Walkthrough by sajinor
Prince of Persia on SuperCheats.com
Table of contents:
Versions********************************[vs.01]
Introduction/Use of Guide***************[in.01]
  Quick Object Glossary*****************[in.02]
Controls********************************[cn.01]
Combat/Bosses***************************[cb.01]
Walkthrough*****************************[wt.00]
  Into the Storm************************[wt.01]
  Temple********************************[wt.02]
 (City of Light) City Gate**************[wt.03]
 (Royal Palace) The Cavern**************[wt.04]
 (The Vale) The Cauldron****************[wt.05]
 (Ruined Citadel) King’s Gate***********[wt.06]
 (Ruined Citadel) The Sun Temple********[wt.07]
 (Ruined Citadel) The Windmills*********[wt.08]
 (The Vale) Machinery Grounds***********[wt.09]
 (The Vale) Reservoir*******************[wt.10]
 (Ruined Citadel) Marshalling Ground****[wt.11]
 (Ruined Citadel) Martyrs’ Tower********[wt.12]
 (Ruined Citadel) Hunter’s Lair*********[wt.13]
 (Royal Palace) Royal Gardens***********[wt.14]
 (Royal Palace) Spire of Dreams*********[wt.15]
 (Royal Palace) Coronation Hall*********[wt.16]
 (Royal Palace) Royal Spire*************[wt.17]
 (Royal Palace) The Palace Rooms********[wt.18]
 (City of Light) Tower of Ahriman*******[wt.19]
 (City of Light) Queen’s Tower**********[wt.20]
 (City of Light) City of Light**********[wt.21]
 (City of Light) Tower of Ormazd********[wt.22]
 (City of Light) Warrior’s Fortress*****[wt.23]
 (The Vale) Construction Yard***********[wt.24]
 (The Vale) Heaven’s Stair**************[wt.25]
 (The Vale) The Observatory*************[wt.26]
  The Temple: Final*********************[wt.27]
  Darkness to Light: Final Battle*******[wt.28]
  Prologue******************************[wt.29]
Extras/Trophies*************************[ex.00]
  Trophy Guide**************************[ex.01]
  Combo List****************************[ex.02]
  Light Seeds***************************[ex.03]
  Bonus Costumes************************[ex.04]
Contact Information/Legal***************[li.01]


[vs.01]          Versions

Version 1.00    (January 01, 2009)
Complete walkthrough of story completed.  Controls, combat, and bosses section
also added.  Extras/Trophies section added, but empty.

Version 1.10    (January 02, 2009)
Added a near complete Trophy Guide and Extra Skins sections under
Extras/Trophies.  Light seeds section still under construction.

Version 1.20    (February 11, 2009)
I have finished the trophy guide and the skins section, in preparation for the
DLC package.  I also added a light seed pointer section, but decided against
writing an entire guide.  At this point, I have gotten rather frustrated with
playing this game continuously, so I doubt I will be purchasing the DLC.
However, I will still be posting information given to me about the DLC add-on,
so the guide will still be useful.

Version 1.21    (February 12, 2009)
A few minor fixes and other things I forgot with the larger update. This should
be the final until the DLC is released.


[in.01]          Introduction/Use of Guide

This walkthrough is my first, so it may not be the greatest.  But it should
get anyone through the game or be of use to anyone who may be stuck at a
certain part.  I am totally open to criticism and suggestions on this guide to
make it better.  If you have any missing or better information that you would
like to see corrected, I would be more than happy to add it to this guide with
full credits to you.  My contact information can be found at the very end of the
guide.

The game play of Prince of Persia requires the walkthrough to be written as a
detailed step by step guide, making it very long.  As it goes on throughout
the game, I have lowered detail slightly as you will see the same situations
many times, and should know how to handle getting to and from each object.

Prince of Persia is one of the simplest games I have ever played.  That’s not
to say it’s not entertaining, just impossible to lose.  Elika, your new found
partner will be there to save you every step of the way.  For that reason, I
will not be telling you how to finish every battle, because that is up to you.
I will only inform you of the ways to beat the bosses that can only be beaten
in a certain way.  Also, this game is not linear, so the path I give you may
not be the required path.

For collection of light seeds, I will only inform you how to get enough light
seeds to continue through the game.  If you want to collect your own light
seeds,
you may do so, and then meet up with the walkthrough at the next chapter, as
long
as you are at or above the light seed amounts in the walkthrough.  The written
way I have of getting the easiest and minimum amount of light seeds, and
completing the game is far from the quickest or most efficient, so finding them
on your own may be more time efficient.


[in.02]
Quick Object Glossary:
Price of Persia has many objects you will use to get around the world.  Each
one has specific ways to get to and off of it, and I will refer to each one in
a certain way for clarity purposes.  The following is a list, not in
alphabetical order.  It is only for clarification, and if need be, I can add
more to it.

A wall run is simply running off of a wall.  Usually you will see scratches
along the wall as a reference point on where to do it at.

A platform is usually just the ground; a safe spot where you will return if
you fall off the edge.

A beam usually juts out of a platform horizontally, although they sometimes
stand alone.  You can walk out onto it or hang off of it.

A pole is a skinny object that you can hang off of and swing to or from, but
you cannot stand on it.

A pillar is basically a vertical beam.  You may jump to it and grab on, and
move up or down, around it, and can jump off in any of the four directions.

Ivy is simple.  You may grab onto it and move around.  You can wall run in any
direction off of it, or jump behind you if something is back there.

Fissures are the same as ivy, but you don’t have to wait for Elika to get on
your back and they do not cover as much wall space.

Hoops are generally placed in the middle of a wall or roof run, and also in
jumps on a wall.  Grab onto it with the circle button to continue whatever you
are doing, and do not press jump again.  It can also move to open/close a
door, or to move an object to where it needs to be.  Sometimes also referred
to as Hooks or Rings by accident.

Corruption, blobs, and tentacles are all something that will immediately catch
you and require Elika to save you.  Blobs will move up and down or side to
side across a wall, so you will have to time your way through them.  Blobs can
also be referred to as moving masses.  Tentacles will fire from the wall, and
then retract.  When retracted, you can run across them safely, so you must
also time these.  Corruption will simply be laying on the ground, and you
either have to jump over it or go around it.

An extended jump is one with Elika’s help.  Press triangle at the top of your
first jump to get thrown further.

There are many plates through the game, many required, some not.  They come in
four colors; red, blue, yellow and green.  Each one has a slightly different
way of getting you from point A to B.
  Red will require nothing from you after you activate the plate until the
point you land.
  Blue is basically the same as red, but generally a shorter distance.
  Yellow requires some control.  You will be flying through the air and there
will often be obstacles in the way.  While you can move in 8 directions, only
the basic four matter.  In the walkthrough, I have tried to list where all of
the obstacles will be, but if you hold the next direction before the obstacle
is in front of you, you may run into something that was not an obstacle in the
first place.  Always bring yourself back to center after avoiding an obstacle.
  Green also requires some control.  You will be running across everything,
and there will often be obstacles in the way.  This only has two directions
that matter, left and right.  Same as the yellow plates, try to center
yourself after avoiding an obstacle.


[cn.01]          Controls

The controls on this game are simple and straight forward. Parentheses denote
controls in combat.

Left Stick:     Move
Right Stick:    Pan View
X:              Jump (Acrobatic Attack)
Square:         Nothing (Sword Attack)
Triangle:       Compass, Extended Jump, Activate Plate (Elika’s Attack)
Circle:         Grab Hoop (Grab Attack)
L1, L2:         Talk to Elika (Block/Deflect)
R1, R2:         Fall/Grip Fall
R3:             Center View
Select:         World Map
Start:          Pause/Menu


[cb.01]          Combat/Bosses

Combat in this game is pretty simple.  You have four base attacks: Sword,
Acrobatic, Grab, and Elika, all of which can be combined into fashionable
combinations.  The combo list is near the end of this walkthrough.

Occasionally, enemies will change to a state where they can only be damaged
by a certain attack.  Totally black will require an attack from Elika; Flaming
blue will require a normal sword attack, and a bit of shine will require a
grab attack.  The game will generally tell you which attack you will need.
If you happen to use Elika when the enemy is in a grab or sword attack only
mode, she will be thrown to the ground.  Stand next to her to get her back.

Elika’s Father:
Apparently this guy doesn’t like you.  Lucky for you he is not very difficult.
He will have a few powers of the other bosses, such as the poison which
reverses your controls.

The Warrior:
He is large and cannot be defeated by your weapons, and don’t bother with a
grab attack.  To defeat him, you must push him into or off of a certain spot.
Refer to the walkthrough for details on how to defeat him each time.

The Concubine:
This lady is very annoying.  In many of the battles she will disable Elika so
you cannot use her attack.  Avoid beating her into walls or corruption, as she
will just teleport behind you and end your combo.  She also seems to change
forms the most, making her more complicated.  And finally she can shoot some
pink stuff into your face, causing you to move in an opposite direction then
you control.  It is not very long lasting, just an annoyance.

The Alchemist:
The Alchemist does not seem that different than the Concubine in his fighting
style, so expect the same sort of things.  He usually fights in areas where he
can be knocked off of the edge, making him a bit easier.

The Hunter:
Probably the easiest and most straight forward of the bosses.  He may be the
most aggressive attacker, but his only special ability is to shoot black stuff
in your eyes, making it harder to see for a time. Still, he is easy, so just
go to town on him.



*****************************
*[wt.00]         Walkthrough*
*****************************

[wt.01]
Into the Storm
This is the intro movie and the beginning of the game, where you meet your new
partner, Elika.  This will double as the game tutorial.  Once you take
control, begin to follow her.  This part is very simple, and only requires
following what she does and the commands shown on the screen.  Jump the first
2 gaps, then drop down the next small cliff and continue to follow her.  You
will come to a larger gap where you must run across the wall.  Notice the
scratches on the wall.  These will be throughout the game as tips.  Simply
jump towards the wall while running and you will execute a wall run.  You can
either slide out or jump off the wall.  Repeat a wall run for the next gap.
Continue by jumping up the next cliff, then across another large gap.  This
next gap you will have to wall run across and jump off at the end.   Continue
around the corner, and now you are in your very first combat situation.

To start, simply follow the directions given to you on the screen.  Do a sword
attack, followed by a gauntlet attack, followed by another sword attack.  Hold
block when it tells you to and hold it until he finishes his entire attack.
Then you are free to use whatever moves you want to finish him off.

After the fight is over, you must now jump between two walls.  While moving at
one wall, jump, wait for him to complete both jumps, the press jump again and
he will move to the opposite wall until you are at the top.  Jump across the
next gap, then execute another wall run, remembering to jump off the end of
this one.  Here you must do a double wall run.  At the end of the first wall
run, just jump again and you will start the second wall run.  Jump off at the
end and you are at another movie.

You now have her in your arms, so just carry her through the canyon to the
next cliff.  A small movie will begin and you will set her down and enter
another battle.  After the battle, you are now allowed to talk to her.  To do
so, simply press L2.

Now, keep moving.  Jump up the wall in front of you, then jump to the
platform.  Wall run across the wall to your right, then jump off to the
platform on the left.  Wall run across the wall to your left.  Back to the
right wall for another wall run, then jump directly into a second wall run,
remembering to jump off at the end.  Here there are two more fights.  There is
no real order to fighting these fights, but pay attention to the button tips.
After the fight, walk off the cliff and grip fall down the cliff.


[wt.02]
Temple
You are almost to the temple.  Follow her across the desert sand, up the
stairs, then jump on up the wall to the fissure.  Push up and jump to the next
fissure.  Move right on the fissure, then up to the top.  Again, push up and
jump to the top of the wall.  Grab hold of the crank and push into it to open
the door below.  Grip fall back down the wall you just climbed up.  Enter the
temple.  At the end of the hallway there is a door with a ring to the right of
it.  Jump up to the ring and grab it to pull it down.  Continue inside and run
up to the shining tree.

This will begin the first boss fight.  Simply beat on him as you feel.
Remember to block regularly and do some combos.  A second fight will start,
and now you have the powers of Elika to help you out.  Once out of the fight,
run to your right, jump 3 gaps, move forward, wall run up to the corner, jump
and continue the second wall run.  Grab onto the fissure and continue around
the wall to the end, then wall run off.  Jump the next gap, and go up the
ramp.  At the end of the ramp, jump once more and enter battle.

Go to the door and open it by jumping and grabbing the ring to the right of
it.  As you run out of the temple, it will begin to fall apart.  The first
jump is on the right, wall run across the left, jump across the middle to the
right, wall run across to right wall, jump off, run up the middle and jump
again.  On the final jump, midway through, extend your jump with Elika.  You
will run out of the temple and enter a long scene.

At the end of the scene, press select to enter the World Map and begin the
tutorial.  Choose any from the inner ring.  For the sake of the walkthrough,
choose the destination on the far right of the inner circle.  Exit the world
map and press triangle to be shown a path to your destination.  Follow the
light across the desert.  When you get there you will enter one more cut scene
before the next set of jumps.


[wt.03]
(City of Light) City Gate
Cross the gap in front of you by using the extended jump, jump up on top of
the block to the right, wall run to the hoop, grab it and continue to wall
run.  Jump up the wall in front of you, grabbing the hoop to continue the jump
to the top.  Jump up to the fissure, and move along it to the end of it, push
right and wall run off to the next platform.  In the corner ahead of you, jump
up to the ring, grab it and continue your jump up to the fissure.  Move along
the fissure, push left and wall run to the hoop, continue to wall run to the
end.  Jump the final gap to the fork in the paths.  Take a right here.

Jump onto the slanted platform, slide to the end and jump.  Jump again up the
wall, then onto the slanted platform, jumping at the end of each.  Jump up the
cliff in front of you, using both hoops.  Jump and slide down the next
platform, jumping straight ahead.  Slide down the next two platforms and jump
up the wall in front of you.  Take a right and slide down the ramp.  You will
be forced to the platform off to your right.  From there, jump straight up the
wall to the vines ahead of you.  Move to the top of the ivy and jump up to the
top of the wall.  Wall run to the vines, then off of the vines.  Jump to the
column, the jump off of it, moving forward.  Do the same on the next two
columns, remembering to slide down the tall one before jumping onto the
platform.  Jump towards the light pillar and begin battle with The Warrior

This fight requires you to push him off of the edge.  To do this, move
yourself to the edge and block.  He will force you to the ground, at this
point you repeatedly press square and now are on the other side of him with
his back to the edge.  Hit him with 2 sword attacks, followed by an attack
from Elika, then enough sword attacks to force him to the edge.  Deflections
will make this even easier.  Repeatedly press square again to force him off of
the edge.

You are now on the way out of here.  Remember to collect the 5 light seeds on
the platform before doing anything else.  Face the large doors and take a
left, sliding down the ramp to the light seed.  Before climbing up the ivy,
jump up the wall to your right to collect another light seed.  Then jump up to
the ivy, move up more and jump to the next set of ivy.  Wall run to yet
another set of ivy collecting another light seed.  From here, push left and
wall run, but jump off of the wall in time to catch the pole.  Slide down the
pole, aim your back at the wall with the light seeds, jump over to them, then
jump back after collecting them.  Climb back up the pole, to the top, and face
yourself to the next pole. Jump and execute a roof run to one pole, then the
next.  Roof run again and just let yourself fall to the ground.  Slide down
the wooden plank and climb up.

Here you should back track in order to collect a few extra light seeds.  Turn
to the slanted rock parallel to the wooden plank you came from and slide down
it.  Do a wall run to the ivy, then a second wall run to the next set of ivy.
Before leaving this ivy, move up to the top and jump straight up to collect
the two light seeds overhead.  Wall run the rest of the way, jump to the
slide, and into ivy of now dark territory.  Jump to the slide, up the wall and
into a fight.  If you a quick enough, you can run up to the spawning enemy and
use a sword attack to instantly defeat him.

Now we will head back to the City Gate, and then onto the Cavern in the Royal
Palace.  For direction, you may want to set it on your world map.  Simply go
towards the green at this point, sliding down two ramps before wall running to
some ivy.  Move up to the top left of the ivy and execute another wall run to
more ivy.  Continue with another wall run to the left, jumping in time to
catch the slanted wooden plank, and then jump up the wall.  Go straight ahead,
jumping a small gap and onto a platform.  Turn right, slide down the platform
and go up the next wall.  Against the wall to your right, slightly up, you
will see a light seed, go out on the slight peninsula, aim at the light seed
and jump for it.  When you reach the top of the jump, jump back to safety.  At
this point you should have 25 light seeds.

Now, jump and slide down the next to slanted stones, and climb up the wall at
the end.  Do a U-turn to your right and slide down the next to slanted stones,
picking up two more light seeds.  Do another U-turn to your right, slide down
the two stones, ending up back were you where just seconds ago.  Pass through
the broken doors ahead.

Wall run across the wall to your left, grabbing the hoop at the end and
continuing to the fissure.  Follow it to your right and up, and jump up to the
next fissure.  Follow this one up and to the right, into a wall run and off
onto a platform where light seed number 31 will be waiting.  Go straight ahead
and make the next jump with Elika’s help and slide down these next ramps.  Be
aware, at the end of each of them you will need Elika’s help to clear them
until you are on solid ground.  You are now back to the fork in the road, and
can take a right to finish your travel to the Cavern.


[wt.04]
(Royal Palace) The Cavern
Jump to the pillar, then immediately off in the forward direction.  Run up to
the next pillar, jump onto it and climb up to the top, jumping off onto the
top of the cliff.  Continue straight, jumping across the next two pillars.
Moving still forward, wall run off of the right wall, jump to the pillar then
off the pillar to wall run across the left wall, finishing by jumping off at
the end.  Wall run across the right wall, making sure to grab both hoops on
the way to stretch your wall run out.  Jump to the pole, move around it to
position yourself to the next landing and jump off.  In the center of the wall
is a fissure.  Jump up to it, move up to the top, and jump up to the top of
the wall.

Jump to the pillar ahead of you, move to the top of it and roof run across to
each hoop and onto the next pillar.  Slide down the pillars to line yourself
up with the poles, then jump across to them.  Jump from one pole to the next
and then onto the ground.  Take a left and jump from one pillar to the next.
Through no fault of your own, you will fall, and will be at the fertile
grounds, ready for a fight with the very ugly concubine.

To reach the concubine, if you are facing her, turn directly left from the
pillar of light and run out to the pillar.  Jump to it, climb up, and jump off
from the top to climb up and to the top of the wall.  Turn right to jump to
the beam and then again to the platform.  Jump and swing across both poles,
then wall run and jump onto the platform with the concubine and sword attack
her.  Yep, she is an illusion.

Jump back to the main platform and run to the pillar directly right of the
pillar of light. Jump to the pillar, climbing back up to the top and jumping
to the top of the wall.  Take a left turn this time and slide down the next
two platforms, finishing off by jumping up the wall, and attack her again.
Guess what, another illusion.

Jump back to the main platform and run to the right yet again, out to another
pillar.  Jump to it and climb up, jumping off to grab the hoop and continue up
the wall.  Turn left and jump down the slide and to the next two poles to
swing across.  Slide down the next ramp, then climb up the wall directly
ahead.  Swing at her and hit yet another illusion.  Jump back onto the main
platform, where you can finally begin the real battle with her.

After defeating her, move up the time pillar of light and heal the fertile
grounds.  Before leaving this area, pick up all the light seeds around.  Many
of them are on the same routes used to find the concubines illusions, so
simply follow the same routes until all the immediate light seeds are
collected.  This should bring the grand total to 45, maybe a few more if you
decided to do a little extra searching.

Go to the world map and select The Cauldron as your destination.  From the
main platform, activate your compass and follow it to the pillar shown.  Go up
to the top of the wall using the hoop.  Before going up further, go to your
right and drop to that platform to pick up a couple more light seeds.  Use an
extended jump from Elika and hit the sliding platform and land back on the
main.  Go back up the same pillar and wall, but this time continue on up the
wall with the hoops.  Do a quick wall slide straight down onto a light seed,
then jump back up the wall.  Jump across to the pillar ahead of you using an
extended jump, then onto the wall for a wall run to the fissure, which will
take you down to another wall run which you can jump out of onto the ground.
To collect the light seed on the wall, wall run around the right wall, jumping
into another wall run and then onto the ground, completely avoiding the pillar
in the middle.  Move straight on, jump to the next pillar, slide down a bit,
then jump to the ground.  Continue across the next gaps using the poles until
you come to the next bit of dark ground, and another fork in the road.  From
here you can continue on to The Cauldron by making a right and heading for the
vines. For reference, you should have around 54 light seeds by this point.


[wt.05]
(The Vale) The Cauldron
Jump up to the vines and use them to avoid the deadly black goo, aka
Corruption. Drop off, then move to wall run off the wall to your right to the
vines, then continue a wall run.  Next is the same thing, just more wall
running to ivy to more wall running.  Once you land, climb up the wall ahead
of you, and again continue to wall run off of the walls to your right, this
time extending the wall run with the hoops.  This time, climb up the ivy to
the left, moving up and wall running across, jumping off at the end to hit the
platform.  Wall run once more off of the right, then hang a right and enter
The Cauldron.

To your left is a wall with vines, jump the gap to get to it and climb to the
top of the wall.  Continue across the horizontal pillars, then jump to the
slanted platform to slide down to the next platform.  Climb up the wall of ivy
ahead of you, jump from one beam to the next and up another wall of ivy.  Take
a right and slide down another platform, jumping to catch the wall and to not
fall into the Corruption.  Jump to the beam, onto a platform, then onto a
pillar.  Move up the pillar and roof run to the next pillar.  Continue to roof
run, grab the hoop, and climb up to the top of the wall.  From here, head left
and jump the gap.  Jump the gap to your right, then to your right again, using
Elika to extend your jump.  From directly below the beam overhead, jump up the
wall and climb up the beam.  Jump to the platform and slide down, jumping into
a wall run then falling onto the platform of the fertile grounds for your
battle with the Alchemist.

After defeating the Alchemist, run up and heal the fertile grounds.  Remember
to pick up the four light seeds before continuing on.  You can also go to the
world map and set the King’s Gate as your destination.  With Elika’s help,
jump across to the ivy and slide down to the next set of ivy below you,
continuing on to the ground.

At this point you should have enough light seeds to activate Elika’s first
plate power, but for the sake of speed, I will first direct you to completing
King’s Gate before returning to the temple.  From the platform, take a right
and jump the gap to another platform.  For a few extra light seeds we will
travel to the left, wall running to the ivy.  Before continuing your wall run,
remember to jump up the wall to collect the seed above your head.  Finish the
wall run, jump to the platform and circle back around to where you just came
from.  This time, wall run to the right and at the ivy jump up to the top of
the wall to collect a light seed.  Drop back to the ivy, wall run to your left
and jump off to depart the Cauldron.

Leave through the archway and go to your right, jumping the gap.  Note the
light seed to your left.  Climb up to the railing, jump across to the wall,
and once at the top of the jump, jump back to the platform.  Continue on,
jumping to wall run on the left wall to some ivy, using it to slide down to
the floor.  Jump to the wall on your right and wall run to the next set of
ivy, using it and a couple more wall runs to navigate across that wall.
Continue forward, wall running to the ivy and into another wall run, this time
on the left wall.  Back to the right, this time moving between wall runs and
fissures.  On the right is another set of the same.  Jump up the ivy that is
ahead, climb it to collect the light seed, then slide down to the ground and
enter the dark.  For reference, you should have close to 76 light seeds.


[wt.06]
(Ruined Citadel) King’s Gate
Continue straight ahead, jumping to the pole, the off to the ground.  Jump up
the wall, grabbing each hoop and reaching the top of the wall.  Jump and swing
between the next two poles, then drop to the ground.  Jump off of the beam and
up the wall ahead of you.  Then on the left, jump across the gap using the
beam.  Climb up the wall directly ahead using the fissure.  Jump across this
gap again jumping to both beams.  Next, use a wall jump to get on the beam
above you and pull yourself on top of it.  Jump up the fissure and move to
your left where a wall run will take you to another fissure which will take
you all the way around to another platform.  If you are facing the tower and
blue beam, move to your left and jump to the beam, pole, beam, then the next
platform.  Go to your right and jump to the pillar, then off to the small
platform.

Move ahead to the ivy and travel left on it.  Go around the corner and jump
across the gap using both pillars.  Go around another corner and wall run to
ivy then wall run off again.  At this next corner there is a large pillar,
jump to it and climb up to the top, jumping off to the only available
platform.  Move around another corner and jump to another pillar, climbing to
the top to do a roof run to the hoop and then to the next platform.  Go right
and jump the gap using the two beams.  Jump to the pillar ahead of you.
Position yourself for the next pillar, then jump to it, then to the platform.
Wall run across to the ivy, then climb the ivy and run forward to enter battle
with The Hunter.

After defeating The Hunter, move up and heal the fertile grounds. Remember to
collect the two light seeds before moving on.  From here you could teleport
directly to the temple, but first we can collect a few more light seeds.  Find
the door with the hook to the right, jump and grab the hook to open the door.
Run out onto the beam and jump to the pillar with Elika’s help.  Slide to the
bottom to collect the light seed, but don’t drop off.  Climb back up the
pillar and jump to the ivy.  Move to the wall on your left and jump to it,
which will make you start to grip fall down.  Once you collect the light seed
on that side, jump to the opposite wall and slide down collecting another
light seed.

Grab the light seed on the ground there, then go to your right and jump the
gaps using the combination of poles and beams to make it.  Climb up the wall
ahead then wall run along the left wall to a hook, then to the platform.  Jump
straight across to the fissure which you can follow down and around to the
ground.  Jump the gap to a platform below you.  Jump to the next two poles and
then to the platform.  Wall run across the wall to your left, grabbing the
hoop then continuing to the fissure, which you can take to the ground.  At
this point you should have around 92 light seeds, and can teleport back to the
temple.  Simply go to the world map and press triangle on the temple.

Back at the temple, you are able to choose any color platform that you wish,
but for the sake of this walkthrough, we will pick red.  Do the same to it as
if you are healing a fertile ground.  From here you will enter a sort of
tutorial for the plates.  Find the red plate and wall run to it.  When on it,
you must activate it quickly.  It will shoot you to a platform, then you can
climb up the wall ahead of you and activate the plate there, shooting you to a
second plate, activate it and it will shoot you to the door.


[wt.07]
(Ruined Citadel) The Sun Temple
After the scenes here, you can teleport to the Ruined Citadel to make your
trip to the Sun Temple shorter.  While in the world map, set the Sun Temple as
your destination for reference.  Leave through the door next to the hoop and
do an extended jump to the pillar ahead of you.  Slide down the pole and drop
to the ground.  If facing the large double doors, go right, jumping across the
gap and climbing up the wall.  Don’t go forward yet; first collect a few more
light seeds.  Turn around on the top of the wall and jump back to the ivy,
using an extended jump if needed.  Climb up the ivy, then jump back to the
beams above the wall you were just on.  Jump to the poles and swing across
them, noting that the first gap will require an extended jump.  Jump to the
beam, then to the ground.  First, go slide down the ivy to grab another light
seed, then back up.  Notice a light seed above your head to the right before
the next jump to a pole.  Jump up the wall to collect it, then move by jumping
to the pole, then onto the slanted platform, using an extended jump to get
there.  At the end of the slanted platform, wall run off of the left wall,
then to the right wall for another.  After that wall run, jump to the pole,
and finally off of the pole to the ground where and enemy will be waiting for
you.

Defeat him however you see fit, then continue straight ahead, jumping the gap
to the wall, which you will climb to the fissure.  Wall run from the fissure,
then jump to the opposite wall, and at the end of the second wall run, jump to
the platform below.  Slide down the ramp on the left side, using an extended
jump at the end to reach the next ground.  Welcome to The Sun Temple.

Run straight in, jumping off of the beam with Elika’s help and onto the wall
to hit and activate the red plate.  This will launch you to another red plate,
which you activate and are then launched into battle with the Hunter.  Note
that during this battle he may shoot something into your eyes causing
temporary blindness.  Just stay away from him the best you can until it wears
off.

This time you will only defeat him partially, then continue on to him.  Jump
up the wall to the red plate and activate it.  This will shoot you to a second
plate which you will activate which will shoot you to a platform.  At this
platform the Hunter will activate moving masses of Corruption.  Jump up to the
fissure and push right.  Wall run across to the next either when the mass is
at the top or bottom.  While maneuvering the next fissure, watch for the
moving mass on the way down.  Wall run again across, watching to avoid the
masses.  Move along the fissure and up, and from the top, jump up the wall to
the next fissure.  At the end of this one are two masses crossing.  It is not
difficult to time yourself through them, wall running when they are separated
to a red plate.  This plate will launch you to a second plate which will
launch you to a platform.  Jump up to the fissure and climb to the top.  Jump
up the wall, and at the top of the jump, jump once more to the pillar behind
you.  Climb to the top of the pillar and move around it to face your back to
the wall.  Jump back to the wall and up to the fissure.  Do the same once more
to reach the next fissure.  Wall run to the left, avoiding the moving mass.
Move along the next fissure and wall run once more, this time avoiding two
moving masses.  Slide down the fissure and down the wall, timing yourself to
miss the masses on the way down.  Face the wall and wall run to the left and
onto the red plate, avoiding yet another mass.  This will launch you to a
second red plate which will launch you into a wall run.  From the wall run,
jump out and onto the pillar.  Jump from the pillar to the pole, then onto the
next pole with an extended jump and finally to the platform with another
extended jump.  Get ready to enter battle with the Hunter once more.  It is
possible to knock him off the edge to shorten the battle.

After beating him and healing the land, remember to pick up the three light
seeds before jumping up the wall to the red plate.  This will launch you to
another red plate then back to the ground.  Here we will open the map and mark
The Windmills as our next destination.  This will require passing through an
un-healable part on your way, so it will be a slightly longer journey.

For simplicity, run out to the beam with a light seed, then turn and go to the
opposite beam and jump from there.  Jump to the pillar and then onto the next.
From this pillar, circle around to aim your back at the light seed, jump over
to it, then back to the pillar.  This next pillar will require an extended
jump to get to.  Continue to the next pillar than off to the beam with an
extended jump.  From the next beam jump to the pole then to the pillar with an
extended jump.  Before continuing to the roof run, first jump to the left onto
a beam, which you can then wall climb up to two more light seeds.  Continue on
by roof running, grabbing the hoops to make it all the way to the next pillar.
Jump from the pillar to the ground where an enemy will be waiting for you.

After defeating the enemy, jump to the pillar ahead and rotate yourself for
the appropriate roof run.  Remember to use the hoops to make it the next
pillar.  Take the corner to the left and do the same until you are at the next
pillar.  From there jump across the gap using the poles and the beam.  From
the next platform, run off onto the beam and jump to the pole.  From the pole
jump to the wall to your left to execute a wall run, jumping off at the end of
that to a fissure straight across.  Wall run to your left off of the fissure,
jumping off at the end to catch the next fissure on the opposite wall.  Jump
up to the top of the wall.  Continue straight, jumping off of the beam with an
extended jump.  Turn to the right and jump off the beam with the same extended
jump.  Take a left and ignore the wall run, simply use and extended jump to
clear the gap.  From the next platform, wall run off of the right, avoiding
the mass and jumping to the left to the pole then onto the next wall to start
another wall run, remembering to grab the hoops and avoid the moving mass.
From the end of that wall run, jump to another pole, then off of it to the
wall on the right, finishing your wall run past another mass and onto the
platform with another enemy.


[Wt.08]
(Ruined Citadel) The Windmills
After defeating him continue onward. Jump off of the beam, onto a wall run,
using the hoop to hook you around and continue the wall run.  Jump from the
wall run to a pole, then from the pole to another wall run, again grabbing the
hoop and continuing the wall run to another pole.  Jump off of the pole and
onto solid ground once more.  Jump straight across to the wall, grabbing the
hoop to continue the climb to the top of the wall.  Wall run across the wall
to your left, and jump off at the end to make the platform, ignoring the hoop.
This next run, you will wall run across the right side, grabbing the two hoops
to continue you on to the pole, which you will jump off of and onto another
platform.  Turn to the left and run down the wood ramp.  Jump up to the red
plate and activate it.  This will shoot you to another plate then to a wall
run which you must grab a hoop to continue onto the next plate.  This will
shoot you below another plate, where you will jump up to a hoop, then on up to
the plate.  You will land on a platform and enter the Windmill itself.

Jump straight to the next platform, where there will be a puzzle.  The lever
on the left rotates the rate of turning, while the lever on right rotates the
shields over the plates.  First, if both are indicating two blue semi circles,
rotate the right lever once until the left hole is opposite the plate and the
right hole is 90 degrees off. Then rotate the left lever to a position that
indicates a red half circle on the left and a blue semi circle on the right.
Rotate the right lever once and the holes should line up to the plates.

Jump up to the plate, which will shoot you to the second plate, then into a
wall run with a hoop in the middle.  Continue to the next plate, which
launches you into a final wall run and onto the next platform.  Take a right
and jump the next two poles and up to the wall.  The jump will not get you
high enough to climb to the top, so jump to the wall behind you and climb up
to the fissure.  From the fissure jump back to the platform.

This next wall run will require more timing.  Not only do you have to avoid
both moving masses, but the wall at the end rotates.  First wait for the wall
to lock into place, then run across as soon as the masses are clear,
remembering to grab the hoop.  Climb up on the beam.  When the wall rotates to
the top, climb up it, jumping back off to the beams behind you.  Jump off the
beam to the next platform and another rotating puzzle.

Again, the left lever controls the rate of rotations and the right lever
rotates the plates covering the holes.  Rotate the left lever to read, from
left to right, Blue, Red, Blank.  Then rotate the right lever until both the
left and the middle plates are open.  Go back to the left lever and rotate it
to read Red, Blank, Blue.  Back to the right lever once more, rotating it
twice to open all of the plates.

Jump up to the plate on the left and it will send you to a few more plates.
Continue to activate them until you land on a platform.  Go to the left and
wall run across to the next platform, remembering to grab the hoop in the
middle, and of course avoiding the masses.  Continue along, take a left and
jump the gap to the wall ahead of you, which you will grab and climb up.
Continue up until you come to a wall with a hoop half way up. Jump up the wall
with the hoops’ assistance, avoiding both of the masses on the way up.  Jump
off the beam ahead of you and into the center of the windmill, beginning
battle with The Hunter.

After defeating him, find the hoop on the wall, and climb up the wall using
it.  Grip slide down and heal the fertile grounds.  After the movie, and as
always, collect the two light seeds and run out onto the beam ahead of you.
Use an extended jump to the pole, then drop down to the next pole, then onto
the ground.  From here, take a right and slide down the next two platforms,
using an extended jump at the end of the second in order to reach the next
platform.

Before moving on, collect a few more light seeds.  Turn around and jump to the
wall, using the hoop to haul you up further.  Jump back to the beam behind you
and collect two more light seeds.  Jump back to the platform, then onto the
wall, using the hoop to extend your run.  Wall run once more using both of the
hoops to extend the wall run, then jump off to the pole then onto the ground.
Turn back around and slide back down the platforms you just used a bit ago.
Jump to the pole ahead of you, then onto the wall, starting a wall run to the
hoop, then to another wall run, jump to the pole, then onto another wall to a
hoop, and the final wall run, jumping onto the platform.


[wt.09]
(The Vale) Machinery Ground
For reference, at this point you should have near 126 Light Seeds.  Bring up
your world map and select the Machinery Ground as your next destination.  Now,
continue forward, doing a wall run on the left wall, then jumping to a pole.
Swing from the pole to a wall run on the right, grabbing the hooks to extend
your run.  Jump at the end of that wall run to another pole, then to a wall on
the left, jumping off at the end to the platform.  Remember to watch for the
moving masses.  Wall run again off of the left, avoiding yet another blob,
then climbing the wall directly ahead of you.  Do an extended jump over the
gap to a pole, then another off of the pole.

Turn left and jump the gap.  Go to the right and jump the gap with an extended
jump to the platform below.  Jump the next gap to the wall and climb up to the
top.  Jump the next gaps.  The second gap will require an extended jump to
pass over.  Now, wall run off of the wall to your right, then off of your left
and then jump back to the platform.  From this platform do the same again, but
this time there will be a third wall to run off of before jumping to the
platform.  Another set of wall runs are ahead, this time with moving masses.
Jump into a wall run on the left first, then onto the right, then off onto the
ground.  Yet another wall run ahead, this time on your right.  Go around the
corner to your right and jump the gap with Elika’s help.  Jump the next gap
with an extended jump.

From here, wall run on the left to the red plate.  This will launch you into a
wall run that you must grab onto a hook that will pull you to the next red
plate, which will launch you to yet another red plate, which will land you on
a platform, ready for battle with the Alchemist.

Good news! You are corrupted now!  Doesn’t really do anything but make your
vision a little darker.  Moving on.  If you have selected the Machinery Ground
on your map, simply press select and jump off the platform in the direction
that the white light travels.  Jump up to the beam above your head with the
help of the hoop.  The jump from the beam to the wall, grabbing the two hoops
to help you up to the ivy.  Travel to the left and wall run, grabbing the hoop
to extended the run before jumping onto the platform.  Wait for the wheel to
stop and jump through the hole, making sure not to land in the Corruption
under foot.  Wall run off of the right, making sure to time and avoid both
moving masses.  Jump from the end of this wall run to the pole, then swing
from here to the next beam.  Jump from these beams to the next pole, then onto
the platform ahead using an extended jump.  Wall run off of the right,
grabbing the hoop, which will not only move you to the rest of the wall run,
but stop the wheel, allowing you to pass through to the ivy.  Jump up from the
ivy to the hoops above and then onto the ivy.  Move to the run and wall run
once more, watching out for the mass, and grabbing the hoop to stop the wheel.

Moving still ahead, jump to the beam then onto the pillar ahead.  From the
pillar, roof run to the next hoops, which will swing you up the wall and to
some ivy.  Wall run to the right off of the ivy and grab the hoop.  Jump from
the end of the wall run to the pillar.  Rotate around the pillar at the top
until you are facing the next couple hoops over head.  Roof run to them and at
the end fall to the pole below.  Swing from here to the fissure ahead using an
extended jump.  Slide down the wall and catch the hoop, which will swing you
under into a roof run to the pillar ahead.  Jump from the pillar to the ground
ahead.  Wall run to the hoop, grabbing it to stop the wheel and run through
it.  Grab the next hoop and continue to the fissure.  Slide down the fissure
to the beam below and jump to the pillar to your left.  Wall run off of the
right wall, grabbing the hoop to turn you to the ivy around the corner.
Travel up and around the ivy, wall running to your right to another hoop.
This hoop will take you to another hoop which will stop the wheel and allow
you through to the pole.  Jump from the pole to beam to beam then an extended
jump to the wall and fissure ahead.  Slide down the wall to the hoop, grabbing
it and starting a roof run, then grabbing the next hoop and climbing the next
side of the wall.  Grab the fissure and jump up to the next two hoops, then up
the ivy, and finally to the top of the wall.  Run forward to the pillar of
light and heal not only the land, but yourself.

After healing the land, run around the platform and collect the four light
seeds before leaving.  Also, if you run out on the beam, you can collect a
trophy for the titanic view, if you are interested.  Run up to the red plate
and it will launch you to another red plate and then to the ground.  Go to the
map and mark the Reservoir as your next destination.  Use Elika and find which
direction to go.  Jump to that pole then to down to the platform.  Run out
onto the beam and jump into a wall run, using the hoop to continue it.  Jump
off to the beam then onto the platform.  Continue on and jump to the pole
ahead and jump off to the next platform.  Slide down the next two ramps and up
the wall where an enemy will be waiting.

Here we will backtrack slightly to acquire a few more light seeds.  In a sort
of a U turn from where you just came from, jump down the ramp and jump to a
wall run into the ivy.  Slide down to the next bit of ivy and move around to
the left to pick up a couple more.  Climb back up and continue the wall run to
the right.  Jump off from there and slide down the ramp to the wall ahead.
Jump up it and onto the platform.  Slide back down the platforms to where you
just were a few minutes ago. For reference, you should have around 139 light
seeds.

Slightly to the right, jump and slide down the ramp.  Wall run to the ivy,
then onto continue to wall run to the next slide, then up the wall.  Head to
the right by jump across two pillars, climb to the top and roof run to the
next pillars, using the hoops to continue on.  Jump to the next couple pillars
then onto the platform ahead.  Turn a bit to the right and run ahead and jump
to the pillar ahead.  Jump from the pillar into a wall run to the fissure.
Wall run from the fissure, jumping off to catch the pillar.  Jump to the next
pillar, then into a wall run to the ivy.  Move right and wall run across to
the next patch of ivy, making sure to avoid the blob.  Continue right across
the ivy, wall running once more and jump to the pillar.  Climb to the top and
roof run to the hoops to the next pillar, from the pillar, jump to the
platform and enter combat.

After defeating the enemy, move left out onto the beam and jump to the pillar
ahead.  Roof run using the three hoops to the next pillar, jump into a wall
run avoiding the blob, and move to the ivy.  Move right across it to the next
wall run to the next platform, avoiding yet another blob.

Jump down the slide, jumping once more at the end to wall run to a patch of
ivy.  Move right across the ivy and wall run to the fissure.  Maneuver up and
across the fissure and wall run to the next fissure.  Continue right, wall
running then jumping to the slide.  Jump up the wall ahead to the ivy and
climb to the top.


[wt.10]
(The Vale) Reservoir
Turn to the right and wall run out to the red plate.  This will launch you to
a second plate, then to a platform.  Jump up to the next red plate ahead.
This will launch you to a slide, which you will wall run off the right wall to
another red plate, launching you to two more red plates, then into another
slide which you will once again wall run into a red plate on the right.  This
will launch you to a wall which you will climb up.  Go left and wall run off
of the wall to a red plate.  This will launch you to a slide that will end in
a wall run to another red plate.  This will launch you to another plate then
onto a slide.  At the end of the first slide, use an extended jump to get to
the next, climbing up the wall at the end to another red plate.  This will
launch you to one more red plate, which will launch you into a final slide to
the fertile grounds, and beginning battle with the Alchemist.  Remember to
watch for the altered states which can only be finish by certain attacks.

After defeating the Alchemist, heal the fertile ground.  Jump up to the red
plate, which, in a spiraling manner will launch you towards more red plates,
eventually launching you to a wall, which you will climb to the top.  Go to
the left and slide down the series of slides to the platform at the end,
remembering to use an extended jump on the second to last slide.  Continue
forward and wall run to the ivy.  Move left along the ivy, then wall run and
jump to the pillar.  Climb to the top and roof run along to the next pillar,
using the three hoops.  From the pillar, roof run once more and jump to the
platform, where there may be an enemy waiting.

After beating him, if he spawned, back track to the pillar, climbing to the
top.  Roof run, using the three hoops to the next pillar.  Jump into a wall
run to the ivy, going right to another wall run and onto a platform.  Now
continue on and jump to the slide below and into a wall run to the ivy.  Go to
the top of the ivy and jump up to the fissure above your head.  Wall run to
the left to the next fissure, collecting all the light seeds.  Wall run back
to the right, across the fissures to the vertical fissure.  Climb up to the
top and maneuver to the right. Wall run to the right to the next fissure, then
right once more to the slide, then jump to the wall ahead up to the ivy.
Climb to the top.

Go to the right and follow the series of red plates once more, as in the
beginning of this chapter, collecting all the light seeds on the way.  Now
back at the fertile grounds, just exit the same way you exited after defeating
the alchemist, which will launch you back to the first platform.  From here,
go to the right, jumping into a wall run to the fissure.  Jump up from this
fissure to the light seed over head.  Wall run to the next fissure then to the
ivy, continuing right.  Before wall running to the right, grip slide to the
fissure below, and wall run off to the ivy to the right, collecting one more
light seed.  Wall run back to the fissure, following it to the top and up the
ivy.  Wall run to the right and onto the platform.

Jump to the wall and enter a wall run to the hoop, grabbing it to continue
around the corner to the next patch of ivy.  Look up from the ivy and jump up
the wall to the light seed over head.  Continue on to the right from the ivy
into a wall run.  Jump at the end of the wall run into another, grabbing the
hoop, and at the end of the next run, jump once more to wall run into the next
patch of ivy.  Jump up to the light seed up above and slide back down.  Slide
down once more to the lower set of ivy.  Go to the left and wall run, jumping
at the end of the run into another wall run to the ivy.  Continue right across
the ivy, wall running, jumping to the next wall behind you, wall running now
to the ivy.  Jump up from this patch of ivy to the one above, then wall run to
the left, jumping at the end to a longer wall run, using the hoop to continue
it.  At the end of this, jump at the end to continue the rest of the wall run
to the ivy.  Go left and wall run to the hoop, jumping to the platform.  You
should have 171 light seeds, one more than required.  From here you can
teleport to the temple to acquire another power.

At the temple you will enter a boss fight.  After defeating him, you can
choose whichever color you want.  For the sake of this guide, choose yellow.
Once inside the plate tutorial, wall run to the yellow plate.  This will fire
you to another platform.  Note that you will actually have some control over
flying.  They will occasionally give you obstacles to avoid.  Continue on by
wall running to the yellow plate.  This will be a much longer flight with a
few obstacles.  You will land at the door, just walk out and watch the next
clip.

Once in control, go to the map and select The Marshalling Ground as your
destination.  Now move to The Sun Temple and teleport to it.  Go straight
ahead and jump up the wall to the red plate.  This will launch you to another
red plate and then onto a platform.  Go through the large door ahead, to
collect a few more light seeds for the future. Jump straight ahead using an
extended jump to the ramp ahead, making sure to get the light seed.  Climb up
the wall at the end and up to the platform.  Go along to where there is a beam
with two light seeds sitting on it.  Grip slide down to it, then back up to
the platform.  To the right a bit, up a wall across a gap, there will be a
light seed.  Jump across and climb to light seed above your head, jumping back
as soon as you collect it.  Run out onto the beam and jump to a wall run,
jumping again into a second wall run, then onto the platform.  Turn around and
jump up the wall to the fissure across the gap.  Wall run to the left, jumping
at the end of it to the wall behind you to continue a final wall run, jumping
off onto the platform you were just at.  Continue on to the ramp, making sure
to use an extended jump to clear the final gap.

Now continuing on to the true destination.  Turn left and run out onto the
beam.  Use an extended jump to the pole, then to the next pole and on to the T
shaped beam.  Come to the wall on the beam and jump up the wall.  This will
not get you high enough, so jump to the wall behind you to get more height,
then back to the light seeds.  Slide back down to the beam. Go left and jump
to the beam, then across to the next beam.  Use the same tactic as before to
collect both light seeds on both walls.

Jump to the pole, then to the beam, then back to the poles, then use an
extended jump to the fissure.  Make sure to collect the light seed. Move
underneath the next light seed and jump up to it, and slide back down to the
light seed.  There will be a second like this along the fissure.  Move along
the fissure to the right, then up.  Jump up to the fissure and move to the
right.  Wall run once more to the right, then up from the next fissure,
jumping to yet another fissure.  Move along the fissure to the right, wall
running to the next fissure.  Climb to the top and jump to the another
fissure, then again to the top and onto the platform, entering a battle.

After defeating this enemy, continue on to the fissure to the right of the
large doorway.  Move to the right and wall run to the next fissure, avoiding
the blobs.  Move again to the right along the fissure, doing another wall run
avoiding the two blobs.  Go down the fissure, grip sliding down the wall,
avoiding more blobs, grabbing another fissure.  Wall run to the right from
here, then grip slide down.  Wall run to the right, avoiding two more blobs.
Wall run once more, jumping off at the end to land on the platform.

Run off the beam ahead and jump to the wall ahead, entering a wall run.  Jump
off at the end and onto the ivy behind you.  Wall run to the right, jumping
into a second wall run to another patch of ivy.  Move along the ivy,
continuing right, wall running once more onto another platform.


[wt.11]
(Ruined Citadel) Marshalling Ground
Turn to the right and wall run to the yellow platform.  During this flight,
avoid the first obstacle by moving left, the second right, the third and final
obstacle right.  From the platform you land on, run out onto the beam and jump
up to the yellow plate.  Avoid the first obstacle by moving down, second up,
third down, fourth right, then land on the platform.  Jump up the wall to
another yellow plate.  Avoid the obstacles moving down, left, right, and onto
the platform, entering battle with the Hunter

After defeating the hunter, run to the wall ahead, jumping up with the help of
the hoop.  Go ahead and heal the fertile grounds.  Remember to collect the
three light seeds on the platform before jumping up to the yellow plate.
Which will shoot you straight to a platform, without any obstacles.

Go left from facing the large door.  Wall run across the right wall to the
ivy.  Jump up to the light seed above your head, and move down to grab the
other.  Move down and wall run to the left, jumping at the end to continue
another wall run to the ivy.  After collecting the light seeds on the ivy,
jump off the top of the ivy, and at the top, jump again to land on the
platform behind you.  Collect all of the light seeds on the platform and jump
down to the platform well below you.  Turn around and wall run to collect
another light seed, then jump to the ivy.  You can then jump back to the
platform.

Run off of the beam and jump to wall run to the fissure.  Wall run to the left
once more to the next fissure.  Jump straight up to the fissure above your
head and climb to the top.  Wall run to the left to the next fissure.  Wall
run back to the right and slide down to the fissure below.  Now go left and
move along the fissure to another wall run.  Continue left to another wall run
to another fissure.  Follow this one along, jumping up to collect another
light seed.  Move to the right a bit, then jump up again to the next fissure,
then up to the top of the wall.

From here, it will be simplest to just teleport to the next section, now that
you have stocked up on light seeds.  At this point you should have around 202
light seeds.  Go to the world map and teleport to the Windmills, selecting the
Martyrs’ Tower as your destination.  Run out on the beam ahead of you and jump
to the pole using an extended jump.  Fall to the pole below you, then onto the
ground.  Turn right and slide down the ramps, using an extended jump to make
each gap. Jump to the pole then onto a wall run, using the hoop to get around
the corner.  Jump again to the pole then onto another wall run, using the hoop
again to land you on the beam and into combat.

Defeat this next enemy and continue on.  Start by running off of the left
wall, then jump to the pole, then onto the wall ahead, using the hoops to
extend your run to the next pole.  Jump to another wall run and then onto the
platform.  Be warned there are blobs along all of the walls that you need to
avoid.  Jump straight ahead using an extended jump, ignoring the wall run.
Turn to the right, run out onto the beam and jump with Elika’s help to the
next beam.


[wt.12]
(Ruined Citadel) Martyrs’ Tower
Jump up to the yellow plate, and this path will have no obstacles, but will
land you on another yellow plate.  On this path, there will be one obstacle,
which you need to move down to avoid, but will land you on another yellow
plate.  The next path will require a left, then down to avoid.  This will end
up in what appears to be combat, but not yet.

Jump up to the fissure, then follow it over and down.  Grip fall on down the
hole, all the way down to the platform.  Go to your left and wall run across
to the pole, avoiding all three blobs.  Jump from the pole to another wall run
to a fissure, avoiding one more blob.  Move to the right and wall run again to
the pole, from the pole to another wall run and onto a fissure.  Move to the
right, and wall run to the platforms. Climb up and turn right and jump to the
beam.  Turn right and jump across to the T shaped beam, then onto the next
beams, following them along.  Turn left and jump to the next beam.  Pull
yourself up and turn left again.  Jump across the gap to the next beam and
jump straight ahead with the help of Elika to the wall, and up to the fissure.
Wall run to the right and jump onto the pole.  Jump from the pole to the wall
run and onto the fissure.  Move to the right and climb up onto the beam.  Turn
to the right and jump to the pole out in front of you and onto the fissure.
Move to the right, around the corner, and jump up to the top of the wall and
enter combat with the Hunter.

After defeating the Hunter, find the only fissure low enough to jump to.  Jump
up from it to the next.  Move to the right and wall run, then jump to a second
wall run, then onto a couple poles and land on a beam.  Jump to the fissure
and wall run to the right to the next fissure and climb to the top of it.
Wall run to the right and onto the platform.  Take two rights, avoiding the
Corruption all over the floor.  Run out onto the beam and jump across the gap.
Jump up to the fissure and wall run to the left, grabbing the hoop and
continuing the wall run to another fissure.  Continue left along the fissure
and wall run to the pole and then onto the beam, jump from the beam to the
beam below, still avoiding the corruption.  Jump the gap and then up the wall
to the yellow plate.

This will take you to a pole, then jump to the next pole, then to a wall run
then to a couple more poles and finally to the wall and up to the fissure.
Climb up to the top and on flat ground.  Take a right and heal the fertile
grounds.  Remember to collect all three of the light seeds around before
jumping up to the yellow plate.  After landing on the platform, go to the left
and out onto that beam.  Jump to the right and up onto the fissure.  Wall run
to the left and grab the light seed and jump off to hit the beam.  Turn left
and wall run off of the wall to your right then onto a platform.  Wall run off
of the right and then to the pole.  Jump from the pole onto the wall ahead,
using the hoops, and jump at the end to the pole.  From the pole, jump to the
wall then onto the ground.

This will be the end of the majority of light seeds this direction, so go to
the world map and teleport back to the Martyr’s Tower.  Take the yellow plate
back to the platform and this time go right.  Run out onto the beam and jump
to your left and onto the fissure.  Wall run to the right and grab the light
seed before jumping to the next beam.  Go to the left and climb up the wall.
Drop into the gap to grab the light seed.  Jump up the other side and go to
the left.  Drop into the gap and grab the light seed and turn around and come
back.  Go left again, jump the gap, turn right and do an extended jump to the
platform over and below.  Take a left and jump across the gap and up the wall
to collect one more light seed.  Jump to the next platform, then the next gap,
using an extended jump to clear it.  Wall run off the right wall, then off of
the left and onto the platform.  Turn to the right and wall run to the right,
then the left, then the right again.  Continue ahead, and wall run off of the
left wall then the right and onto a platform.  Before continuing, look left
and note the two light seeds.  Jump with an extended jump to the light seeds,
and after collecting them, jump back to the platform with another extended
jump.  Continue on by wall running off of the right wall and onto another
platform.  Go to the right and jump the gap with an extended jump or a wall
run.

You will be in this area again, so with this collection of light seeds, you
can teleport on over to the Windmills to get ready to finish off the Hunter.
While on the map, make sure you mark the Hunter’s Lair.  Run off of the beam
and use an extended jump to the pole.  Drop down to the next and then to the
ground and up to the glowing doorway.


[wt.13]
(Ruined Citadel) Hunter’s Lair
Go to the right and climb up onto the railing.  Jump across the gap to the
next railing and jump to the red plate, which will launch you to a yellow
plate.  Avoid both obstacles by moving left both times.  This will drop you at
another red plate which will shoot you to another red plate and then to a
platform.  Climb up the wall to the yellow plate and avoid the obstacles by
maneuvering your way through.  There are quite a few obstacles scattered along
this path, so it can be a tricky one.  When you land on the platform, run down
the hall and beat on the Hunter.  You don’t even finish him off quite yet.

Jump over the corruption and slide down the long path, using an extended jump
on all of the gaps.  At the end, there will be a wall run to the left, then
the right, then an extended jump to the next wall run.  From there, jump to
the slide and now onto the platform for the final battle against the Hunter.

After beating him, play whatever victory song you see fit, but make sure its
short, because this place will start to fall apart.  Go to the left and jump
to the red plate.  This will launch you to three more red plates and onto a
platform.  Jump up the wall to the yellow plate, avoiding the obstacles by
moving up, down, left, up and onto the ground.  You have made it out and now
have defeated the first of the 4 bosses.

You may notice we are at only 251 light seeds out of 340.  So, from here you
should gather a few more light seeds before moving on.  Go straight down the
ramp and up the wall to the red plate.  This will launch you to another red
plate, then into a wall run, where you must grab the hoop to continue around
the corner, than another hoop to get you to another red plate.  This one will
launch you to a wall that you will climb with the help of a hoop, and onto one
final red plate, which will launch you onto a platform.  Continue on into the
windmill and face to the right.  Wait for the rotating platform to be
horizontal and wall run across it with the help of the hoop.  Do an extended
jump to the next platform.  Jump up to the red plate which will launch you to
a second, which will launch you into a wall run and with the help of a hoop,
you will be on another red plate.  This one takes you into a wall run,
dropping off on a platform.  Jump to the pole ahead then onto the next and up
the wall.  At the top of the jump, remember to jump to the wall behind you,
then back to the top of the wall and climb up.  Wall run off of the left wall,
grabbing the hook to continue you onto the beam.  Remember to wait for the
rotating wall to be horizontal.  When the wall has moved to an upright
position, jump up the wall, at the top of the jump, jump once more to the
beams behind you.  Climb up onto the beam and jump across the gap to the next
platform.

Jump up to the red plate and follow them on until you land on solid ground.
Turn to the left and wall run across to the next platform, using the hoop to
make it.  Look out to the right and then look down, there should be two light
seeds on a platform below.  Grip fall down the wall and grab them both.  Turn
to the right and grip fall again.  Run to the end of this platform and jump up
the wall to the light seed.  Turn around and back track, climbing back up the
walls with the help of the hook.  Turn to the right and jump between the walls
up to the top of the wall to your right.  Jump to another platform with a
couple more light seeds.  Now turn around and backtrack.  Slide back down the
wall to the ground.

Continue on and before jumping across the gap, hang off of the edge directly
in front of you to collect another light seed.  Jump across the gap and climb
up the wall. Turn to your left and jump up the wall with the help of the hoop.
Instead of jumping into the center, simply fall of the wall and collect that
light seed.  Climb back up the wall and grip fall down the other side.  Turn
to the right and jump to the pole, then onto a slide which with enter you into
a wall run.  Grab the hoop to get around the corner, then continue on to the
platform with three more light seeds.  This should bring the total to 269
light seeds.

Mark Marshalling Ground on your map as your destination to collect a bunch
more light seeds.  For simplicity, teleport away to another destination, then
back to the Windmill.  This will save you some running and time.  Use an
extended jump off of the beam to the poles, falling off each until you reach
the ground.  Take a left and jump down and slide, jumping the gap part way
down and another at the end with an extended jump.  Take a U turn and jump to
the three poles across. From the middle pole, drop down two poles to the
bottom.  Jump to the platform with Elika’s help and jump across the gap to the
wall.  Climb up the wall with the help of both of the hoops.  Grab onto the
fissure and move to your left until you can climb back up where you were just
minutes ago.  Remember to jump up the wall to collect another seed.

Go out onto the beam and jump to the poles then onto the wall ahead using an
extended jump.  Climb up the wall with the help of the hoop and turn around
again.  Slide back down the ramps, jumping the same gaps as before.  Jump off
of the beam to the pillar.  Jump from here to a wall run and onto the next
pillar.  First go to the left and roof run, using both the hoops to get you
all the way.  Go back around, jump to the pillar, then to the wall run and to
the next pillar, just as before.  This time turn right and roof run to the
next pillar using the two hoops to get there.  Roof run once more, using the
one hoop, then landing on the platform.

Stay on the beam you landed on and jump to the right with Elika’s help, and
climb up to the fissure.  Jump again to the fissure above, and move to the
right, wall running at the end, and letting yourself fall off onto the beam.
Run across the platform and jump to the beam ahead, and from there to the
pillar using an extended jump.  Rotate to the right and do an extended jump to
the wall with the beam at the bottom, collecting a couple more light seeds.
Turn back around and jump back to the pillar with another extended jump.
Rotate to the right again and jump into a wall run on the left wall, the
jumping to the right wall for another wall run, ending on a platform.

Run out onto the beam, and jump to the wall ahead, running from it to the wall
on the right, and at the end of the wall run, jump to the pole.  From the
pole, jump to the wall, grabbing the hoop to get around the corner.  Continue
the next wall run, and jump the corner to yet another wall run, grabbing the
hoop to get you all the way to the platform.

From here, wall run to the yellow plate.  Maneuver to the right past the first
obstacle, then left, left again, and land on the platform.  Collect the two
easy ones, then hang off the wall and run around the outside, collecting the
three seeds around the outside.  Use an extended jump across the gap to the
wall with three light seeds stacked up, and use an extended jump back.  Run
out onto the beam and jump up to the plate.  To avoid the obstacles, maneuver
down, up, down, and finally right.  Collect the two light seeds in the area of
this platform, and the jump up to the next yellow plate.  Maneuver down, left,
right to avoid obstacles, and land on the platform.  At this point you should
have 302 light seeds.

Time to teleport on.  Bring up the world map and teleport to the Cavern.
Remember to set the Royal Gardens as your destination.  Use Elika’s path
finding ability, and follow the light off of the beam to the pillar.  Climb up
to the top of the pillar and jump up the wall with the assistance of the hoop.
Continue up the wall with the use of the two hoops.  Turn right and jump to
the next two poles and then onto the next pillar with the use of an extended
jump.  Jump from the pillar and land on the platform.  Jump up to the yellow
plate.  Maneuver left then right to avoid obstacles, and collect all of the
light seeds out there.  You will end up in the same place you left from, so if
you miss any, you can go again.

From where you land, turn around and jump to the hanging pillar, then to the
next with an extended jump, and then to the platform with two more light
seeds.  Return back to the platform you just came from and go straight ahead
through the large archway.  Run out onto the beam and jump to the pillar with
an extended jump.  Jump again to the next pillar with another extended jump,
then into a wall run and onto another pillar.  Use an extended jump to get to
the next pillar, and then jump to the wall, climbing all the way to the top
with the help of the three hoops.  From here, do an extended jump to the
platform where an enemy may be waiting for you.

After defeating the enemy, look towards the darker land and use an extended
jump to the wall, then up with the help of the hoops.  Jump to the pillar,
then into a wall run to another pillar.  Jump to the next wall, and at the end
use an extended jump to get to the platform.  Continue through the archway.


[wt.14]
(Royal Palace) The Royal Gardens
Run straight in and wall run to the plate.  This will launch you into a wall
run, which you must jump into a second wall run and into another plate, which
will launch you to a third plate.  Finally, you will drop to the ground and
into a sort of a puzzle.

Jump the gap to the left and go to the top left lever.  There is not one exact
way to fill the ponds, but I did it by rotating the lever closest to the water
source once clockwise, the one below it counter-clockwise once, then the top
right lever once counter-clockwise, and finally the bottom right one clockwise
once.  One side is done.  Run over to the other side.

This time the top right lever is the one closest to the water source.  Go to
the one furthest from the water source first, the bottom left lever and rotate
it twice in either direction, then the bottom right lever counter-clockwise
once, then the top right lever once clockwise, and finally the top left
clockwise once.  This should fill all of the ponds.

Run and jump back to the center platform, and now run straight in towards the
yellow plate.  Jump the pond of corruption with Elika’s help and jump up the
wall to the plate, which will launch you to the fertile ground.  Run up to
heal it and you will begin a battle with the Concubine.

After defeating her, go and heal the fertile ground.  Collect the four light
seeds on the platform, then, if facing the door in the distance, go to your
left and jump to the platform below.  Go to the left and wall run off of the
left wall to the pillar.  Jump to the next pillar with the help of Elika, then
into a wall run to the patch of ivy.  Move up to the top and jump to the small
patch of ivy above your head to collect a couple more light seeds, then move
back down.  Wall run to the left, jumping to the pillar, then to the platform
where an enemy will be waiting.

After defeating him, it is time to turn around.  Jump back to the pillar and
wall run to the ivy.  Move right across the ivy into a wall run, jumping to
the pillar, then to the next with an extended jump, and finally into a wall
run and jump to the platform.  Go around the corner and jump to the pillar.
Use an extended jump to the next pillar, and then a regular to the third.  Do
an extended jump to the ivy, then wall run to the right and jump to grab the
pillar.  Rotate around to face the light seed and jump to it then back to the
pillar, and finally jump off to the platform.

Take a right, go down the stairs, and wall run to the yellow plate.  This will
send you into a wall run, which you will have to jump into a second wall run
and onto another yellow plate, which will launch you to a third and finally to
the platform.  Go to the left and climb up to the top left corner.  You can
hang off here and collect two light seeds around the edge.  Come back towards
the levers and you will see a narrow wall you can walk across the top of to a
light seed.  Jump up to the light seed, then fall into that small hole to grab
another.  Jump back out and run to the corner to collect one more seed.

When you run to the other side, the light seeds will be in almost identical
places as before.  Collect the two by hanging off of the edge, then run back
to the one over the narrow wall, and the next in the pit.  Get out of the pit
and run into a corner between a pillar and a wall.  Jump up the pillar first,
then up the wall, and climb up on top for two more light seeds.  Run back to
the center platform and go towards the yellow light plate.  Jump the gap with
an extended jump and climb up the wall to the plate.

From this platform, you can now chose the opposite platform you chose before,
which would be to the right if facing the large door in the distance.  Go to
left from that platform and jump to the pillar with an extended jump, then to
the next pillar and finally to the ivy.  Now you will have 340 light seeds,
enough to activate another plate, but first you should collect a few more for
the future simplicity.  Wall run back to the right then jump to the pillars.
Don’t jump all the way to the platform.  On the pillar before the platform,
rotate to face your back to the wall and climb to the top.  Jump to the wall
and up to the fissure.  Move to the left, wall running to the next fissure,
then to a red plate, which will launch you to another red plate and then up to
two light seeds.  You can see three light seeds at the platform across from
you.  It is possible to wall run to it if you want try, but many times you
will catch the door and fall.  It has a correct way to get it, but at this
point it is not time efficient.  Go ahead and teleport back to the temple

At the temple, go to activate the blue plate and enter the tutorial for blue
plates.  Wall run to the blue plate which will launch you to a platform.  This
will be done three times and you will land in front of the door.  Head on out
and back to the temple.  Go to the world map and set the Spire of Dreams as
your destination, then teleport to the Royal Gardens.

From where you are facing, go left and jump to the platform below.  Run out to
the poles and jump across them with the help of Elika to get you to a wall
run, which will take you to a beam.  Run down to the wall, wall run off of it
and jump to the pole.  Before jumping to the platform below, turn around on
the pole and jump to the platform with a couple light seeds on it.  Jump back
to the pole with an extended jump then to the platform with another and into
battle.

After defeating him, turn to the darker part of the world and jump from the
beam to the up to another beam with an extended jump.  Run up to the right and
jump to the wall with an extended jump.  At the end of the wall run, jump back
to the pillar and then down to the platform.  Turn right and jump to the
pillar, then use an extended jump to the next pillar.  Climb to the top and
jump to the platform.


[wt.15]
(Royal Palace) Spire of Dreams
Go inside, to the left and jump to the pole.  Jump from the pole to the wall,
then off the wall to the beam.  Climb up the wall and continue around by wall
running to the blue plate.  This will launch you into a wall run where you
will need to grab a hoop to make it to the next blue plate.  The next wall run
will have two hoops before the plate, which will land you on a platform.  Go
in and grab the lever and rotate it to raise yourself up.

Elika will become trapped and there will be an illusion of the Concubine.  Hit
her with your sword and continue on.  Wall run off the wall to your right, use
the hoop, then jump to the pillar.  Climb to the top and roof run to the next
pillar with the help of the hoop.  Wall run to the next platform and slash the
next illusion.  Jump back down to the elevator and slash the last illusion and
Elika will become free.  Repeat the steps from before, but instead of jumping
down to the elevator, wall run to the next pillar, and climb it up to the top,
doing another roof run with the help of the hoop.  Jump from the pillar to the
wall, and use the hoops to get to the next platform.

Climb up the wall, then wall run off of the wall, avoiding the blobs and
grabbing the hoop to get you to the blue plate which will launch you to
another platform.  Wall run past two more blobs, and grab another hoop to get
to another blue plate which will take you to a pole.  Jump from the pole to
wall ahead with Elika’s help and use the hoops to get to the next blue plate
which will launch you to another pole.  Jump from the pole to the next pole,
then an extended jump to the wall and finally to another blue plate.  This
plate will launch you to a wall run and onto a pole, which you will jump off
of with an extended jump to another blue plate.  This one will launch you into
another wall run and you will need to use the hoop to continue on before
jumping onto the pole.  Jump from the pole to the wall with an extended jump,
then from the wall to another pole.  Jump to the next poles, then to the wall
and run to the blue plate.  This will launch you to another wall run and onto
the fissure.  Climb up the fissure and finally wall run to the platform.

Go into the elevator and rotate it on up and enter battle with the concubine.
After defeating her, go and heal the fertile grounds and pick up the light
seeds around the platform.  Run to the slight jut-out and grip fall down for a
very long trip.  Instead of following the scratched path, go to the right and
collect that light seed, then back to the center.  From there, just follow the
scratched path to the platform below.  Turn off to the side where the railing
isn’t, hang off and fall to the platform below, grabbing the two light seeds
down there.  Open the gate by grabbing the hoop, climb up the pillar and jump
back to the platform you were just at.

Go back inside and turn to the left.  Jump to the pole then wall run to the
beam, and climb up to the platform.  Turn back around, jump off of the beam
with an extended jump, turn to the left and jump to the pole, into a wall run,
then across another pole to the platform.  Jump from the outside of the
platform, towards the light seeds, with Elika’s help, and enter a wall run.
At the end of the wall run, you will need another extended jump to reach the
platform.  Now go around again to the platform you were at before this jump.

This time go right and out the door.  Wall run off of the left wall and jump
to the pillar.  Jump from the pillar into a wall run, then back to another
pillar, from that pillar to another wall run and onto yet another pillar.
Jump to a wall run once more and then off onto the platform where an enemy
will be waiting.


[wt.16]
(Royal Palace) Coronation Hall
After defeating him, aim yourself down the dark hallway.  Wall run off the
right wall, avoiding the blob and using the ring to extend it and jump to the
pillar.  Repeat the same steps, but this time off of the left wall.  From
here, simply jump to the right wall and off onto the platform.  Jump across
the gap using the two pillars, then the next small gap.  Turn to the yellow
plate and jump to and up the wall and activate it. Avoid the obstacles by
maneuvering left, right, left, right and land to engage to concubine.  Follow
to path of concubine illusions, slicing each one, and run out the door to the
next one.  Take a left when the gate opens and jump down the slides.  It is
not necessary to stay on the top level.  Jump from the pillar you land on to
the slide down the next ramps.  Slide on into the pit and climb out using the
fissure and wall run to the left.  Slide into a room and slice the illusion,
and out of nowhere, Elika shows up.  How? Who cares.

Jump up on top of the door using the hoop and wall run to the right, grabbing
the hoop to pull the platform down.  Jump to it and climb up to the top of it.
The Concubine will send this sort of bat at you that will kill you over time
if you stand in one spot.  Don’t worry about it much. Jump to the pole and
wall run to the next pole, jumping from there to the platform.  Climb up the
wall using the hoop and jump to the pillar.  Jump off again into a wall run
and jump from the end of the wall run to the next pillar.  Climb to the top of
this pillar and do an extended jump to the next pillar.  Climb up this pillar
and jump into a wall run, grabbing the hoop, avoiding the blobs, and then
grabbing the final, moving hoop and finally jumping to the pillar.  Climb up
the pillar and jump onto the platform and enter combat with the Concubine.

After defeating her, heal the Fertile Ground as always and collect the four
light seeds on the platform.  Go down the hall way and turn to the left.  Jump
to the top layer of slides and continue all the way down the slides until you
reach the room you were at a short time ago.  From this point, follow the
steps of the previous paragraph and collect all the light seeds on the way to
the top.  Go to the yellow plate and collect the light seed on the platform
you land on.

If you are facing the door, go to the right and jump the gap.  Turn to the
right and wall run twice, then hit the hoop to get around the corner to the
next platform.  Jump to the first pillar and slide down to the bottom.  Use an
extended jump behind you to the pillar under the platform you came from.  Jump
into a wall run to the hoop, grab it to get around the corner, through two
more wall runs, past two hoops and onto a platform.  Jump to the next
platform, go around the corner and jump to the wall, going up with the hoop.
Do the same wall runs as before to the platform.  Jump across the next three
pillars, then into a wall run off of the right wall, then onto a platform.

Jump to the pillar and climb to the top, roof run back to the platform you
came from to collect one more light seed.  Jump back to the pillar, climb to
the top, and roof run in the opposite direction as before, using the hoops to
get to the next pillar.  Roof run once more to the next pillar with the help
of one more hoop.  Finally, jump to the platform and enter a battle.

After defeating this enemy, go down the darker hall.  Do an extended jump to
the pillar, climb to the top and roof run across to another pillar using the
three hoops.  Roof run again with both the hoops and land on the platform and
continue on in.


[wt.17]
(Royal Palace) Royal Spire
Go to the left and wall run to the fissure, avoiding the blob.  Wall run and
jump to the pillar, avoiding another blob.  Jump off of the pillar and onto
the platform.  Turn to the right and jump up the wall to the blue plate.  Make
sure you time it right and it will launch you to a second blue plate then into
a wall run to a pillar.  Jump from the pillar into a wall run to the blue
plate, launching you to another plate.  Jump from here into a wall run to yet
another pillar.  Use an extended jump to a wall run to another blue plate,
which will finally drop you onto a platform.

Turn to the right and do an extended jump to the rotating wall when the blue
plate is facing you.  This will launch you to a second blue plate, which will
launch you short of the next platform if you do not use Elika’s help.  Do an
extended jump past the gears and wall run to another blue plate which will
launch you short of the pillar, so you must use Elika’s help.  Do an extended
jump to a wall run to the blue plate which will launch you short of a wall
into another wall run to a blue plate, so remember to use Elika.  This will
launch you short of another wall run to a blue plate, which will finally
launch you onto a platform.  Jump into the elevator and crank it to the top
and enter battle with the Concubine.

After defeating her, heal the fertile grounds as always.  Collect the three
light seeds, and grip fall from where the jut out is.  Follow the scratched
path to the right, then to the left, then right twice, collecting all of the
seeds on the way down.  Go back inside, turn left and jump to the pillar
ahead. Jump into a wall run then to the next pillar and onto the platform.
Continue around and jump into the next wall run to the fissure, move along it
and wall run again, jumping from the end to the pillar.  Jump onto the
platform and continue around again, wall running to the fissure.  Move to the
bottom of the fissure and wall run to the right, completing a full circle.

Go back outside and turn to the right.  Hang and fall off of the platform to
the one below.  Collect the two light seeds there and open the gate by
grabbing the hoop.  Jump to the pillar and climb back up it.  Jump from here
to the next pillar then into a wall run and onto the platform.  Turn to the
left and jump into a wall run to the ivy, then another wall run to the second
patch of ivy and continue to the right.  Wall run to the pillar and rotate to
the light seeds in the cavern.  Jump into a wall run to that ivy and collect
the two light seeds.  Wall run and jump back to the pillar and rotate to the
other two light seeds, jumping back to the platform.

For speed, just teleport back to the Royal Spire and slide back to the bottom
once more.  Go inside, turn to the left and jump to the pillar, then to a wall
run to another pillar and finally onto a platform.  Turn left and head down
the hallway, using an extended jump to the first pillar.  Roof run with the
help of the two hoops back to where you just came from, then do an extended
jump back to the pillar.  This time roof run to the next pillar with the help
of the three hoops, then once more to the next platform with the help of one
more hoop.

Collect the light seed on the platform and the one up on the door before
continuing on.  Jump to the pillar, then into a roof run using the one hoop.
Roof run again with the two hoops to the next pillar, then jump to the
platform.  Wall run off of the left wall and jump from one pillar to the next
and land on the platform.  Wall run again, getting around the corner with the
hoop, then into two more wall runs and onto another platform.  Go inside and
jump the gap, continue forward and jump that gap.  Turn left and use an
extended jump.  Follow the platform around to the left and wall run to the red
plate.  This will launch you into a wall, so use the hoop to climb up to the
red plate and get launched to a platform with five more light seeds.  Wall run
to the next plate and get launched to two more plates and to a platform.

Turn right again and wall run around the corner with the hoop, into two more
wall runs to the platform.  Jump the gap then the next gap and then to the
pillars ahead and onto the platform.  Wall run off the wall to the right, jump
to the pillar then continue a wall run off the left wall, using the hoop
before jumping to another pillar.  Jump to the right wall and use the hoop
before jumping to the platform.  Collect the light seeds here, one to the
right, one up the wall to the left and back track.  Wall run off of either
wall, using the hoop, then jumping to the pillar.  Jump from this pillar into
a wall run on either side using the hoop again, then run to the platform.
Jump to the next two pillars and onto the next platform ahead.  Jump the gap
and turn left to go through the gate to prepare for battle with the Concubine.


[wt.18]
(Royal Palace) The Palace Rooms
Do an extended jump to the yellow plate, maneuvering right, then left three
times to avoid the obstacles before landing on another yellow plate.  This
time you will have to maneuver right then left to avoid before landing on the
platform.  Jump up to the blue plate and get launched to a second blue plate
and then to another yellow.  Maneuver right, down, right, landing on a blue
plate which will land you on another yellow plate, which will land you on the
platform, ready for battle with the Concubine.

Run around and let the Concubine mess with you for awhile with her illusions,
slicing some of them.  She will come out for the real battle.  After defeating
her this far, run out the gate and use the blue plate.  This will launch you
to a yellow, then to another yellow plate, and into a wall run to another blue
plate.  This will launch to another yellow plate taking you just short of the
next platform if you don’t use Elika’s help.  Run inside and begin round two
with the Concubine.  She will take off once more, so continue out the gate and
wall run to the blue plate.  This will launch you to a yellow plate, taking
you short of a wall run to a blue plate, so use Elika’s help to get there.
This plate will launch you to another blue plate then to a wall run to a
yellow plate, flying you to a final platform.  Now, this next part looks like
it could be complicated, with all these Elika illusions.  Not a problem, jump
off the edge, this will bring you the real Elika, and you can finish off the
Concubine now.

When the place starts to fall apart, run to the yellow plate and wall run on
out to it.  It will take you on out without you having to avoid anything.

Now begins the hunt for some more light seeds.  First, teleport to the
Marshalling ground and jump up and activate the yellow plate.  From the
platform you land on, run over and jump up to the blue plate and get launched
to a nice collection of light seeds.  Those are the easy ones there, so now
teleport again, this time to the Martyr’s Tower.  Jump up to the yellow plate
and fly to the platform.  Go right and run out on the beam and jump the gap.
Turn right and jump to the next platform then wall run to the fissure and
slide down to the platform below.  Jump up the wall to the light seed, then
jump from the beam to the pole, to another beam, to another pole and finally
to a pillar.  Climb to the top and roof run across to the next pillar, using
the hoop. Turn to the right and roof run again to another pillar with the use
of another hoop and slide to the bottom to collect the light seed.  Jump off
onto the platform and this will basically be all the easy light seeds in this
area.

Bring up the world map again and teleport this time to the Machinery Ground.
Run out to the red plate and get launched to another red plate and then to a
platform.  First, go to the left and jump to the poles, then to the beams.
Turn on the first beam and jump up the wall, using the hoop to get up to the
two light seeds.  Continue along the beam and do an extended jump to a wall
run, grabbing the hoop to continue you along to the beams.  Jump up for the
light seed and turn around, there are no more light seeds this way.  Jump into
a wall run, grabbing the hoop again, and from the end of the wall run, use an
extended jump to the beam.  Run along the beam and jump back to the poles and
onto the platform.

Go straight ahead and jump to the poles straight across.  Jump from the pole
to a platform and wall run to the ivy with the help of the hoop.  Climb to the
top of the ivy and jump up to the light seed above.  Wall run to the right and
jump to the platform.  Wall run out to the red plate and get launched to a
wall run, grabbing the hoop to get to the next red plate, which will launch
you to another plate, finally dropping you on a platform.

From where you land, turn left and jump off the platform to another slightly
below.  Wall run to the blue plate and get launched to another blue plate and
then to a platform, netting you a few more light seeds.  Turn to the right and
jump off onto the same platform as the beginning of this paragraph.  Jump up
the wall and grab the hoop to get on top of the beam above.  Jump to the wall
and use the hoops to get up to the ivy.  Go to the left and wall run to the
platform with the use of the hoop.  Wall run off the wall to your right and
get to the poles with the help of the two hoops.  From the pole to the beams,
then to another pole then to the platform with an extended jump.  Wall run
again off the wall to your right and grab the hoop to get you to the ivy.
Climb up the ivy and jump to the next patch of ivy using the two hoops.  Wall
run to the right, grabbing the hoop to get you to the next platform.

Jump to the beam, then onto the pillar.  Climb to the top and roof run across
and up to the ivy, using both of the hoops.  Move again to the right and wall
run to a pillar, using the hoop to extend your wall run.  Climb to the top of
the pillar and roof run using the hoops, and just drop at the end to a pole.
Do an extended jump to the fissure, then slide down and grab the hoop to start
a roof run to a pillar.  Rotate around and jump to the gap with a light seed,
then back to the pillar before jumping to the platform.  From the platform,
turn right and wall run to the hoop, then to another and finally to a fissure.
Slide down to the bottom of the fissure and land on the beam.  Jump off of the
beam and to the platform.

Wall run again off the wall to your left and grab the hoop to get around the
corner to the ivy.  Continue to the top right and wall run to the hoop, around
the corner, another hoop, and to a pole.  Jump from the pole to the beams,
making sure to jump up to the light seed from the second beam.  Do an extended
jump to a fissure and slide down, grabbing the hoops and the bottom to start a
roof run, grabbing the hoop at the end of the roof run to climb up the other
side.  Jump up from the fissure to the top of the wall with the help of the
two hoops and the patch of ivy.

You are now back at the Fertile Ground.  Run back around to the red plate and
get launched to another red plate and then to the platform.  Go to the right
and jump to the poles, then to the platform.  Wall run off of the left wall to
the ivy with the help of the hoop.  Wall run to the right and onto the
platform, turning right and wall running out to the red plate, which will
launch you into a wall run to a hoop and onto another red plate.  This will
shoot you to another red plate and onto the platform.

Run out to the edges of this platform and continue looking around until you
see a place to grip fall to a hoop.  Grab the hoop into a roof run, and drop
onto the beam.  Jump to the next beam and then to the platform.  Jump up and
get launched by the red plate to the next platform.  At this point, you have
collected most of the light seeds in this area.  Time to teleport to another
area.

Because the inside ring of fertile grounds are the easiest to collect what
more you need for light seeds, teleport to the King’s Gate and run out and
jump to the pillar with Elika’s help.  Slide and drop to the bottom.  If
facing the closed doors, turn to the left and jump to the beam, to the pole,
then to the next beam and onto a platform.  Jump up the wall to the ivy from
this platform and climb up and to the right.  Wall run off to the right and
jump to the pillar.  Jump to the next pillar, then to the ivy and climb up to
the top to jump back to the platform up and behind you.  Climb up on top of it
and then wall run to the red plate.  This will launch you to another red
plate, into a wall run with two hoops and onto another red plate, launching
you to the next platform.  You should have 506 light seeds at this point.

Jump back across the gap behind you, using the beam, two poles, an extended
jump to the third pole and the next beam to get to the patch of ivy.  Slide
all the way to the bottom and drop to the platform.  Turn to the left and jump
the gap with the help of the pillar.  Turn right and jump to the long pillar
with an extended jump and climb to the top, jumping to the platform.  Go
around the platform to the right and jump to the pillar.  Climb up the pillar
and first roof ran back to the platform you were just on.  Jump to the pillar
again and go back to the top.  Roof run the other direction, using the hoop to
get you to the next platform.  Do an extended jump to the right to hit the
beam, then another jump to the platform.  Jump up to the pillar, rotate around
and jump to the platform around the corner.  Wall run off of the wall to your
right and to the ivy.  Climb to the top of the ivy and onto the platform
above.

This will be enough to continue on.  Teleport to the City Gate and set the
Tower of Ahriman as your destination.  By the time you are finished with the
Tower of Ahriman, you will have enough to activate the final power plate and
never have to worry about light seeds again.  Before leaving the platform,
hang off of the edge and run around the side to collect a couple more seeds.

Climb back up and turn to the left and jump down to the slide to the next
platform.  Jump up to the ivy, then up to the next patch, and left to the next
patch.  Wall run and jump to the pillar.  Roof run to the next pillars and
then to the platform.  Jump down the slide slightly to your left and up the
wall.  Turn left again and jump down the next slide and up the ivy.  Wall run
to the right to the blue plate and launch yourself to another blue plate and
up to a platform with a couple light seeds.  Slide down the wall and collect
more light seeds.

Turn to the left and jump down the slide to the platform.  Wall run to the
left to the ivy, then again to the next patch of ivy.  Wall run and jump to
the ramp, jumping at the end into a wall run to more ivy.  Avoid the two blobs
while wall running and jump off to a ramp.  At the end of the ramp, jump to
the wall and up to the platform for a battle.

After the battle, run straight across and jump down the ramp to the ivy.  Wall
run to the right, past the blob and jumping back to the slide behind you,
jumping into another wall run to a patch of ivy.  Wall run once more to the
right, avoiding the blob and jumping to the ramp, sliding down to the wall and
to the platform.


[wt.19]
(City of Light) Tower of Ahriman
Run inside and jump over the gap.  Grab the pillar in the middle and climb to
the top.  Roof run to the hoop and begin a climb.  At the end of the climb,
jump back to the blue plate behind you, launching you up to a fissure.  Jump
up to the next fissure and on up to the top of the wall.  Run to the right and
run to the door.  Turn left and jump to the fissure.  Jump up to the next and
up again.  From the top of the jump, jump again behind you and up to the top
of the platform.

Go out the door and to the right, climbing up the fissure that is on the wall.
Jump up to the fissure like object and wall run to the right, and right again
to the platform.  Grab the hoop to move the next fissure down.  Jump up to the
fissure, then jump up to the next.  Wall run to the left to grab another
fissure, navigating to the left and wall running onto the platform.  Rotate
the lever to get the circle on the wall to rotate to vertical.  Wall run to
the left and grab the fissure in the middle of the circle and climb to the
top.  Jump up to the next fissure, move along it, and wall run to the right.
Grab the hoop to lower the two fissures on chain and climb up to fissure a
little bit to the left.

Wall run to the left to the two fissures and then to the next platform.  Go
around the corner and rotate the lever until the circle is in an L shape.
Wall run across to the right wall, jumping at the end to the platform.  Grab
the hoop to slide the fissures down, then grab the lever and rotate it to an L
shape.  Wall run back to the other side and jump up to the fissure on chains.
Wall run to the left to the first L fissure.  Move to the top and jump up to
the next fissure, then left to the next L shape.  Jump up to the fissure above
and move along it, wall running off to the right, jumping to a second wall run
to the blue plate.  This will launch you onto a pillar, which you can climb up
and jump onto the platform with Elika’s help and enter combat with The Warrior

Combat with him is the same as last time.  Simply get him to the edge and hit
him against it.  When the Square mashing button is shown, push it until he is
pushed off of the edge.  After defeating him, heal the fertile grounds as
always and begin collecting the last few light seeds, starting with the four
on this platform.

Jump to the wall that just opened up and begin to grip fall.  Jump near the
bottom of the wall into a slide and slide it down to the right side, jumping
to the wall and sliding down near the bottom again.  Jump back to the next
slide, jumping the gap in it, then to the wall.  Slide down again and jump to
yet another slide, but at the end of this you will need an extended jump to
get to the next wall.  Jump to another slide, and then to the final wall,
sliding on down to the fissure.  Move around the fissure to the right and
slide down between the door and the wall.

Run on inside and grab the light seed and go left to the door.  Turn left
again and jump to and up the wall.  From the top of the jump from the last
fissure, jump again behind you to the top.  Jump across to the red plate,
using all four red plates and landing back where you started from.  Jump back
to the other wall and grip fall down to the bottom fissure.  Jump from the
fissure to the platform.

Find the gap in the middle of the stone fence that you can grip slide down to
a hoop, which will take you to a pillar.  Slide down the pillar to the
platform and collect the four light seeds.  There is another under this
platform, so rather than jumping the gap, hang off the edge of one of the
corners that you can grip fall down.  At this point you should have enough
light seeds to activate the next plates.  If you are close but not there, you
can find a few more seeds close by.

Teleport back to the temple to activate the green and final plate and enter
the green plate tutorial.  Jump up to the green plate and it will run you
along the wall where you will avoid the only obstacle by moving to the right.
Wall run out to the green plate, which will run you to another green plate.
This next green plate you can avoid the obstacles by going up the middle, then
left, and right.  You may walk out the door now and out to the temple to begin
battle with the father.

After defeating him, bring up the world map and mark the Queen’s Tower as your
destination, then teleport to the Tower of Ahriman.  As before, you must slide
down a series of walls and ramps.  Just make sure to jump the gaps and jump
from the walls at the bottom.  If you are having difficulties refer to four
paragraphs ago for the detailed steps.

At the bottom of these slides, on the platform, go inside, straight ahead, and
grip fall down to the hoop.  Either drop to the ground from the hoop or from
the pillar.  Use Elika’s path finding ability and run out the door show. Jump
the gap, then to the wall with an extended jump.  Jump up to the next fissure,
then across, wall running to the right and jumping to the slide.  The slide
will take you into another wall run, then from there into a couple more slides
and onto a platform, entering combat.

After defeating this enemy, continue to the right from where you came, jumping
the gap to the fissure.  Jump up to the next fissure and move along to the
left, avoiding the blob while wall running, and jumping from the end and into
a slide.  There will be a gap in the slide, then to a wall run with a blob,
jumping into yet another slide and the final gap will require an extended jump
to cover.


[wt.20]
(City of Light) Queen’s Tower
Continue inside and jump the gap to the center, then left to the green plate.
This run will require no movement on your part.  Jump the corruption with
Elika’s help and up to the next green plate, avoiding the first obstacle in
either direction, then back to the center to another green plate, then to a
third, which will require you to move in either direction to avoid two lamps,
then move back to the center and hit another green plate, which will launch
you to yet another green plate.  This run will require you to move either
direction, then back to the center to hit the next green plate.  This run will
require a single move to the right late in the run, then back to the center
and to another green plate.  Another obstacle will be immediately in your way,
requiring you to move quickly in either direction, then back to the center to
hit another green plate.  This next path will require a movement to the left
and back to the center and onto another green plate.  This will finally take
you to the top as long as you remember to move a bit to the left.

Go out the door and turn right.  Do a wall run to a hoop around the corner to
another green plates, which will take you to a second plate, and that will
take you straight on up, no obstacles involved.  Enter battle with the
Warrior.  This time you will have to force him through a doorway.  Do it the
same as before by putting your back to the edge on the doorway, getting beat
until he knocks you down and you have to mash the Square button.  You will now
be on the other side and can beat him to the edge and now can push him off the
edge by mashing Square again.

After defeating him, do the usually healing of the fertile ground, except this
time you will not have to worry about collecting any of the light seeds.  Go
out the door that opened and jump to the wall and grip fall down to the
fissure.  Jump to the opposite side and grip fall down to the hoop, which will
start a short roof run to another hoop, and you will climb up to a fissure.
Jump across and slide down to the next fissure.  Jump across again and slide
down to the next hoop, putting you into a roof run with a couple more hoops,
up the wall on the either side, then jumping across to the wall on the left.
Continue to grip fall on down, doing an extended jump from the bottom.  From
this wall you can fall to a platform then down to the bottom no problem.

Select the City of Light as your destination and go back inside, hang off of
the edge and grip fall all the way to the bottom, but do not activate the blue
plate, unless you want a few more light seeds.  Turn right and jump the gap
and leave the tower.  Go straight out and jump to the pillar, then into a wall
run to a hoop, around the corner, past another hoop and to the pillar.  Do an
extended jump from the pillar to the slide, then jump to the wall and climb to
the top with the hoop and enter battle.

Face the darker of the two directions and do an extended jump to the pillar
ahead.  Do a roof run to a slide with the help of the hoop and then to a
pillar with an extended jump.  Jump to the next pillar, then to another with
an extended jump.  From here there will be three more pillars, then a slide
you will have to jump between.  From the end of the slide, jump into a wall
run, then to a pole and onto the beam.  Jump from the beam onto the pole and
then an extended jump to the platform ahead.


[wt.21]
(City of Light) City of Light
Climb up to the larger platform and drop down onto the blue plate.  This will
launch you onto a platform and activate a new obstacle.  The tentacle like
objects will shoot out of the wall, then retract back.  Just run across them
while they are retracted. Jump the gap, then into a wall run and past your
first set of tentacles.  Jump to the fissure and follow it left and down.
Slide down to the next fissure and avoid the tentacles.  Move now to the left
and wall run to the blue plate, avoiding another of the tentacles.  This will
launch you to a fissure which you must follow to the right and wall run past
some tentacles and onto another blue plate.  This will launch you into a wall
run past 3 sets of tentacles, then jump to a second wall run with 3 more sets
of tentacles.  As long as you timed the first set of tentacles before the blue
plate, you will make it past with no trouble.  This next blue plate will
launch you onto a long slide, into a double wall run around a corner and 6
more sets of tentacles, dropping you onto another slide, and from this slide
onto another platform.

Make sure you time the first set of tentacles correctly on this next wall run,
as all of the ones after it will be on the same timing.  Wall run off of the
left wall, then the right, jump the corner into a third wall run, then another
into a fourth, at the end of the fourth, jump to the fissure.  Follow the
fissure to the left and begin another wall run to the right, starting what
will be a chain of 6 wall runs with no stop.  Just jump at the end of each
wall run and it should not be too difficult.  At the end will be a blue plate,
and it will launch you into battle with The Warrior again.

This time while battle him you do not knock him over the edge, but into a
cage.  However, you can use the exact same tactic as before and make it a
simple task.  After you defeat him, heal the fertile ground as usual and head
to the only exit.  Wall run off of the right wall, jumping then to the left
wall and onto the blue plate which will launch you to a fissure, which you can
jump to the top.  Do a U turn to the left and jump down the slide, then an
extended jump to a pole, from the pole to another, then into a slide to the
wall, which you will climb up and into battle.

After defeating him, face towards the darker hall and wall run off of the left
wall, avoiding more tentacles, at the end doing an extended jump to the pole.
Jump to the next couple poles, still avoiding the tentacles, then an extended
jump to the couple slides ahead, and up the wall.


[wt.22]
(City of Light) Tower of Ormazd
Go inside and jump the gap to the center.  Go straight ahead and jump up to
the green plate with the help of the hoop.  Move far to the right to avoid the
corruption and enter battle with The Warrior already.  To defeat him this
time, you must push him into the pillars.  It is actually the same tactic as
all the times before, except your targets this time are the three wooden
pillars in the corners.

After defeating him, jump up the corner wall with the help of a couple hoops,
then from the top of the jump, jump to the other side to comb to the top.  Go
outside and to the right, wall running to the hoop to get around the corner
and onto some ivy, avoiding a couple more tentacles.  Climb to the top of the
ivy and jump up with the help of the hoop.  Go left and do a wall run where
the stairs just fell from, jumping at the end to the platform.  Continue
forward and jump the gap to the hoop and climb up.  At the top of the jump,
jump again to land on the platform behind, you.

Go outside again and turn left, wall running to a hoop again, around a corner
to another hoop and then to the ivy. Climb up and jump up to another patch of
ivy.  Go to the right and wall run to the hoops, and around the corner and
jump to the platform.  Wall run again off of the left wall, avoiding a couple
more tentacles, around a corner with a hoop and to some ivy.  Climb up to the
top of the ivy, then jump to another set of ivy.  Wall run to the right, past
the tentacles, to a hoop, into a second wall run on the opposite side, then
into a third wall run.  Jump from the end of this wall run, past more
tentacles and into a patch of ivy.  Continue to the right, timing it past the
tentacles, and using the hoops to get around the corner to another patch of
ivy.  Wall run to the green plate, timing it to get in while the tentacles are
retracted.  This will launch you up to the fertile grounds with no obstacles.

However, the fertile grounds now fall to the bottom, so you must begin a long
set of slides to the bottom.  After the first three slides, you will go into a
wall run, then back onto another slide.  This slide will put you into a wall
run with a hoop, then back onto another slide.  This takes you to a wall run
with a hoop, then jump the corner to another wall run and finally an extended
jump to another couple slides.  At the very end of the second slide, jump into
a wall run to a hoop to get around the corner to a fissure.  Move down the
fissure and grip fall all the wall down to the ground where the fertile
grounds and you can finally meet.  Go inside and heal it.

Teleport to the City of Light so you can go finish off the Warrior.  Head to
the only exit and wall run off of the right wall, then to the left wall and
onto a blue plate which throws you up onto a fissure, which you can climb to
the top.  Go straight ahead and jump to the pole, then beam, then the next
pole. From the pole, jump to the slide and climb up the wall.  Go straight in
and open the gate.


[wt.23]
(City of Light) The Warrior’s Fortress
Run out onto the beam and do an extended jump to the green plate.  You must
maneuver a bit to the right to hit the green plate.  The next path requires
you to go to the right, then back left to hit a blue plate which will launch
you into a wall run to a green plate.  You will need to go as sharply right as
you can on this one from the start, and then to the blue plate which will
launch you to a platform.

Wall run to the green plate, going left to avoid the wall, then another green
plate.  This path will also require you to go to the left and hit another
green plate which will take you on a straight shot to yet another green plate.
You will have to go left on this path to avoid the wall and into a blue plate,
which will launch you to another green plate.  Go immediately left from this
plate to the blue plate, which will launch you to the platform and begin part
one of the battle with the Warrior.

To get him off of the edge, find the gap of corruption and use the same tactic
as always.  After you defeat him, part two of the battle will begin.  All you
have to do here is avoid getting beaten up while the fire slowly burns him to
death.  Don’t even bother trying to hit him.

On the way out, you have to carry her to start.  Walk towards the green plate
and you will set her down.  Jump the gap to the green plate and go to the
right.  Run across the platform and watch for the chunks that fall away.  One
will fall into a slide, so do an extended jump onto it and ride it on out,
using another extended jump at the end.  Boss number three has been defeated.

Walk through the archway.  Go to the world map and set the Construction Yard
as your destination and teleport to The Cauldron.  Jump from the platform onto
the ivy in the center and just fall all the wall to the bottom.  From the
bottom platform, go left and jump the two small gaps, continuing left and into
the tunnel.  Wall run off of the left wall and onto a fissure.  Wall run once
more another fissure then into two more wall runs to yet another fissure.
Continue left with a combination of fissures and wall runs to the ivy.  Go up
and onto the platform, then up again.  From here jump off of both walls to
climb your way to the top fissure on the left wall.  Follow it along to a wall
run to another fissure.  Go up and climb to the top and enter the corrupted
area.

Wall run off of the left wall to a fissure, then again to another fissure,
avoiding a couple sets of tentacles.  Wall run again to the right, then jump
the corner into a second wall run to another fissure, avoiding more tentacles.
Wall run again and land on the ground.  Jump the little creek of corruption.


[wt.24]
(The Vale) The Cauldron
Wall run to the green plate, to another green plate.  This next path you will
need to move a bit to the left to avoid an obstacle and onto the next green
plate, which will send you to a top platform.  Jump up the wall with the help
of the hoops, the run and jump with an extended jump to rotating platforms and
a sort of a puzzle.

Rotate the one you are standing on once counter-clockwise.  Now do an extended
jump to the next platform and rotate it once clockwise.  Now jump again to the
next platform, the one closest to the fertile grounds.  Rotate this lever once
counter-clockwise.  Jump back to the platform before, and rotate it once
counter-clockwise.  Jump to the platform you started on and rotate it once
clockwise. Jump to the platform with the one long beam and rotate it either
direction twice.  Do an extended jump to the fertile grounds and enter battle
with the Alchemist.  He can be knocked off the edge in this battle.

After defeating him, there is no reason to stick around so teleport to the
Reservoir and set Heaven’s Stair as your destination.  Jump up to the red
plate and use them to get out of this pit.  Go up and to the left and jump
down a series of slides, remembering that the gap between the fourth and fifth
slide will require an extended jump.  Go forward and wall run to the ivy, then
again to the pillar.  Climb to the top of the pillar and roof run to the next
pillar, using the three hoops on the way.  Roof run once more and begin
battle.

After defeating this enemy, head to the right and jump to the pillar.  Climb
to the top and roof run to the next pillar using the two hoops.  Jump from the
pillar into a wall run to the ivy, avoiding the blob of course.  Wall run
again to the next patch of ivy, avoiding another blob.  Wall run once more and
jump to the next two pillars.  Jump into a wall run to the fissure, avoiding
tentacles on your way to and from.  Wall run again to the right and jump to
the pillar and off again to the platform.


[wt.25]
(The Vale) Heaven’s Stair
Jump up to the green plate which will take you immediately into a second green
plate.  The path of this one will require you to move left, stay left, move
back to the center, then either direction and back to the center to hit
another green plate which will take you quickly up to a platform and into a
battle.

Continue straight through to the next green plate, jumping the gap to get to
it.  Maneuver right, left, right to hit the next green plate, which will take
you to the top and onto another platform.  Run in where the elevator
conveniently goes away.  Shortly after you hit one of the green plates, the
entire lower section will start to fill with a sort of corruption gas.  If you
stay down to long, Elika will have to do her usually saving of you.  So hit
the first plate to your right, taking you on up.  Jump to the pillar, then
rotate around and jump to the next pillar.  Jump to the wall and climb up to
the fissure, then jump back to the platform.  Wall run to the left, grabbing
onto the moving hoop and then to the fissure.  Slide on down to the bottom and
into the gas, so move quickly.  Go to the plate that is to the right of the
dimmed plate.  From the top, jump to the pillar to a fissure and move left
until you can jump up to another fissure, then up again, jumping at the top of
your jump to the platform behind you.  This area is safe.

Wall run to the right and grab the hoop then onto the fissure.  Slide back
down and pick the next plate, which will be ahead, but slightly to the right.
From the top, jump to the pillar, then onto the fissure.  Move right and wall
run to the next fissure, then again to the third fissure and climb to the top.
Jump up to the fissure above and wall run to the left onto the platform.  You
are safe once more.

Wall run to the left again, grabbing the hoop and onto the fissure.  Slide
down as before and hit the last remaining green plate.  Jump to the pillar,
then onto the fissure, wall running off to the left, and jumping from the wall
run to a pillar.  Do a roof run from the pillar to a hoop and up onto a
platform, making you safe again.  Wall run to the hoop and then to the
fissure.  This will clean the air and allow you to go back down to that
elevator.  Grab the lever and rotate yourself on up.  Jump to the pillar, then
to the platform and head outside.  Turn to the right and jump to the green
plate.  Maneuver Left, right, left, left slightly more, right, left, right,
and left, hitting a green plate at the end, which will shoot you up onto a
platform.  Do an extended jump on into the fertile ground and enter combat
with the Alchemist.  You may knock him off of the edge in this battle.

As always, heal the fertile ground and get ready to move on.  The door is
right here, so go ahead and open it and move into the Observatory to finish
off the Alchemist.

[wt.26]
(The Vale) The Observatory
Jump up to the green plate which takes you to a red plate, which will launch
you to a second, then to a hoop up to the third red plate.  This plate will
launch you to a hoop, and then up to the green plate, which will take you
straight to a red plate, launching you to a platform.  Wall run and grab the
hoop to get around the corner to a green plate.  At the end of the run, make
sure you move right to catch the red plate, launching you to a hoop then up to
another green plate.  Move left to avoid an obstacle, then right to hit a red
plate, launching you into a wall run to a hoop, then onto yet another green
plate. Maneuver left, then right back to the red plate, launching you to a
hoop then up to a green plate.  This will take you straight to a green plate,
which will take you to straight to a red plate, launching you to a platform
and entering part one of your battle against the Alchemist.

After you defeat him, jump to the red plate which will launch you to a second
red plate, into a wall run and to a platform and into a battle.  Continue on
by wall running to another red plate, launching you to yet another red plate,
which will launch you into a wall run to a hoop, then onto a red plate.  This
one will launch you to a second red plate, then outside to a platform and
another battle.  Jump up to the red plate which will launch you up to another
platform and enter combat with the weakened Alchemist one last time.

Wall run out to the red plate and get launched into a wall run past two hoops
to another red plate.  This one will launch you into another wall run with two
hoops and onto a green plate, taking you to another green, then to a red
plate, launching you to another red plate, launching you to a green plate.
This will take you to another green plate, and during this run, move to the
left then right to avoid the obstacles and hit the red plate.  This red plate
will take you to a couple more red plates and onto the platform.

From here, it is time to finish the final chapter of the game.  Bring up the
world map and teleport to the temple.  Run up the left side of the stairs and
enter the temple.


[wt.27]
The Temple: Final
Inside the temple, wall run off of the right wall to a blue plate, launching
you into a wall run to a hoop, then jump the corner into another wall run,
past another hoop and onto another blue plate, launching you into a wall run
to a red plate.  This will take you into a wall run to a green plate, that you
must maneuver right, then left to avoid obstacles and get to a red plate which
will launch you to another red plate, then onto a green.  Maneuver right then
left, hit the next green plate, and it will take you quickly to a yellow
plate.  You must maneuver left, down, up, down, right, left, right to avoid
all of the obstacles and land on a green plate.  This one will take you
quickly on up to a second green plate, which you must move left then right and
hit yet another green plate.  This one will take you to a yellow plate, where
you must maneuver up, up, and it will launch you into a wall run.  Jump the
corner into a second wall run, grab the hoop and use the red plate, launching
you to another red plat, then into a wall run with a hoop, then jump the
corner to another wall run with a hoop, into a blue plate, launching you
finally to a platform and the big shiny door.


[wt.28]
Darkness to Light: Final Battle
At this point you will enter battle with a modified version of Elika’s father.
He will be harder and have more health than before, and may steal the other
bosses powers.  He also has the tendency to heal himself.  Also, there is no
real tactic to defeating him except to beat on him nonstop, and deflect as
many attacks as possible.

Once you defeat him, it is not over yet.  When this next part starts, you
basically cannot stop running except in the bright circles.  The corruption
will splash up around you, but the bright spot is safe.  Also, you have to get
out of the safe spot after the corruption recedes because he will throw a
punch at you.  So, wall run to the ivy and get into the bright circle.
Continue to the right and wall run the fissure and continue along it to the
right, wall running during the little break in it on each side.  Wall run to
the ivy, continue right, and wall run to the next patch of ivy and hide in the
safe spot.  When the corruption recedes, keep moving right, wall run to the
platform and heal it.

Continue wall running to the right to the ivy then again to the next patch of
ivy and into the safe spot.  Wall run to the right to the fissure, continue
along it, the wall run again to the hoop to get around the corner, then the
hoop in the middle, and the next hoop around another corner to a fissure.
Follow it along and wall run to the ivy.  Climb up to the top of the ivy and
jump the gap to the next patch and into that safe spot.  Go to the right, then
wall run to the next patch of ivy, then wall run again to another patch of
ivy, once more to more ivy, then to a hoop and into ivy and a safe spot.
Continue right and wall run to the platform and heal it.

Keep going to the right and wall run to the ivy, wall run again to the next
patch of ivy and hit the safe spot.  Continue right and wall run past the hoop
to the next patch of ivy.  Go up to the ivy above and then right once more to
the safe spot.  Go further right and wall run with the help of the hoop to the
platform.

Circle around the base and wall run again to the right, using the hoop to get
to the ivy and into the safe spot.  Go more right and wall run to a platform.
Jump the gaps that appear due to the crumbling platform until you hit a beam
with a wall run to ivy.  Move up and to the right along the ivy and wall run
past two hoops into the ivy and into the safe spot.  Keep going right and wall
run to the platform with the help of the two rings and heal it.  Jump up and
activate the red plate, and hit all six of them, and you will land and be able
to heal and finish off Ahriman.  Combat and excitement wise, that is the
ending of the game.


[wt.29]
Prologue
Walk on up the ramp while carrying Elika and the first set of credits will
begin to roll as you walk down the hallway.  From here, your guy decides to
send things back to the way they were before you made everything better.  So
run out to the far right tree.  Jump up the wall with the hoop to the fissure
and move to the right.  Wall run to the right, grabbing the hoop and jumping
to the platform.  Chop the tree down and run to the next tree.

Jump up the steps of this one the short platform and jump to the left to the
fissure and move around the corner to the right.  Jump back to the fissure
behind you and move around to the right again.  Jump behind you to the
platform and slice the tree.

Run to the third tree and jump up the wall with the hoop up to the top.  Jump
up the left wall first, then back to the right and grab the fissure.  Jump
back over the wall and slice the tree.

Continue on to the fourth tree and jump up the wall of the big tower with the
hoop on the wall and jump up to the fissure.  Move to the left around it and
wall run on the right, then off the left and jump to the platform.  Slice the
tree.

Now you can head back inside the temple and finish off the last tree.  Now you
have a handful of light seeds that you need to bring back to Elika.  That is
the last you have control of the game.  The second set of credits will start
shortly.










*********************************
*[ex.00]         Extras/Trophies*
*********************************

[ex.01]          Trophy Guide


Master:                          Unlock all trophies
  Self Explanatory

Into the storm:                  Enter the Canyon
  You will receive this just from starting the game.

Saved!:                          Unlock Elika’s Saving Ability
  This you will also receive early on in the game simply from moving through
the story.

Wall Runner:                     Completing the Canyon
  Again, you will receive this early on in the game, after finishing the
intro.

Compass:                         Use the Compass
  Simply mark a destination on the map, and use Elika’s ability to show you
the path.

Heal the Land:                   First Healing
  Simply heal the first Fertile Grounds you come to.

Saviour of the City of Light:    Final Healing
  At the end of the game you will have healed every Fertile Ground, giving you
this trophy.

Now who’s the Hunter:            Kill the Hunter in his Lair
  Self Explanatory and required to finish the game anyways.

Death of a Warrior King:         Kill the Warrior in his Fortress
  Self Explanatory and required to finish the game anyways.

Death of a Concubine:            Kill the Concubine in her Palace
  Self Explanatory and required to finish the game anyways.

Traitor’s End:                   Kill the Alchemist in his Observatory
  Self Explanatory and required to finish the game anyways.

From Darkness… Light!:           Reimprison Ahriman
  This trophy will be awarded to you after defeating Ahriman as the final
boss.

Explorer:                        Explore every part of every region
  This also should be awarded to you by the end of the game just by playing it
through normally.

Block Master:                    Block 50 attacks
  Self explanatory.  Just hold block while getting attacked.

Deflect Master:                  Deflect 20 attacks
  To deflect an attack, press block at the same time an enemy swings at you.

Sword Master:                    Perform 14 hits in one combo
  This can be a very difficult trophy to acquire.  Do this against a boss
early on.  The combo move is Square, Square, Square, Triangle, Square,
Triangle, X, Triangle, Square, Triangle, Circle, X, Triangle, Triangle.  This
may not be the only combo to do this with.

Be Gentle with Her:              Elika saves you fewer than 100 times
  Self explanatory.  This should not be difficult to do, but it may take you
more than one try.

Improviser:                      Use the environment against an enemy
  Against a couple boss enemies, there will be a pillar or the like in the
middle of the area you do battle in.  Just beat your enemy up against it or
throw them into it and you will be awarded with extra damage and this trophy.

Up Against It:                   Win a wall mini-game combat
  I believe this was received in combat when you either pin an enemy to a
wall, or when you are pinned to a wall and it gives you buttons to push.  If
you successfully do it, you should get this trophy.

Ruined Citadel Runner:           Run from the Sun Temple’s Fertile ground to
the Fertile Ground in Windmills in 5 minutes.
  Once the entire Ruined Citadel has been healed, teleport to the Sun Temple.
Mark the Windmills as your destination and follow the path with as minimal
stops as possible.  Of course, you can try this as often as you want and
restart at any time.

Vale Runner:                     Run between the Fertile Grounds in the
Construction Yards and Heaven’s Stair in 6 minutes.
  Once the entire Vale has been healed, teleport to the Construction Yards.
Mark Heaven’s Stair as your destination and follow the path with as minimal
stops as possible.  Of course, you can try this as often as you want and
restart at any time.

Royal Palace Runner:             Run between the Fertile Grounds in the Royal
Gardens and the Coronation Halls in 4 minutes.
  Once the entire Royal Palace has been healed, teleport to the Royal Gardens.
Mark the Coronation Halls as your destination and follow the path with as
minimal stops as possible.  Of course, you can try this as often as you want
and restart at any time.

City of Light Runner:            Run between the Fertile Grounds in the Tower
of Ahriman and the City of Light in 7 minutes.
  Once the entire City of Light has been healed, teleport to the Tower of
Ahriman.  Mark the City of Light as your destination and follow the path with
as minimal stops as possible.  Of course, you can try this as often as you
want and restart at any time.

Warrior Special:                 Dodge the Warrior’s attacks 20 times in one
battle
  It is always easiest to do this early on.  This is all about timing, similar
to deflecting, but worse.  Once you get into a rythm, you will be fine.

Hunter Special:                  Deflect the Hunter’s Attacks 5 times in one
battle
  It is always easiest to do this early on.  Just block at the same time the
hunter swings and you will deflect his attack.  5 times is all you need.

Alchemist Special:               Defeat the Alchemist without using the
acrobatic attack
  It is always easiest to do this early on.  Simply go through the battle
without pressing X.

Concubine Special:               Defeat the Concubine without using a grab
  It is always easiest to do this early on.  Simply go through the battle
without pressing circle.

*NOTE*
The following Light Seed trophies will be just listed here.  A trophy will be
awarded for every 100 light seeds collected, up to 1001 seeds.

Light Seeds Finder
Light Seeds Collector
Light Seeds Provider
Light Seeds Locator
Light Seeds Harvester
Light Seeds Hoarder
Light Seeds Gatherer
Light Seeds Accumulator
Light Seeds Protector
Light Seeds Master

Speed Kill:                      Kill 10 generic enemies before they spawn
  If you hurry to a spawning enemy, you may use a sword attack on it and
defeat the enemy before it finishes spawning.  Do this 10 times to be awarded
this trophy.

Throw Master:                    Throw 10 Soldiers of Ahriman into the pits
  Get an enemy up against an edge with no railing and force him off of the
edge.  Do this to 10 enemies.

Assassin View:                   Find the Assassin’s view
  From the Martyr’s Tower Fertile Ground, run into the larger gap and jump to
the right wall of it.  To know you have the right one, there should be a
fissure just below you.  Slide down to the platform and run around the circle
and to the outside. Follow the path along to the left until you see a beam
sticking out.  Run out onto the beam and you will receive the Assassin View
trophy

Titanic View:                    Find the Titanic View
  A very simple view to find.  Simply teleport to the Machinery Ground and run
onto the beam off the tip of the platform you are on.  This will award you the
trophy.

In Harmony:                      500 coop jumps
  When executing an extended jump with Elika, this is considered a coop jump.
Simply do this 500 times throughout the game.

Precious Time:                   Take one minute to think
  When leaving the temple at the end of the game, stay in the temple and do
nothing for one minute.  This should get you the trophy.

Where’s that Temple?:             Talk to Elika
  Self Explanatory.

Getting to Know You:              Get to know Elika by talking to her
  Talk to Elika More.

Good Company:                     Learn about the world and Elika’s history
  Talk to Elika even more throughout the game.

Climbing to New Heights!:         Find the highest point in the world
  You will find this automatically in the game while on your way to battle the
Alchemist.  You can’t miss it.

Sinking to New Depths!:           Find the lowest point in the world
  This is in a dumb location.  From the temple, facing away, run out a bit and
turn right.  Follow the wall around until you find a small cave and run into
it.  At the end of the cave is the lowest point.

Speed Demon:                      Finish the game in under 12 hours
  This really isn’t that difficult.  Just hustle through the game.  Probably
can get this and the Be Gentle With Her trophy in the same attempt.

To be continued…:                 The end
  You will receive this automatically at the end of the game, during the first
set of credits.

Combo Specialist:                 Find every combo in the game
  This can be a pretty challenging trophy to get.  Below, in the next section,
is the complete combo list.  Keep track of the ones you have gotten, just so
you know.  It is more time consuming than anything.


[ex.02]          Combo list
Square, Square
Square, Square, Square
Square, Square, Square, Square
Square, Triangle
Square, Square, Triangle
Square, Square, Square, Triangle
Square, X
Square, Square, X
Square, Square, Square, X
Square, Circle
Square, Square, Circle
Square, Square, Square, Circle

Triangle, Square, Square
Triangle, Square, X
Triangle, Square, Circle
Triangle, Square, Triangle, Square
Triangle, Square, Triangle, Triangle
Triangle, Square, Triangle, Circle
Triangle, Square, Triangle, X
Triangle, Triangle, Square
Triangle, Triangle, Circle
Triangle, Triangle, Triangle
Triangle, Triangle, X
Triangle, X
Triangle, Circle

Circle, Square
Circle, Triangle, Triangle, Square
Circle, Triangle, Triangle, Triangle
Circle, Triangle, Triangle, X
Circle, Triangle, Triangle, Circle
Circle, Triangle, Square, Triangle, Square
Circle, Triangle, Square, Triangle, Triangle
Circle, Triangle, Square, Triangle, Circle
Circle, Triangle, Square, Triangle, X
Circle, Triangle, Square, Square
Circle, Triangle, Square, Circle
Circle, Triangle, Square, X
Circle, Triangle, Circle
Circle, Triangle, X
Circle, X
Circle, Circle

X, Square, Square, Square
X, Triangle, Square, Square
X, Triangle, Square, Circle
X, Triangle, Square, Triangle, Square
X, Triangle, Square, Triangle, Triangle
X, Triangle, Square, Triangle, Circle
X, Triangle, Triangle, Square
X, Triangle, Triangle, Triangle
X, Triangle, Triangle, Circle
X, Triangle, Circle
X, Circle

X, Circle, X, Square
X, Circle, X, Circle
X, Circle, X, Triangle, Square
X, Circle, X, Triangle, Triangle
X, Circle, X, Triangle, Circle

Circle, X, Square
Circle, X, Circle
Circle, X, Triangle, Square
Circle, X, Triangle, Triangle
Circle, X, Triangle, Circle



[ex.03]          Light Seed Tips
Finding light seeds is a pretty simple task.  From each fertile ground, simply
head down the path towards each connecting area, and once back to the fertile
ground.  If you keep an eye out, it should be no issue.  If you do have a
problem, there is a nice and simple guide for light seeds on gamefaqs.  Me
writing another light seed guide would be redundant.


[ex.04]          Bonus Skins

Prince
  Sands of Time:                    In the Skin Manager section, input the
                                    code: 525858542
  Altair:                           Create or sign into an Ubisoft account
  Prototype Price:                  Downloadable content

Princess
  Farah:                            In the Skin Manager section, input the
                                    code: 525858542
  Jade:                             Beat the game once
  Prototype Princess:               Downloadable content




[li.01]          Contact Information/Legal

I can be contacted by email at sajinor@hotmail.com.

I do not mind being contacted if you need assistance (beyond what the guide
has provided) but please DO NOT contact me for save files or the like,
especially if you can't get a trophy.  Trophies are the reward for finishing
a task.  If you cannot do it, you don't deserve the trophy. I am not going
to do it for you.

Currently this guide may only be used on the following sites:

gamefaqs.com
gamershell.com
supercheats.com
neoseeker.com
cheatplanet.com

If your website would like permission to use this guide, simply e-mail me
with the request.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.  I do not claim this as an
official guide.

Copyright 2008-2009 Steffen Scott