Prince of Persia: Warrior Within
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Your fate has been written. You will die.
Developer
Publisher
Ubisoft
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Rel. Date
Genre
Action
Players
Date: Thursday, January 06, 2005
Author: Jeff 'Judasen' McAllister

Wreckage

As the battle rages on the deck of the ship, do the button combos that appear on the screen to take out the few enemies that approach. After a few times, a scene will play and you will see a guy come crashing down and fall through the deck. You will fall down with him and continue from there. Make your way forward to the end and swing around the pole to kill the enemies there. Head down the next hallway until the scene plays and you will be back up on the deck. Take down the three enemies there and head up the left passage to the set of stairs. Watch as the prince makes his way up and then the battle with the steel thong wearing woman will begin. When you battle her, use a lot of blocks and counter attacks. When you have her down to three quarters of her health, another scene will play and you will start the game for good.



Beach

After you have washed up on shore, take your stick and beat the birds that attack. After they are dead, learn the camera controls and make your way to the left and around to the ledge beside the stairs. Climb up and head up the stairs. Continue to the right, climbing up the ledges and jumping over the broken gaps. Drink at the water fountain when you reach it and save there. Jump up and grab the ledge of the rock and shimmy around until you can pull up. Jump across to the right and then jump on the ledge of the structure beside you. Shimmy around the edge there and when you reach the end, back jump to the ledge across from you. Pull your self up and walk up the stairs. Walk to the wall and run up it, following the instructions and drop down the ledge to the one below. From here, wall run to the right and walk around the ledge until you come to some poles. Climb up the far one and then jump from pole to pole and then to the edge of the platform above. Make your way left and roll through the opening in the door. Kill the enemies there and continue through the area. Run up the next wall and make a right. Wall run over the gap on the left wall and again over the next gap on the right wall. Jump off the wall and kill the next batch of enemies. Continue around the corner and you will come to a gate.



The Ruined Fortress

Look at the map as told and then hop up on the block to the left. Run up the wall and hop over to the other side. Run through the courtyard and watch the scene play. After it is over, you will have the Spider Sword and be faced with four enemies. Take them down and head for the next gate. Make a left through the open door and save at the fountain. Wall run over the next gap and then diagonally jump across the next to reach the left side. Walk forward through the door way in to the large courtyard to trigger a scene with a new enemy. Ignore him and head to the right of the doorway. Wall run up the ledge there and up the next as well. Jump backwards to the platform behind you and you will be high above the enemy. Wall run across to the vines there and jump back to grab the pillar. Jump to the next pillar and again to the ledge. Walk to the right and wall run across to the next platform. Turn around and wall run back to where you came from and grab the ledge above you.



Pull yourself up and jump to the next ledge above you. From here, jump backwards to the pillar hanging there. Jump again to the ledge and then run up the wall to the right of the door to hit the red switch. Run through the open door and a fly by will show you the layout of the room. Wall run to grab the curtain and slide down to the ground. Take out the enemies there and then hop up on the block directly across from where you landed. Run up the pillar there and grab the edge and shimmy around to the open platform. Pull up and take out the enemy there. Follow it around to the gap and wall run across to the next side. Drop and grab the ledge there and shimmy to the left around the corner. Go to the far side and drop down in the corner. Continue running down the hall and wall run over the gap with the spinning saw blade. Head around the corner and save at the fountain. Walk forward to the light and a scene will play. Afterwards you will be in the past and have the power of recall.

First Steps in the Past

Walk forward and save at the fountains and continue on your new goal of chasing the woman in black. Head through the water curtained door and down the hallway with the columns that work now. Run past as they spin and then run over the gap with the saw blades again to defeat an enemy. Enter the large room you were in earlier and another flyby will show you how to escape it. Kill the enemies on the ground first and then climb the pillar to the left of where you entered. Jump back wards off it to grab the ledge behind you and then pull yourself up. Smash the chest there and continue around the walkway to the end and jump off to the ledge across from you. Shimmy around it and then jump backwards onto the platform behind you. From here walk along the catwalk and then wall run across the red square and grab the curtain. Slide down and run thro ugh the now open door at the bottom. When you enter the next area, it will be the courtyard where the bird monster was earlier.



Head through the doorway to the spinning columns and around to the large staircase. Kill the shadows in front of it and then head up. When you reach the top, kill a few more enemies and head up another stair case. Make your way past the spinning blade and jump over to the ledge on the other side of the gap. Jump up to the top and then shimmy to the right. Back jump to the platform and continue past two more spinning blades. Head around the corner and enter the large room and watch the flyby. Take care of the enemies first and then climb the stone blocks on the left side. Climb to the top and jump over to the pillars. Jump to the far right side and from there to the next set of stone blocks. Climb as high as you can there and then wall run and jump back on to the balcony.



Run through the red curtain and around the corner to come to spinning pillars and a gap. Run past the pillar and jump across the gap and the next as well. Climb down the ladder and drop down and kill the enemy there. Now for the next gap will have tow large logs spinning up and down. Wait until the logs are at the top and then wall run across past them. Climb down the next ladder and slide past the spinning logs. When you get past them, back jump to the ledge and then shimmy around so you are across from the next ladder. Jump to it and slide down to the ground. Kill the enemies there and enter the next hallway. Run quickly down it and don’t stop as spikes will pop up and nail you. Save at the fountain on the other side and you will come to another spiked hallway.



Chasing the Girl in Black

When the log is coming down and is about halfway, run forward to the end. Next run past the spinning pillars while the far right one is closest to you and the middle one is the farthest. Once you get past both of those, enter the next room and watch as the woman runs away. Now there will be a few enemies that attack including a new one that is a woman in red and loves to jump around like a freak. Take them all down, separately preferred, and climb the block in the center of the room on the right to jump to a pole over head. Swing on the pole and jump to the next. From here shimmy to the right to the pole adjoined to it and swing over to the platform that has an enemy on it. Take him down and walk across the beam to the next platform. Kill the enemies there and jump up to grab the pole. Swing up to the next and up against the wall.

Jump off the wall to the beam above and then over to the next balcony. Fight the red woman here and just toss her off the side to get rid of her quick. Hang over the edge of the balcony and jump backwards to grab the beam behind you. Walk around to the opposite side and jump over to the balcony there. Kill the shadow there and jump across to the red curtain. Slide down it and jump off halfway down to land on the platform. Walk across the beam and fight the red girl. Hit her a few times to knock her off and continue to the other side. Take out another one and then jump and grab the beam. Jump your way up from beam to beam and then over to the balcony.



Take out another red woman and jump from the balcony edge to the beam to the right. Walk across it and another woman will drop down to say hi and have you kill her. Do so and then walk out to the beam in the center and jump to grab the pull lever above you. When you do, the door below will open. Run straight off the beam towards the curtain and slide down to the door. Run through and go down the stairs to come to another large pit area. Slide down the curtain and when you reach the bottom, jump over to the beam. Jump from beam to beam across the area and run over the spiked floor when you get to the other side. Run around the corner and save at the fountain.



A Damsel in Distress

Enter the doorway and run up the stairs to witness a scene of two women fighting. The one in red will get knocked over the edge and will be holding on for dear life. The woman in black will step on her hands to make her fall. When she goes to do that, hit her and stop her. If she falls, the game ends. Attack the woman in black the same as you did earlier. Use combos on her and aerial attacks as well. When she goes insane on you with her mega combos, block until she stops and then take that time to attack. She will also give you a kick which may or may not boot you over the edge and kill you. If she does and you go over the edge, rewind time and avoid it. Keep attacking her and also when she slaps her ass with her sward that will be a free attack as well. When she finally drops, a scene will play with the woman in red and you will finally be back in control.



Fate’s Dark Hand

After the place collapse, you can now walk up the stairs to the altar and pull it back to reveal a secret passage. Follow it past the spike floor and spinning log traps to get to the life upgrade at the end. Once you have it, come back to the chamber and hop up on the blocks on the left side. Jump across to the ledge and then work your way across the poles and ledges until you reach the rope at the top. Swing to the right and land on the beam. Jump over to the platform and save at the fountain. Walk to the right of it and drop off the edge to land on a broken beam. Jump across to the next one and walk along the ledge. Walk to the right along the beam in the center and jump to the left. Walk along the edge and jump to the pole and swing up. Land on the platform there and hop up the stones to reach a rope. Climb up it to the top and jump backwards to the pull lever. When you pull it, the shutter on the wall will close and you can now wall run past them. Drop down to the floor and wall run across to the next platform.

Run up the wall where the spiked floor is and press the red button there to open the next door. Enter the small room and 4 red women will drop down and attack. Lure them out into the previous room and toss them over the edge. Head back in and run up the wall with the ledge. Jump up to the net ledge and then swing your way to the top opening on the poles. When you reach the top, jump and grab the ledge on the right and shimmy over to the far side of the room. Pull up and use the poles again to get higher. Now, grab the ledge and there will be a log rolling back and forth here. Shimmy to the left side and around the corner and pull up when the log passes. Jump to the other side and drop down. Now just shimmy to the ledge of the platform and pull up to the next trap.



Wall run past the blade to grab the rope and then climb up. Jump across to grab the opposite rope and swing to the right to wall run to the platform. Head around the corner and run in between the spinning pillars to reach the water covered doorway. Run through there and save at the fountains on the wall. Make your way forward and the prince will make a comment about the portal not working. Now you need to run up the columns and hit the red squares in order. Face the portal platform and the order is front left, back right, back left and front right. Activate it and step in it to be taken back to the present time and you will also receive and new power called Eye of the Storm. Now that you are back in the present, go through the water door and save at the fountain. Make your way forward past the spinning logs and spikes and start to drop down the opening, ledge by ledge.



When you reach the bottom go through the opening and step on the red square to open the door at the far end. Take out the enemy there and enter the large room. Watch the scene and then wall run along the right wall to the beam. Jump across to the next and make your way to the rope. Run along it and jump to the pole and to the next and then to the platform. Walk out along the beam in the center of the platform there and jump forward. Walk to the left when on the next and grab the ledge on the stone pillar there. Jump across to the red curtain and slide down. When you reach the bottom, jump across to the beam. Walk along and jump to the next and then shimmy along the pole to swing over to a platform. Jump to the next and deal with the enemies and red women there.



When they are toast, head to the far end and run up the wall to come to a large stone block. Bounce jump your way all the way up to the ledge at the top. Shimmy around and jump back onto the beam behind you. From there, jump over to the ledge under the opening in the wall and climb up. Use the fountain there and continue down the hall to have a scene play with the Dahaka. This big fellow is the cheeky bugger who wants to kill you for skipping your death in time. You will have very limited time to escape from him at the beginning. Floors will collapse as he gets closer and as the screen gets more colorless. Move quickly through the jumps and twists and when you run through a hall way where you smash through some barrels, you will be ok until the next scene with him starts, which will be shortly.

Move though the next hallway and kill the enemy there. Go outside and jump down to the platform. Wall run and jump off the wall to grab the pillar and climb up. Back jump off to the walkway and enter the building. Now this room should look familiar to you. If it doesn’t, it will when you hit the ground. Wall run to the right and slide down the curtain. When you hit the ground, climb up the stone block as you did earlier and shimmy around to the platform. Wall run to the ledge on the far side and shimmy around the corner. Drop down to the ledge below and the Dahaka will resume its chase. Run forward down the hallway a little ways and then a scene will play showing the Dahaka’s weakness. Use the fountain there and save before heading through the portal.



A Helping Hand

Once you are through the portal, save at the fountain, yes again, do what I say! Now make your way down the hallway and past the saw blades and spinning logs. Enter room that loads out to the courtyard and a short scene will play with some creature. After it is over, climb the pillar in the room and jump up to the ledge high above. Wall run along the wall like you did earlier to hit the switch and slide down the curtain. Run through the door and you will come out to the courtyard again. Head forward through the open door to the spinning pillars. Follow the hallway around to the large staircase and make your way up. Continue down the hallway, across the gaps and you will eventually return to the Central Hall. Simply run past the enemies here and just jump across the gap to reach the stair case and a fountain.



Continue up the stairs and down the hall past the log traps until you get to a very large gap with two logs spinning. Wall run along the left wall and jump across to the right side to grab the ledge there. Pull up and walk to the spinning log and drop when the one under passes. Climb back up and jump off to the platform. Run past the spinning blade there and up the stairs to come to a ladder. Climb up it and jump back onto the ledge behind it. As it goes down, the door at the end of the hall rises. Drop off it and slow time to run through. When you enter the room, you will be in the Hourglass Chamber, your objective. Watch as the scene plays and tell you what you need to do next. To unlock the door to the sand of time, you need to do a crap load of thing but thankfully you get a nifty new sword to help you out, the Serpent Sword. After the scene is over, save at the fountain and continue on your way.



The Key and the Lock

After the scene, hop up on the level to open the door and run through before it closes. Make your way back through the spinning blades and logs and enter the Central Hall. Hop over to the center and use the sword on the small slotted dome in the center. It will rise up a handle as well as let some keepers into the room. Afterwards, your map will be updated with the location of the two towers that you need to activate. Walk over to the handle and on the ground will be two images of a chain and a gear. Turn the handle towards the chains and the blocks in the room will shift to allow you passage through.

Hop over to the blocks that raise and wall run after you step up and jump off to the right. Climb the ledges up to the doorway to the top and kill the keepers there. Continue past the spinning blades and you will come out side. Step on the square plate and use your slow time power to run around the corner before the platforms retract. Run along to the next stable platform and you will need to do the same thing here. Look up and stand under the bar there. Run up the wall and jump back to grab it and shimmy around. Swing to the next bar and jump off to hit the wall switch. Drop to the platform that comes out and use the slow time power to run around the corner to a fountain.



The Water Maiden

Save there and head around the corner to reach Garden Hall. Kill the raiders that are inside with some fancy fighting and then return to the entrance. Run up the wall on the right of the entrance and jump off to grab the ladder. Climb up and fight the crow master there and up another to fight another. Run along the wall and grab the rope and jump to the next crow master. From here, wall run and jump off to the pole and swing into the open doorway. Jump over to the ledge and drop your way down to the floor. When you hit it, run to the far side and get climbing the ledges there to the top.



Water and Gardens

Save at the fountain and then head out the door to get a fly by of an incredibly large area. Walk out and turn the handle there to open the next door. Run through and take out the raider there. Head up the stairs on the left and take out the next batch of them. When all is quiet, head for the ledge that you can pull down near the center of the area and grab it. Pull it down as the block on the far left rises. Use the slow power to drop and run over to it. Run up it and run up the wall to grab the ledge above. Jump across to the tree branch and follow the beam around to stone column. Jump off of there and grab the pole. Swing over to the next stone pillar. Follow the top of the fence around and jump over to the pole and then the tree branch.



Walk along there and jump backwards to the rope on the wall. Swing over to the pole and swing to the ledge in the wall. Shimmy around the corner and jump backwards off to the beam behind you. From there kill the crow master and climb the pillar on the left. Grab the ledge and pull yourself up to the top and jump over to the platform with another crow master. Kill him and then wall jump up to grab the lever. Pull it down and the bridge there will lower. Head back over to it and run across to the crate. Push it back across the bridge and place it on the square plate to keep the door open below. Make your way down there and turn the lever to operate the water flow. As it rushes into the garden, two levers will pop up. Head to the left and drop down to the platform and shimmy around the corner.

Drop and walk across the beam to the center and jump to grab the rope. Slide to the bottom of the rope and drop off to the ground. Turn the handle there to open the door to get back in to the Garden Hall and follow the hallway to get there. Climb down and then back up and go through the doorway. Drop and shimmy left and grab the curtain to hit the ground. Now you need to turn each of the two levers on each side of the room so that water flows from the center statue to the two statues on each side. Watch the water flow on the ground to know when you have it right and a scene will play for each. Once the door opens in the center, run through and hop up the ledges and save at the fountains. Facing the time portal, activate the squares going rear left, front left, rear right, front right. Go through and again save at the fountains here while you receive the Breath of Fate power.



Head forward and you will eventually come back out to the Garden Hall but in the present time it is covered in vines and leaves. Head through the area where the large door was in the past and hop on the block on the right. Wall run up it and jump back to the beam behind you. Walk along it and jump to the next. Walk along it and follow it around in a half circle and jump sideways to the platform there. Walk to the ledge on the left side of the opening and jump up to another ledge. Shimmy around to the left and pull up to the ledge. Take out the raiders and the semi-invisible enemies that appear here. When they are toast, wall run around the left wall to a branch. Walk along and jump to the wall on the left. Drop down and walk along to another. Drop down again and walk along the beam and jump up at the end to get on the platform there. Jump to the next branch and enter the doorway.



Jump to the ledge and work your way down a few ledges and jump backwards on to the branch there. Follow it around to the end and jump forward to grab the edge there. Shimmy around the center pillar and drop to the next branch. Walk along it and jump sideways to the ledge at the far wall. Now jump your way up ledge by ledge to the top and save at the fountain when you reach it. Now continue to the end of the hall and you will come back outside to the large area you were in earlier with the levers and the bridge. Drop off the edge near the door and drop down and again and shimmy along to the platform below. There some enemies will attack and you would be wise to just toss them off the edge then to fight them. When they are gone, hop up on the next ledge and follow it around as you shimmy to the right and around the corner.



Drop at the platform and there will be part of a stone bridge there. Wall run just after it and jump over to the right. Pull yourself up and enter the large area and more enemies will attack. Step up on the stone to the side and jump to the ledge above. Jump off to the pillar and again to a branch. Jump to the side and grab the pole there and swing to the wall ahead of you. Walk along the top of it to the left and jump to grab the ledge of the stone column there. Shimmy all the way around it and drop to the platform below. Hop over to beam and then grab the pole. Swing over to the next platform where some enemies will be waiting for you and use the stump in the center to wipe them out easily. From here wall run to the left corner and grab the beam there. Pull yourself up and save at the fountain there. Wall run up the wall to the right of the fountain and then jump over to the tree that is like a pillar.

Hug it and then jump to the next and the next and then to a branch. Walk along the beam to get to the stone platform and a few enemies will drop in to say hi. Take them out or run past and head left and wall run along to the ledge. Grab it and shimmy around and pull yourself up. When you get up, follow the hallway and you will come to a large gap with two blocks moving back and forth. This actually looks a lot tougher than it is. Simply jump forward onto the block when they are extending and jump to the next and then jump to the far ledge. Save at the fountain and then enter the next room. Here are some more blocks but nothing seriously difficult. Jump across them and then wall run after the second and grab the rope there. Swing on the rope and wall run towards the spinning log and jump to the right to grab the tree as a pillar.



Climb it and jump near the bottom of it under the log to the next pillar. Drop to the platform and go through the doorway. Kill the enemies in here and then walk across the beam through the next opening and jump to the pillar. From the jump to the platform and then wall run to the left and grab the next platform. Jump off here to the pillar and jump back to the next platform. Enter the room there and either deal with or evade the enemies there. Run out the door and wall run to the right (facing out the door) and land on the next platform. Jump over to the right most pillar and jump from there to the next to the platform on the right and then to bar. Swing forward to the half pillar and then climb up onto the stone beam and over to the platform. Jump to the bar and then swing to the platform with the crow master and the Dahaka will appear again.



Immediately wall run to the ladder and slide down. Back jump to the bar and swing over to the next and then to the platform. Run to the right and wall run again as the ground falls way. Land in the corner and wall run again to the right and you will come out side. Go left and wall run around the corner to another ladder. Slide down to the ground and wall run over to the open doorway. Smash the jars to get past and enter the hallway. Run up the wall there and the next wall run around the corner you may want to slow time down for. When you grab the edge of the next wall after the run, shimmy over past the jar and then pull up. Run forward to smash another jar blocking the path. Continue long and just run through the corridor going left and then eventually right. Wall run and grab the rope there and press A to continue the run across to the other side.



The Dahaka will stop and get frustrated there but will keep on after you. Jump over the next gap to the ladder there and slide down. Jump again to another ladder and drop to the ground. Now simply run down the passage through the water door and you will have evaded him. Save at the fountain and then activate the portal in this order of switches. Rear right, front left, rear left, front right. Go through the portal to get in the past and you will now be able to find the water switch as well as get a new sand tank. Now you will need to make your way back up through where the Dahaka chased you. Head to the end of the hall and climb up the ladders to get to the top. Wall run across using the rope again and a short fly by will show you where to go. Hop over the railing and jump to the pole. Swing to the next and over the railing. Run through the door way and you will come to a ladder and lever. Pull down the lever and use slow time to get through.

Continue through the corridor to the end and walk along the ledge. Pull yourself up and climb the ladder. Wall run past the spinning blades and enter the next hallway. Wall run again past more spinning blades and then jump to the opposite edge. Save at the fountain there and run up there and enter the Garden Waterworks. When you enter a flyby will show you where you have to go and where the lever is. Walk forward and deal with the raiders here and continue to the left to the middle of the area. Turn the lever in the center around 180 degrees, two clicks clockwise and the columns in the room will turn. Head over to the column to the right of the bridge and hop up it. Walk and jump over to the pillar and climb up. Jump backwards to the ledge there and land and the platform after shimmying around the corner.



Wall run along and grab the rope and land on the next platform with a lever. Turn the lever so that it is pointing away from where you came from. Walk off the beam to the left and jump across. Walk to the right along the long beam and jump to the structure there. Walk to the far side and jump left and then right to land on another platform with another lever. Turn it two clicks clockwise and the wall run along to the rope. Run more to the alcove and then jump and grab the edge. Shimmy around and jump over to the pillar behind you. From there, turn and jump to the platform beside you and then walk across the beam and jump to the ledge beside the chest. Pull up and roll through the opening under the gate. Turn the lever inside here and the second water flow will be running now. Climb up the ledges to get to the top of the room and run down the spiked floor hallway to get another life increase.



After you have it, roll back under the gate and start to back track your way down to the ground. When you reach the lever just after the rope, turn it once twice counter clockwise to its original position so you can get across. Make your way across the structure to the next lever and leave it alone. Head down to the ground and run to the lever in the center of the room. Turn it back to its original position and you will see all the water connect to each other and a scene will play showing the first lock open. Head back through the doorway there you entered from and drop down to the save fountain there and save before heading across the spiked filled gaps.



The Second Tower

Make your way out side, wall running and ladder climbing until you come to the lever to open the door. Slow time and head through and you will come back to the Garden Hall you were in earlier. Hop over the railing and swing across the bars and you will get a fly by of the right side of the room. Head around the corner and wall run over to the red switch. You will want to use the slow time here as well, since the block that pops out doesn’t remain too long. Wall run back over to the other side and make a left to the block. Run up it and up the wall and jump off to grab the bar. Shimmy around the corner at the end and swing over to the diagonal wall. Walk along the ledges and jump form one to another until you reach the long ladder. Slide down and wall run along the left wall to the rope and jump back to the platform. Smash the chest and then jump to the curtain and slide down. Drop to the ground and toss the enemies in the water for an easy kill.

Head down the corridor across from the water maiden statue and kill the enemies there. Head through the curtains and you will enter the Central Hall where you shift the blocks and you will run into Kaileena again. After her speech she will give you the Lion Sword. Move to the lever and turn it so that it is pointing to the gear symbol on the floor. When it is, head over to the fountain at the stairs first and then smash the weapon rack there. Wall run along the wall there and hop over to the platform on the left. Drop off the edge to the platform below and wall run again to the ledges. Climb up them and reach the top. From there, jump over to the doorway and continue through. Make a left down the hall and jump and grab the lever on the wall. Pull it down and use slow time to run through the blades and the door. When you are on the other side, jump over the gap and head for the candles at the far end.



Bounce jump your way up between the walls until you reach the top. Jump over the saw blades and grab on to the ladder there. Climb up and shimmy to the left and back jump to the ledge. Walk past the blocks and save at the fountain. Continue outside and walk to the far end on the ledge on the right. Drop down from ledge to ledge and when you hit the ground walk out to the wide open area to fight some Keepers. When they are down, a large door will open and a big brute of a golem will appear. It’ll take a while and some piggy back rides to take this guy down, but when he is, the door at the opposite side will enter. Go through and head left and run up the wall to hit the red wall switch. When the block rises, run up it and grab the top ledge. Save at the fountain here.



Clockworks and Gears

Walk to the next door and you will see a gear spinning past the opening. Walk out onto the beam and use slow time to jump past the gear and to jump to the platform in the center. Watch the scene as some keepers come out to play. Take them down and then hop over to the left most of the three pillars that are bobbing up and down. Hop across one to the next and you will then be able to jump to a wooden wall facing a red wall switch. When you land on the platform, run up the wall and the wall will move away. Wall run over to it and grab the ledge. Shimmy around to the other side and climb up. Jump backwards to the pole and swing to the platform with the lever. Turn the lever and the pole will turn as well.



Jump on the pole now and swing to the next. Wait as this one rises up and down and then swing off at the top to grab the railing. Climb over and kill the beasts there and jump to grab the pull lever. When you do, the middle section will raise and you can hop over to it. Do so and take out a few more beasts and jump to the beam on the left. Jump over to the left again and you will land on a beam in front of a small room with a Keeper in it. Shimmy to the right and jump up and then shimmy to the left. Drop down when you reach the end and enter the room there. Kill the occupant and climb up the ladder to reach the beam. Follow it to the end and jump to the ledge against the wall. Shimmy left and climb back up and back jump to the bar. Swing off it towards the large wooden panel that is turning and land on it. When it spins to the other side, jump off and turn the handle there.

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