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Player guide

Action

Prince of Ottoman

Leyran arrives in Miraz with a letter for a city whose clocks have stopped. Follow the marks left by Narin across six chapters of jumps, sword duels and timed machinery.

Player guide

How to play

Your objective

Reach the exit of each chapter. Checkpoints save your advance; optional memories tell more of the story but are not required to open the route.

Controls

  • A/D or the arrows move. Hold Space for a longer jump or to climb from a ledge; S or Down crouches.
  • E operates a lever. J attacks, K guards or parries, and holding R rewinds time while you have sand. The touchscreen has separate action buttons.
Worked example

Through the gate in chapter one

  1. Approach the first spiked gap moving right. Hold Space near the edge for the longer jump rather than tapping it early.

  2. Beyond the guard and the raised step, reach the broken-arch checkpoint and find the lever. Use E: the door to the right opens for nine seconds.

  3. Go through before the door closes. If you mistime the move, rewind a little and take the approach again rather than returning to the chapter entrance.

Player tip

Rewind also restores moving platforms and trap positions. Stop before the mistake, not after it; the sand spent rewinding does not come back with the scenery.

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