PRIOR - Game Guide
Come Join Tasselfoot as he walks you through the Flash Game hit PRIOR.
This is a walk-through for the Flash game PRIOR. Refer to this if you need a bit of assistance making your way through the game. However, remember:
You’re never “stuck”, you just haven’t solved the puzzle yet! 😉
This walk-through takes you through the majority of the game. However, it does not reveal any of the endings – you’ll have to travel the final step alone.
This is a walk-through for the Flash game PRIOR. Refer to this if you need a bit of assistance making your way through the game. However, remember: You’re never “stuck”, you just haven’t solved the puzzle yet! 😉
This walk-through takes you through the majority of the game. However, it does not reveal any of the endings – you’ll have to travel the final step alone.
This walk-through is structured room-by-room. Each section is another room that you, the player, will traverse. For quick searching, each room name is listed visibly on the far left side of the page. Rooms are numbered based on the order in which you visit them – the same room may have different numbers if you visit it multiple times. Of course, this walk-through is simply a help tool. If at any point you want to try blazing your own path, by all means. PRIOR is your story – solve it how you like.
Here we go. From the beginning of the game…
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Room 1
ISOLATION
You will find yourself trapped in a small cell. Wait for a few moments and an exit will open in the floor. Use the WASD keys on the keyboard to move left and right, jump, and crouch. Descend into the now-open hole, and proceed down the hallway and into the next room.
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Room 2
LIFT
There is a dormant machine on the far side of the room, with a wire leading from it. Follow the wire down into the room below you.
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Room 3
REPETITION
Continue following the wire deeper into the facility. It
will lead to another room, below you and to the left. Be sure to inspect anything in this room that seems odd, such as a scrap of paper lying about.
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Room 4
BREAKER
This room is a dead-end, though it has one important
feature – a button. Climb the room’s central pillar by
ascending the platforms at the far left side of the room. In case you missed the note in the last room, you can press [Q] to read any notes you find lying around. When you have reached the button, jump and press down [S] while in mid-air to push the button down, activating it. Once the button is activated, return the way you came.
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Room 5
REPITITION
Once again, follow the wire, this time ascending back the way you came. Note that the wire is flashing – it seems you have activated some machinery.
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Room 6
LIFT
You’ll notice that the elevator is now activated. Ride it
up to the room’s upper level. Once there, jump across the hanging light fixtures and enter the upper level of the adjacent left-hand room.
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Room 7
ISOLATION
You’ve already come a long way since you were trapped in that cell. Continue down the hall to the next room, but be sure to stop and inspect whatever you find intriguing.
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Room 8
DILEMMA
This room is itself a bit of a maze, but for now, there’s only one way to go – down. Drop to the room’s lowest level, and finally lower yourself into the room beneath you.
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Room 9
AUGMENT
This room is another dead-end, and is some sort of
experimental test-chamber. Drop to the room’s lowest section, and activate the button. You’ll notice that you have gained some new powers – where once you were unable to escape from the hole you were trapper in, you can now double-jump, or jump again in mid-air. Use your new ability to return to the room you just came from.
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Room 10
DILEMMA
Now that you’ve gained the ability to double-jump, this room has significantly opened up to you. Read any notes that you find lying around for further insight to the world around you. When you’re done reading, head to the room to your left, further away from where you started. If at any point you find yourself getting lost, press [E] to view a map.
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Room 11
HOVER
The corridor at the far left side of this room is
inaccessible to you… yet. For now, proceed upwards into the room above you.
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Room 12
DIVERGE
Here you can make a choice. You can ascend either side of this room, and move on accordingly. For the purposes of this walkthrough, we will assume you go left, but do not let that stop you from going right if you so choose. Climbing up the shafts in this room can be difficult, but do not lose hope. Use your double jump ability, and climb to the top. Enter the room to the left, and continue to explore the facility.
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Room 13
PITFALL
This room can be a little tricky. You must walk or jump off of the ledge in front of you, and time your mid-air double jump to bound you onto the extended platform below. If you fall into the pit, you can simply press [R] to return to the beginning of the room. Once you’ve made it onto the platform, proceed across the room and out through the lower-left corridor.
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Room 14
ASCENT
This room is simply a matter of mastering your mid air double jump ability. Climb to the top of the room, and enter the room above.
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Room 15
THE CHUTE
Some traditional platforming. There’s only one other
exit in this room, and that is where you must go. Climb up the two suspended platforms into the enclosed area on the left, and then ascend the large vertical chamber. Cross the upper portion of the room, and then exit upon the far left wall, to the next area.
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Room 16
RESEARCH
Cross the top of the room – be sure to stop and read the note on the way. Fall into the pit below, and read the note here as well. Acquire the Z-7; “Grav Null” Device by jumping into it. You now have the ability to disable gravity! Press [SPACE] to toggle the Grav Null device. Use it to assist your rise and escape from the pit in which you’re now trapped. Use the Grav-Null again to overcome the large obstruction in the room’s central chamber. Finally, head through the remaining passages and exit through the bottom of the room.
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Room 17
PITFALL
You might want to activate the switch beside you to open up a shortcut in this room. Once open, you can now easily return back the way you originally came, to the left.
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Room 18
DIVERGE
Drop to the lower level of this room. Assuming you didn’t go there earlier, you must now climb up the right-hand side of the chamber. It’s tricky, but definitely doable. Enter the room on to the right.
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Room 19
WORLD
There is a button here that must be activated. Press it, and return to the previous room.
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Room 20
DIVERGE
Drop down to the lowest level of this room, and exit back to the room below.
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Room 21
HOVER
Proceed back to the room on the right, through the short hallway.
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Room 22
DILEMMA
Jump onto the room’s highest pillar, and use the Grav
Null device to ascend to the room above you.
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Room 23
WORLD
In this large open chamber, use the Grav Null to hover into the area high above, and enter the room on the right. If the corridor is blocked off, you still have to press the button in the small alcove above. Refer to ROOM 18-20 in this walkthrough.
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Room 24
ATRIUM
You need to first press the button above you to open up this room’s second chamber. Grav Null your way up, and hit the button. Proceed through the now-open corridor at the bottom of the room, and exit this room through the right.
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Room 25
ADMIN
Here, you are presented with a choice – do you ascend, and try to reach the surface? Or do you go on ahead, and explore the facility further and deeper?
This is the end of the tutorial. There are three
different endings to this game, all of which can be
reached from this point. Explore, discover, and finish
the story of PRIOR.
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If you are absolutely stuck, please contact:
prior@kranggames.com
With the email subject “PRIOR Walkthrough Help”
We get a fair amount of mail, but will try and respond
to your inquiry as soon as possible, and will definitely
respond to every email received.
We sincerely hope you enjoyed PRIOR, and if you have any
feedback or comments we’d love to hear them!
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