximum level of health. After being returned, nurse on the wall with the white sign and zaprygivayte to the lever, which will open hatchway in the ceiling. Everything that to you will remain to make, so this to zaprygnut' to the beam and to be taken away into the hatchway you again will prove to be on the roof of the addition, where have so long ago they not chopped supostatov. Arise to the left of the broken fence and climb upward through the wall. Thus, you will reach the area, where you will find water small fountain. After drinking vodichki, arise to the left of the source, nurse on the wall vertically upward and jump to the board in the body of bridge. From it jump to the left to the steel framework, nailed to the wooden beam. You will be displaced on it to the left so as to prove to be opposite the perpendicular beam, which emerges from the farm of bridge. To swing on zhelezyake strongly not necessarily, since if we strongly swing ourselves, then prince in flight will be struck against the bridge and will fall downward, but for you it is necessary to begin from the last retention. After proving to be on the beam, repel the attack of bats, and then jump to one of the columns in order to go down on area. Further you enter into aperture and begin to move through the left wall. Nursing a little, jump to the right wall and make several leaps from one wall to the next in order to be taken away to the protrusion in the right wall. Further iditol into the angle of the area, where wooden beam is visible. From there jump to the adjacent wall and climb to the bridge. Step to the group of the monsters, that go for a walk in winch. After approaching nearer, you will see, as headlight it nurses between the villains and will climb up into the slot in the wall. You join the battle with the fellows from the sandbox and you strike by your their new weapon. After victory iditol to the left from winch. In wall you will reveal water and will be able to quench thirst. (93%).

Upward to the tower of rise.

Nurse on the wall to the right of winch and zaprygivayte to the iron pintle posle this take away to the rock beam, from it zaprygivayte to the cornice and leave to its lateral offshoot. From there jump to the left to the beam, under which will hang green flag. Further from the cornice jump to the fragment of column, and from there to the adjacent post, that it is located to the right. From this column zaprygivayte into the hole in the floor of balcony. Iditol into the right side of the balcony you pass to the protrusion in the wall. After destroying the flock of bats, pass on the cornice and rise upward, jumping between walls, until you are taken away to the cornice, which goes through the right wall. After passing on it, you leave to the beam with the flag, repulse the attack of bats and pass on the cornice to the iron construction. After passing on it, get down to the cross-beam and be moved on it to the side of opposite wall. Further take away to the cornice and you will repel one additional attack of bats. Continue motion on the cornice and go around around the tower in order to reach the niche between two walls. Jumping from one wall to the next, it is necessary to be taken away to the right tower. Using a slot in the wall, move to the right, then take away to the ledge, when you prove to be above the circular window. After continuing ascending, take away to the highest protrusion in the tower and jump to the left in order to prove to be on the adjacent tower. After passing on the being collapsed cornices, zaprygivayte to the flagstaff. Reach by airway the tower with the destroyed roof. Along the outer side of wall be moved to the left so as to prove to be opposite the wall of adjacent tower. Further you one should, jumping from one wall to the next, go down downward.
After proving to be on the solid floor, you go inside the tower and press floor push. After this, nurse on the wall of the brought down passage and you pass into the open door. Then take away to the vertical stairs and you will repel the attack of flying parasites. Further continue ascending inside the tower, jumping over from one stairs to another. After climbing upward, perebeyte the monsters, that occupied passage. After battle pass to the right from the place of your output to the passage. After the turning in wall you will find water small fountain, if this to you is must. It is further necessary to be taken away to the rock obstruction to the left of the output from the tower. After jumping from it downward, you will be able to preserve game. (95%).

Ascending sun.

Further return to the obstruction and take away to the post, from which it is necessary to jump over to the reinforcement, torchashchuyu from the wall. After making several leaps, you will prove to be on the cross-beam, on which it is necessary to move so as to prove to be opposite the formed dent in the wall. Jump to the protrusion in the wall and you will be displaced to the right, in order to be hooked by hands on the slot, which is located scarcely higher ledge. After which jump to the wooden rails, pass on them to the side of rise and be selected on angular area. From there nurse on the wall to the following area. You do not leave there to the beam, which goes to the left, but again nurse on the wall. Iditol to the left on the beam to the hollow column take away upward from the area, jumping from one wall to the next inside the column. After being selected upward, can run off to the right into the small turret. Inside it you will find the source of the water, which supplements health. Then run along the wall to the left, dostignuv of the edge of passage, nurse on the wall to the opposite passage. Pass to the left into the destroyed turret. Inside you should repel the attack of bats, and then pass it on the board, which connects two towers. After moving into the adjacent turret, you will undergo the sequential attack of bats. After driving away this fraternity, run on the passage and roll up to the left in front of the basic building. From the angular area run through the wall, and then jump to the left to the fragment of column. You remember that to jump to the column is necessary only if you will prove to be opposite it. From the column it is necessary to jump over to the green roof of tower, then to be taken away to the spire and to jump from his peak to the cross-beam, and from there to the rectangular platform. Pass on it to the left to the edge itself, then nurse on the wall and zaprygivayte to the vertical stairs. Rise on it to the top itself, jump over to the post and jump into the aperture. So you will prove to be in the tower, where you will see, as headlight it leaves for "kakalukiyu", after which throw in the battle with strazhnikami. After being governed with the enemy, you will be able to preserve game. (98%).

Honor and glory.

You will embed knife into the hourglasses, and time will wind off far back. When war yet did not begin, and sand not was released to the freedom. The prince of vtikharya will come running to the headlight in order to describe about the treachery of old greybeard- vizier. But it, after feeling something, will appear in the bedroom of headlight in order forever to put an end to you. For the complete victory you must be slain first with three embodiment of sorcerer, and then notch his very. Unfortunately, in the room of princess there is not drop of water, so that it is necessary to be governed for you by its own forces. After killing traitor, kiss headlight and conclude game.


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