- last post: 01.01.0001 12:00 AM PDT
Here I copied this from a FAQ on GameFAQs. As I remember it's pretty dead on. This puzzle takes a little bit.
6.28 The Hall of Learning
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First things first. Follow the beam of light to the first mirror. Pull it to the scorch mark on the floor. As soon as you do, Farah will go through and get out of your way. Follow the beam to the next mirror and put it on the scorch mark. You'll know it's in the right place if the mirror glows and the beam continues. Follow the beam yet again and put the mirror on the scorch mark (this is why we broke that wall, and if it's not broken, go break it). The last mirror you move should light up the center piece and give you a good idea of where to go.
Follow the beam and Upwall the centerpiece, and then once again to get on the ledge. Shimmy around to your left and jump to the broken anteroom thing... Balance the center beam and jump to the ledge on the wall. Now turn left and Wallrun to the top of the next pillar and get yourself on the ledge. Jump to the bar and swing across. You may or may not have heard a Sand Cloud. Ignore it for now.
Run further into the balcony and Farah will hit a switch. If you look on your left, there's a pressure switch on the wall. Upwall-jump it (you'll land on an extended bookcase) and be prepared to rebound up. When you're on the top, Wallrun (wall on your left while you move right, please) to the next pillar. Keep going in the same direction to Walljump to a ladder. Up you go.
Hang an immediate right and there's a Sand Cloud for you. Just like in the Dank Pit of Crap, there's a snapping trap you have to Upwall-jump from, so wait for it to open up, then Upwall-jump to the beam. Pull yourself up and follow it, jumping across to the next beam. Deal with the bats here and then lower yourself.
That glowing thing looks alluring, but you can't do anything with it. That's not to say, however, you shouldn't Wallrun over there. Because behind that glowing thing is a Hub entrance (break the wall). Who's your friend? Me.
Wallrun back the way you came after you pick up your life extention and you'll find there's a nice beam to balance on to your right. Of course, it crumbles, but just jump over the gap. You were scared, weren't you? Come on, admit it.
Here, the mirror is pointing in the wrong direction. Turn it once clockwise and follow the beam (ugh, the pun is unavoidable) across. Oops, that's not happening. There's a cross beam to the right of the mirror, so take that and choose an arm to jump off... dammit! Ok, walk onto the remaining arm and leap to the balcony. You have to wonder, who the hell built this place, and who keeps that torch lit? Or... not.
Hop up onto the low bar and rebound off the wall to get to the higher one. Sidle up against the far wall (notice I didn't say shimmy) and swing to the beam you can see. It crumbles, natch, but you can jump this gap. As soon as you do, draw your sword and get rid of some bats. Continue on and jump off when it's safe.
Run towards the beam of light. There's a mirror behind the pillar. Move it in front of the beam to bounce it to the mirror you landed near. Run back and move THAT one into the beam of light and pull it towards the scorch mark. Just keep pulling it and a cut scene will show you've got the right position.
Now if you look at the pillar against the wall, it's conveniently broken. Wallrun it to some ledges on the next pillar. Drop down to the one you can walk around and go around it, jumping onto the next little square. From here simply Wallrun to the far balcony. You'll make it.
Grab the mirror and turn it clockwise. Well, look at that. Three little ledges for you. Hang Jump to the first ledge and continue jumping towards Farah. Follow the balcony and hang off near the wall. Drop down and collect your Sand Cloud. Ahhhhhhh. Now simply Upwall the pillar and jump back to Farah.
Hang Jump back to the third ledge (the longest slab) and face towards the room. Ropes! Jump to the rope and swing to the next one, finally swinging to the ledges on the wall (crumbly, crumbly).
Make your way up and towards the right and you'll eventually be able to back jump to a ladder. Climb up and break the wall you see there. Go through and break two more, then hit the switch.
Backtrack and you'll see where the slabs have come out. Cross them and move the first mirror you come to towards the wall. Then run and grab the other one and pull it all the way to where the first one you moved was (so the beam is pointing the way you just came). Back across the slabs and into the first room you broke into, grab the mirror there and put it into the light. Adjust it until you see a cutscene. The exit is now open.
Run into the room you just lit up and Upwall over the slab. Drop down towards the door (at the last big slab, drop off to the left so you land on the broken pillar) and go on through (or take the long way around, I don't care).
Welcome to Sword Number 3. No special effects really, but this sword is stronger than the first two, and you'll find that weaker enemies will die quicker than usual... that is, if you fought them conventionally without vaulting like a crazy person.
Behind the table is a timer switch for the main door. Pull on it and follow Farah out of the library.
Go down the stairs and follow the hall to another fight (it's been a while, hasn't it?). Haste through it, if you like. There isn't really any point, but do what you will. There's a Sand Cloud coming up, so you might as well blow the power tanks.
Up the ramp and to the left is a save point for you. Save and Farah should well be on her way past you to pull a switch.
FAQ by Dune Tiger