Walkthru by Zatar (firstname.lastname@example.org)
I recently finished the game, and I am still seeing a lot of pleas for
help and requests for a walkthru around so I decided that I might as well
write this one. I should say that it is much more satisfying to solve the
game yourself - I got stuck a bunch of times, but I (eventually) managed to
get along without any help. I encourage everyone to try to get past all
the puzzles themselves. There isn't much you can do in this game in any
given situation; no items you might have not have picked up or anything, so
the list of possible solutions is fairly sparse. Just don't keep trying
exactly the same thing over and over, because it won't work the next time
either. Well, I've rambled on for enough - here goes.
Running jumps need to be started about 2 units (walking lengths,
panel widths) from an edge to get full distance. They go 1 unit further
than standing jumps.
Fighting swordsmen - get about 1 unit from them, wait for them to
strike, block it and strike back immediately. The only difference in more
"skilled" opponents is how often they will do this to you, or block it.
You can block their ripostes, but it's tricky.
Fighting heads - just hit them once, and they will then pause exactly
where you want them, repeat until dead. It's the first hit that can be
Fighting snakes - you must memorize how far away from you they will
strike and then hit them right when they reach that point. Pure timing.
"Saving" time - whenever you get to a restart point (the places you go
back to if you die), save the game. Then if you die, restore it so you
don't lose any time from dying. (You'll never make it otherwise)
Instructions R=right L=left U=up D=down (usually hang and drop
wherever possible) #=footnote here
Level 1: Escape From The Palace - 0 potions
Draw your sword immediately, block and strike. Go left, using a
running jump to get from the high roof to the low roof. Go until you run
out of roofs and then drop down to the street. Run left immediately and
keep going, doing a running jump off the end of the dock and grab onto the
boat (shift key).
Level 2: The Desert Island - 0 potions
Go left, wait at the edge of the quicksand for stepping stones to
rise, step on every one on the way over except for the marked stone. Exit.
Level 3: Cave - 2 potions
To collect all the potions, DRRRDLRRRRD*LDLLULLULL. If you go right
at the * you can find another exit. Alternatively, you can go LLDDR which
is much faster, but you get no potions. (Time doesn't matter yet, either)
Level 4: More Cave - 1 potion
Time will start now, 75 min. RDRDRLDLDDRRRRRLLLLL. Ok, first tricky
bit: getting the potion. This is really very easy once you figure it out.
Run onto the pad into the first door. Push right again to edge up to the
door. When the door reaches your neck level, jump forward and then
immediately take one running step. Drink the potion, turn around and jump,
and then push to the left to get out from under the second door. Easy huh?
Just keep from leaving gaps between the above moves and it is... I guess
all the skeletons that get up after you trigger the door release later
might be a problem if you stop to fight them. Don't.
Level 5: The Magic Carpet - 1 potion
Well, to get the potion, open the first door by standing next to it
and jumping three times. Carefully step onto the next screen and then jump
over the loose panel. Back up so that you are right next to it, turn
around and run jump over and grab the ledge to make it through the door.
When going back across on the next level, you won't be able to get through
the door in time, but if you cause the ledge below it to fall, it will open
again. And this brings us to one of the really hard puzzles to get right
on your own: The Skeleton on the Bridge. Luckily it's right after a save
point so you get lots of chances. First of all, you can't make it across
without getting rid of the skeleton, and you cannot kill it with your
sword. So - here's the trick. You must run across and stop right before
him, and advance into him (hopefully without getting hit too much) so that
you exchange places. Then advance (don't give him a chance to run back to
the other side) on him until your back foot is just resting on the edge of
the second panel (it looks like 4 boards) from the left on the bridge.
Hold this position until the bridge collapses, then just press shift to
grab the ledge. This isn't too hard once you get the hang of it either.
You lose your sword here, so don't loiter around the next skeleton long
enough for him to get up.
Level 6: Ruins - 1 potion
LLD (Make sure to jump over the loose panel here, you need it later)
LUURDDLUUULDLLDR. The next level is about 1/3 different for each door, but
the potions are the same.
Level 7: More Ruins - 1 potion
Entering from right door: LL(through hole)DLRURLLL
Entering from left door: DDRUDR
The rest: URRRRUULLULDDRRRL
Level 8: Your Father's Sword - 1 potion
LDD (being sure to drop the panel here) go right under the blade to
just open the door, and then back out. Keep going until you stand up, then
turn around, walk forward one, jump forward and go through the door. (You
may have to crouch-hop through it if it is closing (down and forward)).
After that, LD, Jump right from the edge of the top panel, and drop the
floor on the door-open switch. Crawl right to get the potion, avoiding the
door-closing switch next to it. Then go LL (you can get across a gap of
one like that by running off the edge and holding shift) ULLLU, get the
sword. Fall asleep. Get the sword again. LLL.
Level 9: Ride Off Into the Sunset - 0 potions
LLL (along the bottom) LLLRRRRL (along the top now) LLLLL, doing a
running jump off the last panel.
Level 10: Temple of the Flame - 1 potion
RRRDRLLL(LLLDRLLRRRRR)RRRRRULLL. The part in parens is to get the
potion, it can all be replaced by one D if you want to skip it.
Level 11: Climbing the Walls - 1 potion
1) I had problems timing that first long jump, I had to walk right up
to the edge of the loose panel, and then walk one step backwards to give me
the right running length. Hold shift down after you jump. 2) To get the
potion on the next screen, edge over to the open door, jump up to know the
panel down, walk over slowly until you stop 2 panels away from the edge,
jump right, get the potion, climb up, jump left and climb up through the
door. 3) Then after you go up, go right under the blade, and then crawl
back under it the other way. Then as soon as you stand up, run-jump twice.
If you do this right, you should get through the door in the next room in
plenty of time. 4) After you trip the door, you have to hurry to get under
it in time. Jumping again after you jump to the door will get you under it
faster. 5) Don't knock down the second panel here, or you won't be able to
open the door again on the way back. When you do come back through,
remember to jump over the close-switch right in front of the door. 6) Go
down the first hole, and jump 3 times to knock down the loose floorboard
before hang-dropping down the second hole. When you do, run right as fast
as possible. 7) The door will open.
Level 12: Going in Circles - 1 potion
1) Just knock down this panel and go back 2) Ok, you have to open all
four doors here on the screen above you. First standing jump over to the
bird man and let him knock you off. Then go up and jump three times on the
first platform to knock down the panels on the left. Then go up one and
knock down the panel on the right. The last 2 doors should be open now.
From the edge of the middle platform, jump left under the spikes. Go left
and then knock the birdman off the ledge onto the panel on the floor down
below. Then go up 2 levels and knock the final panel onto the last switch.
Whew! Go through the doors, jump over to the potion, jumping over the
loose board so you can get a running jump off to the right. Note that you
only need to do this if you want the potion, otherwise just skip the
letters in parens. 3) You probably won't make it through the door on the
right here, so just go up, run left through the trap while pressing shift
to grab the edge down below, go over and trip the switch again, and run
jump right again, grabbing the ledge and then go through the door. You
need to get right next to it on the other side, and then run jump to the
right. Just parry the sword until it lies down, and then go to the next
screen and run jump right. Now you need to run jump left, but jump before
that loose panel or you will head right into those spikes. If you made a
perfect jump off the top to this level, walk forward one and crouch twice
(=1/2 step) for correct spacing. Remember to jump forward to get through
the door earlier. 4) As soon as you enter this room, jump twice. Then
wait for the blue potions to appear, and as soon as they do, jump again.
5) Just crawl right into the birdman. He'll hit you once, and then you'll
stand up safe.
Level 13: He Who Would Steal The Flame Must Die! - 0 potions
1) You must turn around and kill the birdman who enters from the right
just off the screen to the right so that he falls on the door switch and
holds it down. You can adjust where he dies by advancing on him once he's
down to his last bottle, and he'll back up. Don't get too close or you'll
switch places. 2) Let the birdman here kill you. (Get it? He who would
steal the flame must die...)
Level 14: The Mind's Eye - infinate potions
Drop down on the right into the Vizier's room. You will need to have
9 potions here, so if you don't have enough, drop down to the left and
fight the warriors until you have enough strength (they will often turn
into potions when they die). Then go back up to where you started. Go
right, and run jump off the right hand side. Now shuffle off your mortal
coils (turn into the shadow - it's in the User's Guide). Go around and
kill your images, and then go up and right. Now you have to chase Jaffar
around clockwise until you have a chance to shoot the flame at him. This
isn't too hard, as his path is less than optimal. Don't miss, because you
only have one chance.