View manual text
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Table of Contents
Continuing the Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Diving Into Action: Quick Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Installing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Starting the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Configuring Game Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Saving Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Making Your Way . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The Start Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The In-Game Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Options Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Overcoming Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Controlling the Prince . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Finding Your Way Around . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Recognizing Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Identifying Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Dealing with Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Combat Mode Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Using a Melee Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Using a Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Staying Alive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Practical Advice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Health and Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Magic Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Control Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
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Continuing the Adventure
INTRODUCTION
Sometimes, it still seems like a dream. You, a beggar boy who stowed away
on a ship bound for faraway lands, have become the Prince of Persia.
When you first stepped foot on the sandy shores of that magical land,
your thoughts were only of your own survival. But from the moment you
caught sight of the Sultan’s beautiful daughter, your heart was captured.
Soon you found yourself fighting for the Princess’ freedom, and your own,
against her father’s many enemies. Through your efforts and devotion, you
won the right to make her your bride. The wedding was a magnificent
celebration, as people the length and breadth of Persia rejoiced at the
vanquishing of the evil Jaffar, and the return of peace to the Sultan’s land.
Not all joined in the festivities whole-heartedly, however. Gazing into the
eyes of your beloved, you scarcely noticed that King Assan, the Sultan’s
younger brother, smiled little during the ceremony, and left before the
wedding feast was finished.
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Once the revels were over, you gradually settled into your new roles as
husband and son. When word came that King Assan was inviting the
Sultan’s family for a visit, you were apprehensive. King Assan was said by
some to be a heavy-handed ruler, and there were vague, but unpleasant
rumors about his behavior, and that of his son, Rugnor. Moreover, whispers
suggested that the Sultan and Assan were not on the best of terms.
Silencing your protests, the Sultan insisted that it would be ungracious to
refuse the invitation. If relations between the two countries were to
improve, these diplomatic opportunities could not be squandered.
Thus you found yourself accompanying the Sultan and your wife on
the trip. At first you enjoyed a change of scenery, spending many hours
wandering the impressive grounds with your bride. The vacation from
your duties was pleasant, and the time alone with the Princess was priceless.
The Sultan and Assan both seemed to relax, as if the visit had sparked a
reconciliation between them. There was no sign of the mysterious Rugnor.
A ll seemed to be going well, until tonight, when
you were invited to view a special entertainment,
deemed unsuitable for the eyes of a married
woman. When the Princess was sent to her
guest chambers, you wanted to join her, but it
would have been insulting to spurn Assan’s
hospitality. You had feared to damage the tenuous
new harmony between the two rulers, so you
consented to be parted. How you wish you had
gone with her instead, etiquette and diplomacy
be damned!.
Throughout the ‘entertainment’ you were distracted with thoughts of your bride, which is
perhaps why you were caught so completely off
guard by the attack. Now, you have been stripped of
your weapons, and your fine clothes, and locked in a
dank dungeon cell. You are many leagues from
home, in an unknown and suddenly hostile land,
armed with only your wits and your courage.
Fortunately, you’ve been in this kind of situation before…
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DIVING INTO ACTION: QUICK START
You can install PRINCE OF PERSIA 3D by inserting the game disc in your
CD-ROM drive, and following the on-screen instructions. If you encounter
difficulty installing the game, or for more detailed instructions, see the section Getting Started, which begins on page 5. Once the game is installed,
double-click on the PRINCE OF PERSIA 3D icon to begin. (You can also start
the game from the Programs menu.) When the introductory sequence ends,
the Start Menu appears. Select New Game and prepare for adventure!
Moving Around
Basic Movement Controls
NumPad 8 . . . . . . . . .Run Forward
s
+ NumPad 8 . . . .Walk Forward/Climb Over Obstacle
NumPad 2 . . . . . . . . . Step Backward
NumPad 7 . . . . . . . . . Sidestep Left
NumPad 9 . . . . . . . . . Sidestep Right
NumPad 4 . . . . . . . . . Turn Left
NumPad 6 . . . . . . . . . Turn Right
NumPad 5 . . . . . . . . . Quick Turn Around
a . . . . . . . . . . . . . . . . Jump Straight Up
C . . . . . . . . . . . . . . . . . Crouch Down
To climb onto a high ledge, you may need to press and hold the a key.
You will jump up and automatically grab the ledge. While holding down the
a key, press NumPad 8 to climb up onto the ledge, or a direction to pull
yourself along a ledge in that direction. Letting go of the a key causes you
to drop. More information about movement can be found in the section
Controlling the Prince, starting on page 13.
Looking Around
As long as you are not in combat, pressing and holding NumPad e
allows you to look around (changing the camera’s perspective). Use the
direction keys to shift the view. You cannot move normally while you are
looking around, but you can look around while hanging from a ledge, if
you continue to hold down the s or a key.
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Combat
Basic Combat Controls
Q or c + NumPad 4 . . . Attack Left
W or c + NumPad 8 . . . Attack Overhead
The tale of the Prince of
E or c + NumPad 6 . . . Attack Right
S or c + NumPad 2 . . . Block
s
+ Q or NumPad 4 . . . Feint Left
s
+ W or NumPad 8 . . . Feint Overhead
s
+ E or NumPad 6 . . . Feint Right
NumPad 5 . . . . . . . . . . . . . Turn to Next Opponent
1 . . . . . . . . . . . . . . . . . . . . . Select Melee Weapon
2 . . . . . . . . . . . . . . . . . . . . . Select Bow/Arrow Type
z
or e
. . . . . . . . . Draw/Put Away Weapon
(Enter/Exit Combat Mode)
When you enter Combat Mode (draw your
weapon), you automatically face your closest opponent, and take less damage from attacks. You cannot
run, jump, climb or use objects in Combat Mode.
You must put away your weapon before you can
perform these actions. To change your weapon, you
must also exit Combat mode. Use the 1 and 2
keys to select either your melee weapon or your
bow. Press a select key repeatedly to choose between
different types of melee weapons, or between various arrows. After releasing the select key, the
currently highlighted weapon is chosen. The
selected weapon is represented by an icon in the
lower right hand corner of the screen. Combat is
explained in detail in Dealing With Enemies beginning on page 22.
Using Objects
If you are near an object that can be picked up or
used, such as a key or lever, press the c key to
take or use it. Note that this does not work if any
other keys are pressed, for example, you cannot
run and drink a potion at the same time. Also note
that if you take a potion, you automatically drink it.
Persia did not begin, of
course, with his capture in
the palace of King Assan.
No, this is only one of
many adventures in the life
of this legendary hero, and
his story has its roots in a
distant country, whose capital was under attack from
the servant hordes of an
unknown enemy…
As the besieging army was
at the gate, the young queen
of this ancient people bound
her son, the prince and heir
to the throne, into a sturdy
wooden cradle. Praying to
all beneficent spirits, she
opened the sluice, and
watched as the cradle spilled
from the moat to the river,
and out of sight.
With the luck that would
stay with the child all of his
days, his cradle lodged safely
ashore, many leagues away,
where the freshwater of the
river met the salt of the sea
in the shadow of a large city.
He grew up with the other
wretched poor, learning to
beg and steal for his living,
and relying on his charm
when his wits failed him.
The memories of pampered
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Getting Started
This section should provide all the help you need to install PRINCE OF PERSIA
3D and begin playing the game. If you encounter technical difficulties, you
can find Troubleshooting information starting on page 35.
SYSTEM REQUIREMENTS
To play PRINCE OF PERSIA 3D, be sure your system meets the minimum
requirements listed on the game box. For optimum game play, we
recommend the following:
Recommended System:
♦ Pentium 266 MHz IBM PC or compatible
♦ 64 MB of RAM
♦ Windows® 95 or 98
♦ 4 x CD-ROM drive
♦ A PCI or AGP 3D accelerator with 8MB RAM
♦ A 100% Microsoft (or Logitech) compatible mouse
♦ Microsoft mouse driver version 9.00 or higher or Logitech mouse driver
version 6.24 or higher
NOTE: This game is not supported on Windows® NT systems. Multitasking
is not recommended when playing PRINCE OF PERSIA 3D
In addition to the basic system requirements, the game requires that DirectX
6 and QuickTime 4 be installed to your hard drive. The option to install
these programs appears during the game installation. At the end of installation, you are prompted to register PRINCE OF PERSIA 3D electronically.
INSTALLING THE GAME
You must install PRINCE OF PERSIA 3D game files to your hard drive and have
the PRINCE OF PERSIA 3D CD in your CD-ROM drive to play this game.
Insert the CD into the CD-ROM drive. When the pop-up window appears,
click on the Install option. If you have disabled the Windows Autorun, or
if it does not function, explore the CD and double-click on the Setup icon.
Follow all on-screen prompts to complete the installation.
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Electronic Registration
If you did not register your copy of PRINCE
OF PERSIA 3D after installation and wish to
do so later: From your desktop select the Start
button, click on Programs, click on the folder that
contains PRINCE OF PERSIA 3D and click on Register
for Free Stuff. Follow all on screen prompts.
Uninstalling the Game
Select the Uninstall option from the Autorun menu,
or choose Settings from the Windows Start menu,
and select Control Panel. In the Control Panel, select
Add/Remove Programs, click on PRINCE OF PERSIA 3D,
and click on the Add/Remove button. The game and all
of its components will be removed from your hard
drive, except for your saved games and preferences.
STARTING THE GAME
Every time the CD-ROM drive is closed with the
CD in place, the PRINCE OF PERSIA 3D Autorun
program displays a menu with the options to run
the game, install DirectX 6, install QuickTime 4,
uninstall the game, or view the README.TXT file.
PRINCE OF PERSIA 3D can also be started by opening the Start menu, selecting Programs, choosing the
folder where the game was installed and clicking
on the PRINCE OF PERSIA 3D program item.
Note: Screen saver utilities should be turned off
before starting to play PRINCE OF PERSIA 3D
For complete and specific “how to play” information, please refer to the rest of the manual. Some
changes may have been made too late to include in
this manual. Please read the README.TXT file in your
game directory for more information.
luxury and security faded
into vague longings.
By the verge of manhood,
the boy had made a name
for himself with his quick
tongue, rapid hands and
faster feet. He had tired of
the city of his childhood,
and to be honest, it had tired
of him. Dreaming of adventure, and running from the
city guard, he stowed away
on a ship heading for the
mysterious dune-covered
coast of Persia. He was
armed only with a stolen
sword, but his heart was full
of youthful hope.
He found a land shrouded
in darkness. The Sultan of
Persia was away, fighting a
war on foreign soil. His
loyal people struggled to pay
the heavy taxes imposed by
the Sultan’s regent, the
Grand Vizier Jaffar.
Some say the boy gained
entrance to the palace by
claiming to be royalty from
a visiting land. Dressed in
borrowed finery, he dined
with Jaffar himself. Later,
curiosity made him seek out
the Sultan's daughter, who
had been hidden from the
sight of man. A simpler
version of the tale alleges
that he scaled the high wall
of the forbidden garden by
chance, (while escaping
from the law). All stories
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CONFIGURING GAME CONTROLS
Using a Different Controller
If you are going to use a gamepad or other game controller to play PRINCE OF
PERSIA 3D, make sure that it is configured to work with Windows. To do this,
open the Control Panel and click on the Game Controllers icon. If your device is
listed under Controllers, it should work with PRINCE OF PERSIA 3D. If it isn’t on
the list, see Setting Up a Game Controller, on page 36 in the Troubleshooting
section. Note that joysticks are not supported by PRINCE OF PERSIA 3D.
The default keyboard commands are given throughout this manual. For
information on the default command assignments for other game controllers, see the Control Summary starting on page 41.
Navigating Menus
You can navigate the menus in this game either with the mouse or keyboard. In this manual, the term click means moving the mouse pointer to
the desired area on the screen and pressing the left mouse button. Rightclick means moving the mouse pointer to the desired area and pressing the
right mouse button. Double-click means clicking twice in quick succession.
You may also select different menu items using the keyboard. Press the t
or NumPad direction keys to highlight your selection, and then e
to
activate it. q exits most screens.
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Remapping the Keyboard and
Other Controllers
To remap the controls, choose Options from either
the Start Menu or In-Game Menu, or press 4 .
Choose Controls from the Options Menu, and click
on Configure Controls.
At the top of the screen is a toggle to choose the
Controller to configure. Below that is a scrolling
list of Commands. Each command can be given to
two different control assignments. Click on the
Primary or Secondary slot next to a command and
press a new button or key to change that command’s assignment. If that key or button is already
assigned, its original assignment is cleared. Press
q to leave that command unchanged. q and
the function keys cannot be reassigned.
When you have finished configuring your controls, select OK to save your changes, or Cancel to
discard your changes and return to the Options
Menu. Click on Restore Defaults to return all commands to their original assignments. You will not
be allowed to exit this screen if you have left any
commands unassigned.
SAVING GAMES
PRINCE OF PERSIA 3D requires space on your hard
drive for saved games and temporary files. Each
saved game takes up 30KB of hard drive space.
Note: Save often!
As you play PRINCE OF PERSIA 3D, your game is saved
automatically at the successful completion of each
level. If you want to save at any other time, press the
q key and select Save Game from the In-Game
menu. You can also press 6 to Quick Save at any
point during the game. Press 9 , at any time, to
load the latest Quick Save file. Please note, each
Quick Save overwrites the previous Quick Save.
agree, however, that when
he spied the Princess standing in the moonlight under
the spreading limbs of a
tree, he fell instantly in
love. His boldness, sincerity and handsome face
enchanted her in turn.
But disaster struck. The
Vizier was an ambitious
man, conspiring to usurp
the throne in his lord’s
absence, and force the
Sultan’s beautiful daughter
to marry him. When he
surprised the couple together
in the garden he flew into a
rage, had the boy thrown in
the dungeons, and dragged
the Princess to her tower
room. Conjuring an hourglass, Jaffar gave her but
one hour to make her decision: marry him, or die.
Far below her feet, the
Princess’ beggar suitor was
in quite a predicament.
Although he easily escaped
his cell, he was without a
weapon. It took luck and
ingenuity to bypass guards
and dodge traps until he
could find a sword, and
from that point forward he
barely had a chance to
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Making Your Way
When the game begins, an opening introductory
movie is played. Press any key to bypass the cinematic.
When the movie finishes, the Start Menu appears.
THE START MENU
The Start Menu is only available when
you first start PRINCE OF PERSIA 3D.
Here you find several items to help
you start or load a game and configure
your system.
New Game
This option begins a new game.
You start deep in Assan’s prisons
armed only with your wits.
Good luck!
Load Game
The Load Game Menu can be
reached from either the Start
Menu, the In-Game Menu, or
by pressing 3 .
On one side of the screen is a scrolling list of saved games. Saved games are
displayed in chronological order, with the most recent first. Highlight a save,
and a mini-screenshot of the save point is displayed. Double-click to load a
save, or click on the Load button (press e ) to load the highlighted save.
Clicking on Cancel (or pressing q ) returns to the previous screen.
Options
The Options Menu can be reached from either the Start Menu, the In-Game
Menu, or by pressing 4 . There are several categories of options, each with
a separate sub-menu: Graphics, Sound and Controls. These screens are explained
in more detail in The Options Menu section beginning on page 11.
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Play Cinematics
If there are no saved games, selecting Play Cinematics
starts the introductory movie automatically. Otherwise, this option brings up the Show Movies
Menu, from which you can replay movies you
liked, and watch scenes you may have skipped by
hitting the z
.
sheath it. Jaffar had been
planning his coup for some
time, and the soldiers of the
palace were utterly loyal to
him. Still, he battled fiercely,
somehow sensing that he
didn’t have much time.
On one side of the screen is a scrolling list of available cinematics. A movie will not appear on this list
until it has been played in the game. Highlight a
scene, and a still shot representing that movie
appears. Double-click to play a cinematic, or click on
the Play button (press e ) to view the highlighted
scene. When the movie has finished, the Show
Movie menu reappears. Clicking on Cancel (or
pressing q ) returns to the previous screen.
When he had fought his
way out of the dungeons,
and the only path to the
Princess lay behind a mysterious mirror, he fearlessly
jumped through it, expecting to be cut by the glass.
Instead he passed through
the mirror with a sickening
wrench. Looking quickly
back, he saw a shadowy
figure fleeing in the opposite direction. Having no
time to ponder the riddle,
he plunged on, though
strangely weak. With a
combination of stealth and
ferocity, he battled his way
up the tower.
Credits
This choice brings up the credits for PRINCE OF
PERSIA 3D. Press any key to exit the credits and
return to the Start Menu.
Quit
Select this option to exit the game and return to
your Windows desktop.
THE IN-GAME MENU
The In-Game Menu is accessible at any time
during play by pressing the q key. The q
key also returns you to the game. The In-Game
Menu is similar to the Start Menu, but it has
two additional options:
Save Game
The Save Game Menu can be reached from the
In-Game Menu, or by pressing 2 .
He was only a few doors
from his goal when he
encountered the shadow
man again. They each drew
their swords together, and
attacked. Yet each blow the
boy struck was like hitting
himself, and the silent figure showed no pain.
Finally, half-desperate, halfinspired, the lad sheathed
his sword, waited for the
shadow to do the same,
and then leaped at his
opponent. In another dizzy-
On one side of the screen is a scrolling list of
previously saved games, if any. Saved games are
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displayed in chronological order, with the most recent first. The level, date
and time of the save are given below its name. Next to the list is a miniscreenshot of the game currently being saved. Highlight a save to copy over
that save, or select the Empty Slot to create a new save. You are prompted to
input a name and click on Save (press e ) to save the game, or click on
Cancel (press q ) to return to the previous screen. You can also press 6
to Quick Save at any point during the game. Additionally, the game will auto
save after the successful completion of a level.
Restart Level
This returns you to the beginning of the current level. You start with the
same health, weapons and inventory with which you began the level.
THE OPTIONS MENU
The Options Menu can be reached from either the Start Menu, the
In-Game Menu, or by pressing 4 . There are several categories of options
settings. When you have finished adjusting them, press Accept to confirm,
or Cancel to reject your changes and return to the previous screen.
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Graphics
Resolution: Higher resolution graphics require a
more powerful processor and/or 3D accelerator.
Brightness: Brighten the overall tone of the graphics for scenery that is easier to see, or darken for a
moodier setting.
Contrast: Increase the contrast to make details
stand out, or decrease for a smoother, more
mysterious feel.
Gamma: Increase the intensity of color, if the
graphics seem gray, dulled, or too dark; decrease
if the colors are too vivid or washed out.
Level of Detail: The more detailed your graphics,
the greater the demand on your processor and
3D accelerator.
Sound
Music and SFX Volume: Control the relative volume levels of the soundtrack and special effects.
Reverse Stereo: If your speakers seem to be playing sounds on the wrong side (for example a
block falls to the left, but you hear the crash from
your right speaker) enabling this option will correct the problem.
Test: Play a sample of sounds to test your settings.
Controls
Reverse Controls When Backing Up: Enable this
option if the controls when you are backing up
seem backward.
Configure Controls: Brings up another screen, from
which you can change the default configuration of
your keyboard and other controllers. For more
detailed information on configuring your controls,
see Remapping the Keyboard and Other Controllers
starting on page 8.
ing lurch, the shadow disappeared, seeming to be
absorbed into the boy, who
suddenly found himself
stronger than ever!
With his increased power,
he easily defeated Jaffar,
battling the fiendish sorcerer back until he plunged
to his death. He rushed to
the Princess’ side, and the
couple was reunited. But of
course, no story of such true
and abiding love could be
so simple…
The pair were married in a
ceremony celebrated
throughout Persia. Yet only
a few days passed before the
next threat to their happiness
appeared. On a day like any
other day the new Prince
entered the main audience
hall of the palace and went
to greet his bride and her
father. They did not recognize him! Looking down at
himself, he realized he had
the clothing of a pauper, and
a man stood at their side,
identical in appearance to
the Prince. When he tried to
question what was happening, the imposter demanded
that the Sultan’s guards seize
the Prince, and they moved
to obey his orders.
Still unsure what was happening, but unwilling to
become a captive yet again,
the Prince jumped out a
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Overcoming Obstacles
The path of true love is never smooth. In this section are given detailed
instructions on how to move around in PRINCE OF PERSIA 3D, as well as
information on the types of traps, enemies, and other hurdles you may
encounter in your travels.
CONTROLLING THE PRINCE
Comprehensive Non-Combat Controls
NumPad 8 . . . . . . . . . . . . . Run Forward
s
+ NumPad 8 . . . . . . . Walk Forward/Climb Over Obstacle
NumPad 2 . . . . . . . . . . . . . Walk Backward
NumPad 7 . . . . . . . . . . . . . Sidestep Left
NumPad 9 . . . . . . . . . . . . . Sidestep Right
NumPad 4 . . . . . . . . . . . . . Turn Left
NumPad 6 . . . . . . . . . . . . . Turn Right
NumPad 5 . . . . . . . . . . . . . Quick Turn Around
a . . . . . . . . . . . . . . . . . . . . Jump Straight Up/
Dive Underwater
a + Direction . . . . . . . . . . . Jump in that direction
C . . . . . . . . . . . . . . . . . . . . . Crouch Down
Num e
c
. . . . . . . . . . . . . Look Around
(Change Camera
Perspective)
. . . . . . . . . . . . . . . . . . . Pick Up/
Use Nearby Object
Run: This is your normal loping stride. It is somewhat noisy, and you don’t
always have time to spot dangerous terrain when you are running.
Walk: A quick tap on these keys moves you one step, holding one down
allows you to move forward or backward one step at a time until it’s
released. You have a better chance of negotiating certain types of trap safely
and of sneaking by guards if you are walking.
Sidestep: You can sidestep either to the left or right.
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Turn: You can use these keys to pivot in place, or
you can press one while running or walking to
veer in that direction.
Quick Turn Around: If you are standing or
walking, pressing the quick turn around key makes
you do a quick standing 180 degree turn. If you are
running and press this key, you will make a sliding
quick turn around.
Climbing: You automatically step over small
obstacles. If you stop at a barrier, turn to face it,
and press s and NumPad 8. If you can, you
will climb over the larger obstacle. If the obstacle
seems too tall to climb over (taller than the
Prince), you may need to jump up to it.
Jumping: You can jump straight up by pressing
the a key. You may also jump forward, backward, or to either side by pressing the a key and
a NumPad direction key. For additional distance,
you can jump forward while running. If you press
and hold the a key, you will attempt to grab
onto any nearby ledge as you’re jumping. While
continuing to hold down the a key, press
NumPad 8 to climb up onto the ledge, or
another direction to pull yourself along a ledge in
that direction. Letting go of the a key causes you
to drop. There are times when you will be able to
jump up to an object, but not climb on top of it,
either because there is something in the way, or
because it is too narrow to balance on.
Scaling Ropes and Poles: There are three types
of ropes and poles that you may encounter in your
travels: anchored (unmoving) vertical ropes and
poles, anchored horizontal poles, and swinging
ropes. To climb either type of anchored rope or
pole, you can either jump up to grab it, like a
ledge, or simply walk over to it and press s .
You will climb onto the rope or pole. Direction
keys allow you to control your movement on the
rope, either up and down, or left and right. It is
possible to swing on some anchored horizontal
ropes, by pressing and holding NumPad 8.
nearby window and raced
through the streets of the
capital, with the palace
guards hot on his heels.
Seeing no other means of
escape, he headed for the
docks and with a prodigious
leap, caught the railing of a
departing ship. In a matter
of minutes, he had been
returned to his humble
beginnings, a stowaway on
a ship heading for an
unknown land.
His misfortunes did not end
there, but perhaps it was all
part of a divine plan. The
ship he caught was swept
up in a tempest and dashed
against the rocks of a
deserted island. There, in
the forgotten hideout of a
band of pirates, he discovered a magical carpet,
which carried him away to
a far off mountain range.
He had been having
visions, a woman’s voice in
his head warning him that
all was not well in Persia,
and that something had
happened to his bride.
When the carpet landed at
a crumbling fortress, high
atop a mountain, he recalled
that voice, and how it urged
him to come to it. From his
first step inside the ruined
palace, he had an eerie
sense of familiarity. A
strange ‘S’ sigil had been
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NumPad 5 turns you around on these types of ropes. Releasing a or
s launches you away from the rope, to hopefully land on a nearby ledge
or walkway. Swinging ropes behave somewhat differently. You must jump
onto the rope, which then begins swinging. Releasing a makes you let go
of the rope, and you will fly in the direction momentum is carrying you.
Swimming: You can run or walk through shallow pools of water, depending on the depth, but in deeper pools you automatically start treading water.
While treading water you can use the direction keys to push yourself
around normally, or, if the water is deep enough, you can use the a key
to dive. If you fall into water, you automatically plunge under the surface.
While underwater, movement is different. Pressing NumPad 8 tilts you
down, NumPad 2 tilts you up. NumPad 4 and NumPad 6 turn you
in either direction. Press a to stroke forward. To get back above water,
you need to tilt yourself up, and swim toward the surface. Your stamina
has been strengthened from years of travel and adventure, but you can’t
hold your breath indefinitely. While you are underwater, your normal red
health bottles are replaced with blue ones, which
slowly drain as you run out of air. If you are still
underwater when the last bottle empties, you
will drown.
Crouching and Crawling: If you
press C, you drop into a crouch. You
remain in this position as long as you
press C, and you can press a direction
key to start crawling. You cannot
sidestep, jump or climb while
crouching down.
Looking Around: As long as you are
not in combat, pressing and holding Num
e
allows you to look around (changing
the camera’s perspective). Use the direction
keys to adjust the view: NumPad 8 and
NumPad 2 shift the perspective up and
down, while NumPad 6 and NumPad 4
rotate the perspective clockwise and counterclockwise. You cannot move normally
while you are looking around, but you
can look around while hanging from a
ledge, if you continue to hold down the
s or a key.
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FINDING YOUR WAY AROUND
painted above the door, and
hideous floating demon
heads, animated by some
kind of perverse necromancy, inhabited the place.
Once you’re moving around you may quickly find
yourself in a precarious situation. Doors open and
gates slam shut, pools of water and heart-stopping
drops are around every corner. Following are
some common features you may encounter, and
some suggestions on how to deal with them.
Opening Doors
Some gates and doors are already unlocked. These
will open automatically as you approach them. If a
given door doesn’t open, or slams shut, it is likely
either locked, or controlled from a nearby switch.
Search around in adjacent corridors for floor plates,
or other triggers that may open the door. Keep your
eyes and ears open, and if you’re stumped, you can
try observing the actions of patrolling guards for
clues on how to escape.
What the prince learned as
he explored that haunted
citadel both saddened and
astonished him. In a dusty
passage, he found a gleaming
sword. As he picked it up, a
vision struck him. He suddenly saw the hall as it had
been in its glory, and the
woman whose voice he had
been hearing stood before
him. She revealed to the
Prince that this ruined
fortress was once the capital
of a land ruled by his father.
This woman, the queen, was
his mother, who had sent
him to safety on the river
waters many years ago, then
returned to die at her husband’s side. She demanded
that her son seek revenge for
the death of his people.
Waking from this dream,
he labored on, uncertain
how to satisfy his mother’s
request, and still determined
to return to Persia and his
bride. He found a marvelous statue of a horse,
untouched by the decay that
marred the rest of the
fortress. It came to life when
he jumped on its back, bearing him to a mysterious
temple of hostile priests.
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Keys and Other Objects
From time to time you may come across keys, amulets and other small
items whose purpose may not be readily apparent. Pick them up anyway.
By close observation of your surroundings, the usefulness of any object will
be discovered in time. For example, you may take a key off of a guard, and
then later find a locked door. Press c while standing in front of the door,
and if you are holding the correct key, the door will open. You can hold
multiple items at once. Please note that you will not need to bring items
from one level to another. If you find a potion, be aware that by picking it
up, you also commit to drinking it. More information about potions can
be found under Magic Potions on page 33, in the section Staying Alive.
In addition to objects you can take, you may also find levers, switches and
other items that can be used, by pressing the c key. These objects often
contain clues to navigating the labyrinths of dungeons and palaces you’re
traveling in. Certain objects, such as boxes and blocks of stone, cannot be
taken but they can be moved. You can push them forward, or pull them
backward, by moving up next to them, and pressing c plus a NumPad
direction. Don’t be afraid to experiment.
Unconventional Exits
The way out isn’t always through the door. You didn’t get this far by always
taking the conventional path. Keep your eyes open for loose ceiling tiles,
trap doors, pools of water and other possible means of egress.
RECOGNIZING TRAPS
When there is something you need, or somewhere you have to go, there are
certain to be lethal traps along the way. The devious possibilities often seem
limited only by the imagination of their demented creators, but fortunately,
there are also a few time-honored traditions that no dungeon seems to be
without. Following are descriptions of some of the more common snares.
Dangerous Terrain
The ground itself can be a hazard. Burning coals, caltrops, trap doors, and
other dangers await the unwary traveler. Most of these types of traps aren’t
immediately deadly, but they can be hard to spot, especially if you’re running.
Often the only way to avoid being hurt is to carefully jump over, or climb
around them. Keep in mind though, that hidden pits and similar traps may
conceal an alternate route, if you can manage to trip these traps without too
much harm to yourself.
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Moving Blades
There are almost as many ways to rig a springloaded blade as there are adventurers to lose their
heads to these fiendish devices. Sickles mounted on
rotating poles or sheets of razor sharp metal opening and closing like the jaws of a beast are frequent
variations. Most of these terrifying traps can be
avoided though, with quick feet and a little thought.
Some can be jumped over or ducked under, while
others move in a pattern that can be timed.
Unfortunately, the price of failure is usually death.
Unable to turn back, since
his magical steed had
turned to stone once again,
he battled to the central
tower of the temple, where
a large blue flame burned.
Spikes, Darts and other Projectiles
Then, if the stories can be
Patterns of holes on the ground or wall warn of a
spike or arrow trap. They are easily spotted, if you
know what you’re looking for, but bypassing these
traps can be difficult. If spikes thrust out, carefully
jumping over them, or sticking to a far wall, may be
sufficient. But if darts fly instead, only fast reflexes
are going to save you from a painful skewering, and
some of these missiles are coated in poison.
believed, he was struck
down by a guard and died.
At the point of death, his
shadow self emerged from
his body and touched the
flame, absorbing it, then
returned to the Prince’s
corpse, and reentered it,
thus resurrecting him.
Floor Triggers
The click of a floor trigger sends a shiver into the
heart of any adventurer, but the most important
rule to remember is keep moving! These types of
traps often release gouts of flame or falling rocks
onto anyone standing there at the time, but there is
often a brief pause between tripping the snare and
suffering the effects. If you are running, or jump
out of the way, you may bypass the trap entirely,
and woe to anyone following close behind!
Filled with this holy fire he
was suddenly venerated by
the eagle-headed priests
who had minutes before
tried to kill him (and succeeded). The Prince was
escorted to the magical
horse, which now consented to return him to
Persia. Landing on a high
tower, he entered to discover Jaffar waiting inside!
There was no explanation
to the warlock's mysterious
return from the dead;
indeed, there was no time
for explanations of any sort.
The Prince began to attack,
but the foul sorcerer quickly
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IDENTIFYING ENEMIES
Wherever you go, you are bound to meet opposition. Following are
descriptions of a few of the more common figures that oppose you
and your goals.
Guardsmen
Guarding doors and hallways, from the depths of
the dungeons, to the highest towers of his
palace, are Assan’s soldiers. Some are merely
doing their job, and are no more cruel or violent than any mercenary, while others have
fully embraced the vicious ruthlessness of
their master. All are utterly faithful to Assan,
because any hint of disloyalty in the past has
merited death. You can expect no mercy in
combat with these driven warriors.
However, as with every army, the quality of
these soldiers varies greatly from unseasoned
recruits to expert sword and spearmen. The
cream of King Assan's forces guard the upper
levels of his palace.
Black Market
Bandits
Even at the edges of respectable sokas, or marketplaces, treacherous scum can be found, waiting to
prey on the rich and unwary. In those areas that
deal in stolen and illicit goods, such thieves and
cutthroats are everywhere! The menacing stares
and tattoo- bedecked bodies of these Bandits
clear a wide berth in the stalls and alleyways of
the market, and meeker denizens of the
underworld see them as both a hazard and a
defense. Patrolling their district as doggedly as
any city guard, Black Market Bandits are quick
to attack with sword or staff, targeting anyone
who doesn’t belong, who might draw the attention of the authorities, or who seems to be
carrying anything of value.
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Silt Devils
Wherever death mingles with decay and
corruption, foul beasts
can arise, taking on a
life of their own.
Some say these socalled Silt Devils are
the work of evil sorcerers, others say that they
create themselves,
mutating from sewer
rats and fish who feed in the squalid depths. Most
of these monsters possess both hands to wield
their rusty swords and legs to carry them out of the
choked waterways of their birth. Because of their
amorphous shape and composition, Silt Devils are
difficult to damage and, perhaps because they feel
no pain, they only cease fighting when
they have been hacked into bits.
Roustabouts
Dirigibles dominate the skies
above Persia, providing luxurious travel for the elite. A
strange breed of workers has
evolved to man the magical
crafts; they live and die without ever setting foot on land.
It is said that, although their
ancestors were ordinary dockworkers, these Roustabouts
scarcely resemble anything
human. They wrap their hands and prehensile feet
in bandages to protect them from blistering on the
hemp rope, and rags cover their faces to shield
them from dust and debris. These hulking ape-like
figures are equally adept at scuttling up and down
cables, or tramping across wind-tossed decks.
Roustabouts make their home in the bowels of the
dirigibles, maintaining the machinery that keeps the
airships aloft. They fiercely guard their territory with
whatever weapons happen to be at hand.
cast a spell, trapping the
Prince in a waking nightmare world. Only by
freeing the shadow within
him, was he able to survive.
At the moment the shadow
man chased down the
dream-Jaffar and incinerated
him with a blue fireball, the
Prince awoke to see Jaffar
burning in front of him into
a pile of foul smelling ash.
Collecting the ashes carefully in a jar, and sealing it,
the Prince went to wake his
Princess, who had been
cursed with sleep when she
began to suspect the
imposter was not her
beloved husband. They had
no way of knowing that an
evil witch, one whose sigil
would be familiar to the
Prince, was the one responsible for Jaffar’s return, and
his increase in power. She
had been foiled for the
moment, but new plots
were set in motion even as
the Prince was occupied in
setting to right the wrongs
Jaffar had done in his
name. Although, the next
trial the Prince and Princess
were to face was the fault
of the Sultan’s brother
Assan, as you already
know, the witch had not
yet given up her personal
vendetta… but that is a tale
for another time.
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Demons
Any malicious and mysterious spirit that
has no other name is called a Demon.
They have as many depictions and
arcane powers as there are tales to be told,
but one story recently gaining in popularity is particularly gruesome. It describes a
twisted and malignant creature, twice the
size of a man, but almost skeletally thin,
with rough skin like sloughing gray
bark. This Demon and others of its
breed are said to have been
spawned from the suffering of a
dying people, and they wander the
ruins of a lost city, hunting for
revenge with axes dripping in blood.
Although such accounts are probably
exaggerated, the wise traveler is cautious
and defensive when traveling in forbidding climes.
Darkhold Assassins
Though they rarely leave their mountainous
fortress, Darkhold Assassins are known as
heartless butchers who have been gathered into the service of a mysterious
sovereign. The skill of these hired
killers is whispered of throughout
the neighboring lands, and tales
of their misdeeds grow with
every passing year. Peasants make
the signs to avert evil at the mention of their name, and none dare
to wear clothing of purple and black,
because those are the colors of the
Darkhold’s cadre. Even if the murders attributed to them have been
exaggerated ten-fold, the
Assassins are a formidable force.
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Dealing with Enemies
Of course, you will find that often the most difficult obstacles you face in
your travels are the allies and minions of your enemy who block you, it
seems, at every turn. Battles in PRINCE OF PERSIA 3D are won with precise
timing and knowledge of your weapons’ capabilities. While some enemies
can be defeated simply by slashing relentlessly, most adversaries must be taken
more seriously, with regard for their individual strengths and weaknesses.
When you draw a weapon, you drop into a distinct Combat Mode, during
which the camera view shifts slightly, and movement control changes. You
automatically orient yourself towards the enemy you are fighting, and all
attacks and blocks only affect that opponent. The health of your current
opponent is shown on the right side of the screen, as a row of blue bottles.
When the last of these bottles is drained, your opponent dies.
COMBAT MODE MOVEMENT
Combat Movement Control Summary
NumPad 8 . . . . . . . . . Step Forward
NumPad 2 . . . . . . . . . Step Backward
NumPad 7 . . . . . . . . . Sidestep Left
NumPad 9 . . . . . . . . . Sidestep Right
NumPad 5 . . . . . . . . . Turn to Next Opponent
1 . . . . . . . . . . . . . . . . . Select Melee Weapon
2 . . . . . . . . . . . . . . . . . Select Bow/Arrow Type
z
or e
. . . . . Draw/Put Away Weapon (Enter/Exit Combat Mode)
Step: A quick tap moves you one step; holding down these keys allows you
to move forward or backward one step at a time until you release the key. A
step in melee is obviously a smaller and more careful step than that you
would take when running down a hallway.
Sidestep: You can sidestep either to the left or right, usually to avoid an
opponent’s strike. When you sidestep, you do not move totally perpendicular to your current position; instead you keep yourself at the same distance
to your opponent, walking in a circle around it. You automatically turn to
face your opponent. Be careful! When you sidestep you tend to avoid
attacks that come from the center or the opposite side, but you will take
extra damage from attacks coming from the same side (since you’re essentially walking into them).
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Quick Step: If you double-tap a direction key, you take a large, quick step,
instead of a small cautious one.
Turn to Next Opponent: If you are faced with multiple opponents, hitting the NumPad 5 key turns you toward the next opponent. Remember,
you only damage the opponent you are facing.
Select Weapon: To change your weapon you must first exit Combat
Mode. Pressing these keys allow you to switch between your melee weapon,
and your bow, if available. If you select the bow, the bow is the weapon
drawn when you enter combat. If you press a select key repeatedly, you can
select either between different types of melee weapons, or between various
arrows. Your currently selected weapon appears in icon form at the lower
right hand corner of the screen when you’re not in combat.
Put Away Weapon: Putting away your weapon returns you to normal
movement mode. However, without a weapon in hand (Normal Mode),
every blow can be life-threatening, and it takes precious seconds both to put
away a weapon, and to draw it again, during which time you are extremely
vulnerable. Be careful not to put away your weapon unless you are sure you
are out of reach of your opponent, and can make a quick getaway.
USING A MELEE WEAPON
Melee Weapon Control Summary
Q or c + NumPad 4 . . . . Attack Left
W or c + NumPad 8 . . . . Attack Overhead
E or c + NumPad 6 . . . . Attack Right
S or c + NumPad 2 . . . . Block
s
+ Q or NumPad 4 . . . Feint Left
s
+ W or NumPad 8 . . . Feint Overhead
s
+ E or NumPad 6 . . . Feint Right
Although you begin your adventure weaponless, you will acquire different
melee weapons along the way. The same key commands are used to control
each weapon, and they perform a set of similar moves, such as striking and
blocking. These basic moves are described next, but the details of each
weapon’s strengths and weaknesses, along with specific strategies for using
and defending that weapon, can be found in following sections.
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Attack Left: From a neutral position, you raise your weapon over your left
shoulder and bring it in front of you in a wide arc.
Attack Right: From a neutral position, you strike with your weapon in
an arc from right to left. The blow is quicker than an Attack Left, but does
less damage.
Attack Overhead: From a neutral position, you raise your weapon up
over your head and then bring it down in front of you (hopefully) on
the skull of your opponent. It is usually the slowest attack, but it does the
most damage.
Block: If an opponent is attacking and you hit the block button, you block
in the same direction that the opponent is attacking. However, if you hold
onto the block button after the attack, you continue to block in that same
direction; you don’t automatically adjust your block for different attacks. If
you press the block button when your opponent is not attacking, then you
just block in a random direction. When you successfully block an attack,
you are pushed back a little, unless your back is already to the wall.
Feints: The s key plus an attack allows you to start an attack, but
quickly stop, ideally luring an opponent into a block. For example, following
up a left feint with a right slash could cause considerable damage if you
draw your opponent off guard.
Counterattacks
If a combatant launches an attack and that attack is blocked, it takes a small
amount of time to recover and get back into a neutral position. During
this time period, the blocking combatant has an opportunity to perform a
counterattack. These attacks occur quicker than normal attacks, although
they can still be blocked if you have your wits about you. Counterattacks
do less damage than normal attacks, and to be executed successfully, they
must be attempted immediately after you parry. Overhead attacks cannot be
countered. If you find yourself blocking on the left hand side, try counterattacking to the right (and vice versa).
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The Basics of Combat
It may not be surprising to learn that the essentials of combat are simply
common sense.
♦ Use movement to your advantage; in battle, it is often not the fastest
hands, but the fastest feet that win the contest!
♦ You have to learn to block effectively, since just a few hits from a sword
can ruin your day. You know you are outnumbered, so be patient and
make your kills clean. If you take several hard blows from everyone you
face, you aren’t going to last long.
♦ Avoid hitting the same keys over and over again. Not only do your
attacks become predictable, and easily blocked, but it also does not use
the full range of your skills. You are not a muscle-bound bruiser, flailing
away at whatever is in front of you. You have trained to be accurate,
swift and precise.
♦ By using a mixture of feints, attacks from every angle, blocking and footwork, you maximize your advantages. Although some enemies are easily
slain, if you do not practice good technique, you will be out-matched
against more skilled opponents.
♦ Be aware that you cannot scale walls, jump gaps, or climb over any large
obstacles unless you first put away your weapon.
♦ Experiment with your weapons — each has its own unique special moves.
♦ You can attack an opponent’s unprotected flank by sidestepping a strike
and attacking before they have a chance to turn and face you.
♦ Keep in mind the strengths and weaknesses of each of your weapons. You
may find that you are more comfortable facing a swordsman with a staff,
or a knife-fighter with your sword.
♦ Try a range of styles, being both cautious and aggressive, with all your
weapons. The same tactics will not work for every opponent.
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The Art of the Sword
In the beginning, all you had were your wits and a stolen sword. Although
you’re older now, and more experienced with a variety of weapons, the long
blade is still the most versatile and comfortable in your hands. The common
scimitar has a decent reach, and its curved edge is weighted for reasonably
fast, powerful, arcing strokes. In a match against a similarly bladed enemy,
you should take full advantage of the sword’s mobility and your own.
Against a cautious opponent, strike quickly, varying the pattern of your
strokes to find openings in their defenses. A more aggressive enemy
requires you to move about, side stepping attacks, and blocking when necessary until they make a mistake you can capitalize on.
Patience is even more important when you face an enemy armed with a
spear or staff. These large weapons tend to hit hard, so any blunder is
bound to be painful. Concentrate at first on staying out of their way, while
occasionally feinting to try and draw them into a block. Strike only when
you are reasonably sure of succeeding and then press the advantage, stepping closer and launching a follow-up attack if possible. Once they are
reeling from your blows, don’t let up. But if your opponent gets a chance to
recover, revert to a cautious stance and wait for your next chance.
Against someone with a small, fast weapon, utilize your greater reach.
Don’t be afraid to backpedal, strike, and back up again, staying just far
enough away that they can’t launch an effective attack. Try feinting, and
see if you can create an opening, and don’t forget to counter-attack when
you block their blows.
Wielding a Staff
Polearms come in all shapes and sizes, but a popular new innovation is a
telescoping staff, that compresses into an easier-to-carry 3-foot pole. When
needed, the spring-loaded ends can be extended to become a 6-foot stave.
This metal pole has a longer reach than a sword, and its weight gives it an
impressive punch, but unfortunately, it is also generally slow. However,
when your staff attack is blocked, you can sometimes use your enemy’s
weapon as a fulcrum, and spin your stave in the opposite direction for a
surprise attack. A blocked left attack can easily be turned into a right-side
attack. Similarly, a blocked right attack can be turned to a left-side attack.
Polearm vs. polearm tends to be a defensive battle, a good strategy, considering how hard a blow from a staff is! Try sidestepping occasionally, instead of
always blocking, and use feints to pull your enemy to the wrong side. Wait
for your opponent to be out of position, and then strike.
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In contrast, footwork is the primary defense of a staff-fighter facing opponents with swords, knives, and other short, fast weapons. Fortunately, a
lifetime spent dodging traps has gifted you with grace and speed. All you
have to do is use it. Since your weapon is slower, try to avoid opponents’
swings with backpedaling and quick sidesteps, rather than blocks that can
leave you vulnerable to a quick second blow. This also frees your weapon to
take advantage of counter-attack opportunities, since you can stop in midstride to strike, but you can’t abort an attack to dodge out of the way.
Two Blades Can Be Better Than One
The double blades of the assassin are short, tri-point knives that wrap
around each hand. They can be deadly in the grasp of a skilled warrior,
being much quicker than other weapons, and naturally one of their primary
advantages is the ability to do two things at once. When blocking only
one hand is needed, leaving your other knife free to make a lightning fast
counter-attack. You can also try launching a left and right attack simultaneously — after all, only one weapon at a time can be blocked. Unfortunately,
double blades sacrifice power for speed and versatility, and their reach
doesn’t extend much beyond the end of your fist, which can limit the
effectiveness of the weapon.
A knife fight can be an exciting challenge, where each life is totally reliant on
speed and strategy. Every aspect of quickness is involved, from fancy footwork
that can make the contest almost like a dance, to blinding combinations of
strikes intended to find and exploit any weakness in the opponent’s defense.
The lighter blows are more forgiving of mistakes than battles with larger
weapons, and ultimately victory is yours when you can read your opponent
better, and feel when the time is right to strike or back away.
Facing a sword or staff, however, is a dangerous proposition, requiring you
to be both cautious and aggressive to succeed. Keep in mind your disadvantage in reach and power. You can't afford to trade blow for blow with a
heavier armed enemy. Yet unless you courageously pursue your opponent,
darting as close as possible, you are vulnerable to being attacked while being
unable to counterstrike. Therefore a wise course of action is to press your
attacker closely, but concentrate on blocking its blows, and watch for counterstrike opportunities.
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USING A BOW
The archer has an honored
Bow and Arrow Control Summary
2 . . . . . . . . . . . . . Select Bow/
Cycle Through Arrow Inventory
z
. . . . . . . . Draw/Put Away Bow
(if bow is the selected weapon)
c + Direction . . Aim Arrow
c +z
. . . Stand Down
The bow is a convenient tool for those times that
it is awkward, or unwise, to plunge into hand to
hand battle. However, arrows are not infinite in
number, and you may want to reserve some for
more interesting uses than plugging guards. For
example, objects, such as switches, walls and windows can be hit as easily as living targets. In
addition, relying on arrows over blade work is a
mistake. There are rumors of spells that grant
immunity from missiles, and the armor of many
creatures offers protection, and makes arrow fire
less effective.
Aiming and Firing
If your bow is selected, and you are in Combat
Mode, holding down the c key arms the bow
by pulling back on the bowstring and aiming the
arrow. This action switches the camera angle and a
reticule in the center of the view shows where
your arrow is currently aimed. You can use the
usual NumPad direction keys to adjust your aim.
Releasing the c key releases the arrow. If you
change your mind and wish to unarm the bow,
pressing the z
while still holding the c
key lets you stand down without shooting the
arrow. You cannot switch arrows while you are
aiming, you must stand down and exit Combat
Mode first.
place in the stories of the
desert. There is the tale of
Ahmid Kaless, who singlehandedly defended an oasis
from a company of forty
bandits. The approach was
rocky, and only a few could
attack at a time, but his quivers quickly emptied. At last,
he was down to a handful of
arrows, but each was called
despair. Every time he drew,
a shimmer as blue as the
waters he protected swirled
from the arrow. And every
time he shot, a bandit fell
dead from his horse, until
the last of them lost his
nerve, and fled.
A more sinister story is that
of Babas the Assassin. This
dark-clothed murderer carried special bolts, for those
times when he was injured
during a mission. As cowardly as a whisper, these
wooden thiefs struck no
harder or deeper than any
other arrow, but a foul
magic drained the life
essence of the victim, and
sent it to Babas, healing
him, and allowing him to
continue his fell assignment.
The gods and other spirits
favor the archer, and legends tell of arrows blessed
at a crucial moment. When
Parais and his bride were
fleeing a fire-spitting
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Acquiring Arrows
Regular arrows can be found near the bodies of some guards, and by searching in places likely to have a cache of supplies, or where passing guards may
have dropped them. Simply approach a pile of arrows and press c to pick
them up. Special arrows are rumored to exist, with effects ranging from
exploding in a ball of flame, to calling a swarm of stinging wasps. Information
about these missiles, both magical and mundane, can be found following.
Arrow Types
There are many types of arrows that can be found in your travels.
Normal arrows can be made by an ordinary fletcher. They are usually unremarkable, capable of hurting most normal creatures and even shattering
delicate objects in the hands of a skilled archer. However, it is worth noting
that armor and thick hide, as well as certain magical potions, can grant partial or full immunity to missile fire. If several arrows are needed to bring
down just one enemy, it might be better to save them for other uses.
Artificed arrows are infused with a variety of magical powers during their
creation. Since artificed arrows are difficult to make, shrines were developed,
where blessings could temporarily be granted by the gods and other figures
of power worshiped at the shrine. These places of power can be recognized
by their magical glow. To enchant an arrow, simply approach the shrine and
press c . As long as you have at least one normal arrow, the magical
essence of the shrine will be transferred to that arrow, for a limited time.
The length and nature of the enchantment varies with each shrine, and only
one arrow at a time can carry a shrine’s blessing. If you shoot the enchanted
arrow, the magical essence returns to the shrine, so that another may be
blessed. A few known blessings are described next, but many others are said
to exist.
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Atar’s Firey Messenger is the name given to the
most common type of artificed arrow, one which
has been imbued by its maker with a shard of holy
fire. When this arrow is shot, an arc of blue flame
and smoke heralds its flight. The magical flames
burn anyone struck by this arrow, but most inanimate objects are immune to the holy fire. Only the
most flammable of objects can usually be ignited.
The blessing known as Call of the Swarm causes
a fury of wasps to burst from the arrow when it
strikes a target. These vicious insects attack the
nearest living creature relentlessly, even if you happen to be that person!
The enchantment Mazarad’s Mezmerizing
Lights creates a swirl of dancing lights, which distract and confuse enemies in the vicinity of the
target. Victims of this enchantment are rarely
aware of anything else, if they are left to watch the
lights undisturbed.
Snare of the Unwary Soul is an almost sinister
spell, as it steals the soul of anyone struck with this
arrow, and allows them to be possessed by the
archer for a limited amount of time. It is not
known what would become of the archer if their
victim should die while under their control.
Staying Alive
Keeping yourself relatively safe and sound is not an
easy task when everything from serpents to sultans
are howling for your blood.
PRACTICAL ADVICE
In order to survive you’re going to need a sizeable
dose of common sense and caution, to go along
with your courage.
demon, Demavend, lord of
water, took pity on the couple. He touched the tip of
an arrow in the lad’s quiver,
and bade him to shoot it
into a raging river. For a
moment the surface froze
into ice, allowing the pair to
run across it, but when the
demon tried to follow, the
ice dissolved under his feet,
and he was drowned.
In another exciting escape,
this same Parais was caught
in a dead-end alley while
three cutthroats with scimitars and knives stalked him.
He challenged them to fight
him honorably, one on one.
Instead they rushed him, and
he sent his last arrow winging toward them, hoping to
disable one and cut down
the odds. Instead, Ahura,
patron of honorable warriors,
lent aid to the missile. His
fury caused the bolt to
explode, practically killing
the bandit it struck and the
other two beside him as
well. Parais was obviously
stunned at this turn of
events, but recovered in time
to jump over the moaning
bodies of his erstwhile
attackers, and run for home.
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Paying Attention
The most important thing your life on the streets has taught you is to keep
your eyes open and your hand on your sword. When you first enter an
unfamiliar area, slow down to a walk and observe your surroundings. Don’t
forget to look all around you (press e
and the NumPad direction keys
to move the camera). Running headlong may be the fastest way to get
home, but it’s also the fastest way to die. Once you’ve gotten a feel for an
area, know what sort of opposition you’re facing, and have a general layout
in your head, you can pick up the pace.
Avoiding Confrontations
The easiest way to stay alive is to avoid unnecessary fights. Guards on patrol
have ears as well as eyes, so don’t be sure you’re going unnoticed just
because you’re hiding in the shadows. Naturally, guards are more likely to
spot you when you aren’t hiding behind walls or pillars, and you’re easier to
hear if you are running instead of walking. Be cautious, and keep in mind
that an enemy may be lulled into thinking that they didn’t hear anything if
you quiet down for a while. However, if they see a fellow guard in trouble,
or if you shoot them full of arrows, they’re going to come looking for you,
whether they can see and hear you or not.
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Running Away
The best time to run away is when you see an enemy from a distance, and
can make a plan to avoid them. Many of your enemies can run just as fast
as you, and worse yet, any hit you sustain when you don’t have a weapon in
hand is brutal.
Multiple Opponents
Fighting more than one person at once is usually an act of suicide. Your best
chance for survival is to back away, put away your weapon and run away. If
you are forced to fight, concentrate your attacks on one enemy at a time,
but try to use footwork to avoid giving the other combatants a free shot at
your flank, and keep a wall at your back!
HEALTH AND HEALING
You start PRINCE OF PERSIA 3D at full health, represented by three red bottles
at the lower left of the adventure screen. Different events will occur in the
course of your travels that decrease your health, such as falling from a long
distance, encountering a trap, or fighting off an enemy. The red bottles drain
to represent this. Obviously, when you are at zero health, you die. The most
common way to restore your strength is by drinking a healing potion.
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MAGIC POTIONS
Scattered throughout the dungeons and towers you will travel are precious
vials of rare liquids. Sometimes these potions are all that stands between
you and death. Some promise healing, others an increased
strength or other magical effect, while a few have been maliciously corrupted. Unfortunately, all potions are delicate
mixtures of rare oils and spirits, which cannot withstand
violent shaking in the pocket of a rough-and-tumble
adventurer. The bottles must be consumed where they are
found or left behind for someone in greater need. Following
are descriptions of the more commonplace potions that you may encounter
in your travels.
Soma’s Tisane
This mixture of herbs and extracts from holy plants is relatively easy to find,
and can be distinguished by its pleasant azure blue color. It is a general
restorative, which grants a relatively small amount of relief from injury; but
it is said that there are more powerful healing potions available.
Dahaka’s Blood
It is doubtful that this thick yellow ichor is actually drawn from the veins
of Dahaka, the three-headed dragon who will break free of his mountain
prison to herald the end of the world. But regardless of its source, a mere
dram of this powerful stimulant sends lasting strength and vigor into
the imbiber’s limbs, greatly increasing their ferocity in battle.
Malak’s Tears
The origin’s of this rare violet potion, are lost to history, but the recipe is
still occasionally rediscovered, to the benefit of lucky adventurer’s and the
curse of enemy archers. It is named for the peacock god whose tears
defeated demons. A rare, but not unheard-of find, it grants immunity to
missile fire for limited length of time. The effect is said to be as if firm, but
invisible, wings prevent arrows from striking their target with any force.
Gaokerena’s Sap
Whether or not this potent liqueur is actually distilled from that legendary
tree which grants immortality is a matter of speculation. What is known is
that a single draught of this clear, green substance permanently gifts you
with additional stamina and vitality.
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Ahriman’s Oil
Named for the alchemist who first discovered
the curious blend of oil of amber, ash from the
banyan tree, and chameleon musk, only a few
now know the proper mixture that creates a thin,
unpleasant-tasting magical gray ooze. When properly mixed, drinking a vial of this substance allows
you to hide in plain sight, and walk unnoticed past
enemy guardsmen.
A Word About Poisons
Unfortunately, many suspicious and dishonorable
people lace potion bottles with poison to punish
those who raid their caches. Oil of acconite and
the venom of a cobra are common substances, but
anything that causes near instantaneous pain and
suffering can be used. There is often no way to
discern whether a given potion is toxic or pure,
so let caution and experience be your guides. The
best time to sample unknown bottles is when you
are healthy. Mistakes can be harmful, but unless
you are already badly wounded, poison is rarely
life-threatening.
DEATH
Even the most experienced adventurer can have a
bad run of luck, or encounter a new and devious
way to die. If you have a fatal accident, you are
given the option of restoring to your last saved
game. If you choose not to restore, you start at the
beginning of the level with the same health,
weapons and inventory you began the level with.
Many are the potions created by the legendary
alchemist Orastian, the
founder of a college for this
arcane science. His students
and later imitators of the art
concentrated on liquids
which purely effected the
body, giving strength, athletic ability, endurance, or
even a limited version of
flight, to name a few of the
hundreds of concoctions.
Yet Orastian was far more
concerned with substances
which enhanced the mind,
such as the famed Philter of
the Magi that granted oracular powers, or the Salve of
the Chameleon, which
allowed the user to pass
unseen in any terrain. A
few of these classic recipes
has been preserved, but
sadly, many more, including the fabled Elixir of
Youth have ironically been
lost to the ravages of time.
Saving Games
Of course the best way to ensure you don’t lose valuable time retracing your
steps after a misadventure is to save often. Your game is automatically saved
at the successful completion of a level. To save a game at any other time,
press the Escape key and select Save Game from the menu, or press 6 to
Quick Save.
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Troubleshooting
This section provides information that should help you solve some common technical problems.
SOUND AND VIDEO CARDS
Some sound and/or video cards are not supported by Windows and
DirectX. If you do not have one of the following Sound or Video cards, the
game may not work.
DirectX Compatible Sound Cards: Aureal 2.0, Aztech, Creative Labs,
EAX 2.0, ESS
DirectX Compatible Video Cards:
ATI, Cirrus Logic, Matrox, S3, Creative
Labs, Rendition, Envidia, TNT, 3DFX,
Diamond, Lanopus
COPY PROTECTION
In order to play PRINCE OF PERSIA
3D, the original game CD must be
in the CD-ROM drive.
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SETTING UP A GAME CONTROLLER
If your game controller does not work in PRINCE OF PERSIA 3D, it may not
be configured for Windows. To check, open the Control Panel and click on
the Game Controllers icon. If your device is not listed under Controllers, you can
attempt to configure it for Windows:
1.
Make sure your controller is securely connected to the game port.
2.
Click on the Add button underneath the Controllers listing.
3.
Select the style and manufacturer of your game controller, if available.
4.
If your controller is not on the list, click on Add Other, and search the list
for your model. If your controller came with drivers or configuration
software, insert that disk and click on Have Disk.
5.
When you return to the Controller list, highlight your device,
and click on Properties. Follow the on-screen instructions to calibrate
your controller.
If you can’t configure your controller to work properly with Windows,
contact the manufacturer for further technical support. Note: Joysticks are
not supported by PRINCE OF PERSIA 3D.
GRAPHICS PROBLEMS
If you are having difficulties with the graphics in the game (blurred or pixelated textures, shadows, colors, etc.) first be sure that your graphics
accelerator card meets the minimum system requirements, and that it is
Direct X 6 compatible. If your card meets all requirements, but the graphic
glitches persist, you may not have the latest drivers for your card. These can
often be downloaded directly from the manufacturer’s website, or by contacting their technical support.
If your graphics and gameplay are slow, but otherwise fine, reducing the
Level of Detail setting, also in the Graphics portion of the Options Menu,
usually solves the problem. If you continue to have difficulty running
the game satisfactorily, check to make sure your system fulfills the
minimum requirements.
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DIRECTX 6 SETUP
This game requires DirectX 6 or higher. If you do not have DirectX 6, then
it can be installed or reinstalled from the CD. Installing DirectX 6 is an
option when installing the game. It can also be installed by exploring the
game CD, and opening the DirectX folder. Double click on Dxsetup.exe to
start the DirectX 6 install.
Using either the Install DirectX 6 button from the Autorun menu or Dxsetup.exe,
you can install DirectX 6, reinstall DirectX 6, test your drivers certification, or
reinstate your previous audio and video driver as described following.
DirectX Disclaimer and License
PRINCE OF PERSIA 3D utilizes Microsoft’s DirectX
sound and video drivers. DirectX is a programming
tool created by Microsoft, and the installation
of DirectX may cause video problems and
system anomalies with computers using
video drivers that aren’t DirectX compliant.
DirectX is a Microsoft product, and as
such, Red Orb cannot be responsible for
changes that might occur to your computer
system due to its installation. For DirectX
related problems that cannot be fixed by
updating to your video card’s latest
Windows driver set, you must contact either
Microsoft or the manufacturer of your video card for further technical support or service.
Microsoft retains all intellectual property rights to DirectX. The user has
been granted a limited license to use DirectX with Microsoft operating
system products.
Verifying DirectX Video/Sound Card Drivers
To verify that your sound and video drivers are DirectX 6 certified, follow
the steps below.
Click on the Windows Start button (usually found in the lower-left corner of
your screen). Click on Run. In the open field type the command:
C:\progra~1\directx\setup\dxinfo.exe then click on OK. Make sure all drivers say
Certified next to them.
If any of your drivers are not DirectX certified you should contact the hardware manufacturer and see if they have certified DirectX 6 drivers.
37 Troubleshooting
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Reinstalling Windows 95 Video Drivers
If you find that there is a problem with your display after you have installed
DirectX 6 you can reinstall your old video drivers by following the instructions below.
Click on the Windows Start button and click on Run. In the open field type
the command:
C:\program files\directx\setup\dxsetup.exe then click on OK.
Click on the Restore Display Drivers button. This may require that you have the
disk containing your original drivers.
CONTACTING TECHNICAL SUPPORT
If you are having problems, please consult the rest of this Troubleshooting
section before contacting The Learning Company Technical Support. We’ve
put many of the solutions to the most common problems in this area. If
you are sure that you meet the PRINCE OF PERSIA 3D system requirements
and the game still does not run, please make certain that you are using the
latest drivers for your system.
The Learning Company technical support department is available to assist
you with any issues regarding the product you purchased. Technical support
can be reached via e-mail, U.S. mail, fax, or phone. The technical staff supports the entire family line of products from The Learning Company,
including Red Orb, SSI, Mindscape and BrØderbund products.
When contacting technical support, please provide as much information as you
can about your computer system and the problem you are experiencing. The
following information is necessary to provide you with technical assistance:
♦ Your first and last name.
♦ Phone number, fax number, mailing address and e-mail address.
♦ Name of the product, version, platform and format.
Example: PRINCE OF PERSIA 3D/version 1.0/Windows 95/98/CD-ROM
♦ A brief description of your problem.
♦ Type of computer including name brand. (Mac or PC) If you cannot find
the name of your computer say IBM PC Clone.
Example: Dell PC Pentium 200 MHz
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♦ Amount of memory.
Example: 64 MB of RAM
♦ Size of hard disk.
Example: 12 GB hard disk
♦ Type of video card.
Example: ATI Matrox Milenia 8 MB video card
♦ Type and speed of CD-ROM Drive.
Example: 4x Panasonic CD drive
♦ Type of DVD-ROM.
Example: 2nd generation Phillips DVD-ROM drive
♦ Type of Sound Card.
Example: Creative Labs 16 bit sound card
♦ If using a network please mention the type of network being used.
♦ Modem type and speed.
Example: US Robotics 56K Flex internal modem
♦ Version of Windows or Macintosh operating system.
♦ If you are having a printing problem specify the name, make, and model
of the printer you are using.
Example: HP Deskjet 870 CSI.
http://www.learningco.com
Check our Web site, http://www.learningco.com, for answers to frequently
asked questions and other technical support information. Go to the Support
section to get FAQs, downloads, patches, and other useful files.
39 Troubleshooting
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Technical Support Call Center
24 Hour Automated 800 Support: (800) 409- 1497
This service allows our customers to find commonly asked questions to
products and their answers free of charge.
24 Hour Technical Support Fax Line: (319) 395-9600
Main Technical Support Number: (319) 247-3333
Technical support representatives are available between 9:00 AM and 9:00
PM Central Standard time, Monday through Friday (excluding holidays).
Please be at your computer when you call.
Online Technical Support
Technical Support E-mail Address: [email protected]
Online Technical Library: www.learningco.com/support
PRINCE OF PERSIA 3D Web Site: www.pop3d.com
If the game about which you are inquiring has been out for more than 90
days, please visit the web site to be sure you are running the latest version of
the game before contacting Technical Support.
Mailing Address
The Learning Company
1700 Progress Drive
PO Box 100
Hiawatha, IA 52233-0100 USA
Attn: Prince of Persia 3D
Note: When corresponding via mail please included the information
requested above.
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Control Summary
Button X
Button Y
Trigger 1
Button Z
D-Pad
Trigger 2
Button A
Button M
Button B
Button C
Normal
Movement
Keyboard
Assignment
GamePad
Assignment
Run Forward
NumPad 8
D-Pad Up
Walk Forward/
Climb Over Obstacle
s
Button A + D-Pad Up
Walk Backward
NumPad 2
D-Pad Down
Sidestep Left
NumPad 7
Trigger 1
Sidestep Right
NumPad 9
Trigger 2
Turn Left
NumPad 4
D-Pad Left
Turn Right
NumPad 6
D-Pad Right
Quick Turn Around
NumPad 5
Button Y
Jump Straight Up/
Dive Underwater
a
Button B
Jump/Swim in
that direction
a + Direction
Button B + D-Pad
Crouch Down
C
Button X
Crawl in that
direction
C + Direction
Button X + D-Pad
Pick Up/
Use Nearby Object
c
Button C
41 Control Summary
+ NumPad 8
or t
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Looking
Around
Keyboard
Assignment
GamePad
Assignment
Look Around
(Change Camera
Perspective)
Num e
Button Z
Shift
Perspective
Up
Num e
+ NumPad 8
Button Z + D-Pad Up
Shift
Perspective
Down
Num e
+ NumPad 2
Button Z + D-Pad Down
Rotate
Perspective
Clockwise
Num e
+ NumPad 6
Button Z + D-Pad Right
Rotate
Num e
Perspective
Counter-Clockwise
+ NumPad 4
Button Z + D-Pad Left
Combat
Movement
Keyboard
Assignment
GamePad
Assignment
Step Forward
NumPad 8
D-Pad Up
Step Backward
NumPad 2
D-Pad Down
Sidestep Left
NumPad 7
Trigger 1
Sidestep Right
NumPad 9
Trigger 2
Turn to Next
Opponent
NumPad 5
———
Draw/Put Away
Weapon (Enter/
Exit Combat Mode)
z
Button M
or e
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Melee
Weapons
Page 44
Keyboard
Assignment
GamePad
Assignment
1
———
Select Melee
Weapon/Cycle
Through Weapons
Attack Left
Q or c + NumPad 4
Button X
Attack Overhead
W or c + NumPad 8
Button Z
Attack Right
E or c + NumPad 6
Button Y
Block
S or c + NumPad 2
Button B
Feint Left
s
+ Q or NumPad 4
Button A + Button X
Feint Overhead
s
+ W + NumPad 8
Button A + Button Z
Feint Right
s
+ E + NumPad 6
Button A + Button Y
Bow
and Arrow
Keyboard
Assignment
GamePad
Assignment
Select Bow/
Cycle Through
Arrow Inventory
2
———
Draw/Put Away
Bow (if bow is the
selected weapon)
z
Button M
Aim Arrow
c
+ Direction
Button C + D-Pad
Stand Down
c
+z
Button C + Button M
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Credits
Executive Producer: Andrew Pedersen
Lead Designer: Todd Kerpelman
Lead Programmer: Peter Lipson
Visual Designer: Chris Grun
Lead Animator and Level Design: Jeff Hunter
Design Consultant: Jordan Mechner
Associate Producers: Jonathan Dixon, Rick Marazzani, Keli Wong
Production Assistant: David Yen
Programmers: Bob Arient, Ben Ceschi, Scott Henderson, Dan Kelmenson,
Randall Turner
Additional Programming: Carey Clutts
3D Artists & Level Designers: Matt Christman, Ashley Huang, Michael
Pearce, Erik Stone, Carson Utz
3D Artist and Animator: Jason Felix
3D Artist: Paul Davies
Animators: Roberta Browne, John Kim
Additional Animation: Kevin Dooley
Additional Modeling: Scott Fritts, Brad Herman
Texture Artist: Nathaniel Johnson
Additional Texture Art: Philip Bossant, Rob Chang, Bill Eral, Dave Saccheri
NetImmerse by: Numerical Design Ltd.
Motivate by: The Motion Factory
Cutscene Animation & 3D Art: BentAnimation
Special Effects: Stormfront Studios
Manual Author: Anathea Lopez
Cutscene Dialogue: John Morgan
Credits 44
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CAST
Prince: David Boat
Rugnor: Bob Johnson
Sultan & Assan: Roger L. Jackson
Princess: Andrea Satin
Voice Casting: Jenean Pearce
Voice Direction, Music & Sound
Design: Michael Barrett
Music & Design: Tom Rettig
Music: Jonelle Adkisson, Greg Rahn
Musicians: Devija Croll, Gary
Schwantes, Daria Schwarzschild,
Mimi Spencer, Peter VanGorder,
Catherine Vibert
Additional Sound Effects: Robert Johnson
DEVELOPMENT MANAGEMENT
Vice President of Research &Development: Jan Lindner
Art Director: Jacques Hennequet
Technical Director: Russ Brown
Director of Marketing: Todd Sitrin
Associate Marketing Manager: Marc Hamel
Quality Assurance: Thadd Abernathy, Alana Gilbert, Dustin Hendricks, Leila
Kincaid, Joel Lehmann, Kurt Maffei, Walker Richardson, Timothy J. Saluzzo
...and the rest of the Mindscape Entertainment Test Department
Special Thanks to: Todd Arnold, Rick Pallaziol of Weapons of Choice,
Sean Schoonmaker, David Kruse, Stuart Lowder, Scott Aronian, Ken
Goldstein, Chuck Kroegel, Caryn Mical, Debbie Minardi, Mario Alves, KC
Conroe, Michael Shelling, Bill Linn, Lance Groody, the team at Numerical
Designs Ltd., the team at The Motion Factory, Tully’s Coffee, Mr. X, Jennifer
Mechner, Buck Film, May at Café Bangkok, Neena & Veena, Lacey Noelle,
and all our respective families and significant others.
POP3DMAN.UAL
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POP3DMAN.UAL
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QUESTIONS OR PROBLEMS?
If you encounter disk or system related problems you can reach us through several methods:
Telephone: (319) 247-3333 between 9:00A.M. and 9:00P.M., Eastern Standard Time, Monday
through Friday, holidays excluded. Tech Support Fax: (319) 395-9600 Attn: Technical Support,
Calling our automated services at: (800) 409-1497. Filling out our online support form at:
http://store.learningco.com/dev/support_form.asp (or the game’s web page, which is listed in
the manual), Email: [email protected] (please list the game’s name as the message’s subject), You can also write to us at: The Learning Company, ATTN: Technical Support, 1700
Progress Drive, PO Box 100, Hiawatha, IA 52233-0100 (include a self-addressed, stamped
envelope for reply).
RED ORB ENTERTAINMENT LIMITED WARRANTY
Red Orb Entertainment and its parent company and all affiliates warrants that the media on which
the enclosed program is recorded will be free from defects in materials and workmanship for a
period of 90 days from the date of purchase. If within 90 days of purchase the media prove defective in any way, you may return the media to The Learning Company, Attn: Returns, 190 Parkway
West, Duncan, SC 29334. Please include a copy of your sales receipt, packaging slip or invoice,
along with a brief note of explanation as to why you are returning your program.
RED ORB ENTERTAINMENT MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH
RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THE CD OR DISKETTE OR THE GAME
DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR
FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD “AS IS.”
THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO
EVENT WILL RED ORB ENTERTAINMENT BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR
CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME,
OR FOR LOST DATA RESULTING IN ANY WAY FROM USE OF THE PROGRAM OR GAME, IN ALL
CASES EVEN IF RED ORB ENTERTAINMENT HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF
IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO
THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.) RED ORB ENTERTAINMENT FURTHER EXCLUDES AND DISCLAIMS, AND THE LICENSEE HEREBY WAIVES, ANY
AND ALL PROVISIONS EITHER PRESENTLY EXISTING OR AS AMENDED IN THAT CERTAIN
INTERNATIONAL SALE OF GOODS CONVENTION OF JANUARY 1, 1988, INCLUDING BUT NOT
LIMITED TO ANY AND ALL WARRANTIES, WHETHER EXPRESS OR IMPLIED, THEREIN.
The enclosed software program and this manual are copyrighted. All rights are reserved. This
manual may not be copied, photographed, reproduced, or translated or reduced to any electrical
medium or machine-readable form, in whole or in part, without prior written consent from Red
Orb Entertainment. The program accompanying this manual may be copied, by the original purchaser only, as necessary for use on the computer for which it was purchased. Any persons
reproducing any portion of this book for any reason, in any media, shall be guilty of copyright
violation and subject to the appropriate civil or criminal action at the discretion of the copyright.
©1999 The Learning Company, Inc. and its subsidiaries, and Jordan Mechner. All Rights Reserved. Prince of Persia is a registered trademark and Red Orb
Entertainment is a trademark of Learning Company Properites, Inc. Windows is a registered trademark or trademark of Microsoft Corporation in the U. S.
and/ or other countries. QuckTime and the QickTime logo are trademarks used under license. QickTime is registered in the U. S. and other countries. All
other trademarks and registered trademarks are the property of their respective holders.