Ishar 3 - Part 1 The Complete Solution plus Maps Solved on the ST by James Jillians HINTS: I suggest you take a party consisting of a scholar, a wizard, a paladin and two warriors. Archers are not very useful, and other professions are simply not cut out for adventuring. Try to get a mix of alignment (ie, some good, some evil) in your party. It is better to recruit characters in inns than design your own party, because they have higher ability scores. THE CITY, PART 1 ---------------- Straight away, make a copy of the map onto which you can mark any inns, shops and special locations you discover. You ought to make a list of what each of the shops sells and which characters can be recruited in which inns. I'm afraid this laborious task is necessary, because it would be almost impossible for me to do such a thing within this solution (ie, I can't be bothered!). Do not fear - I will give directions and draw the occasional map for other locations in the game, it is just the city you should explore for yourself. There are 15 inns and 16 shops in town. Every time you return to the city, make sure that you restore your characters' psychic and physical levels to full by eating and sleeping in inns. Make sure that every team member has 10 portions of food. On with the solution: 1. Talk to the black-cloaked man a few squares in front of you at the start. 2. Get yourself a bit of cash. There is a group of thugs near your start position, who will drop some money when killed. Use this, and some cash that your recruited characters may have, to arm yourself minimally (ie, a couple of swords, maybe a bow). To find a more substantial amount you will need to attack four more groups of cut-throats, each guarding a treasure chest in a dead-end. These can be found in the following places on your map: a. In a small square in the south central part of the city with one exit leading south. This is due east of the start position. b. In an upside-down L-shaped dead-end in the west part of the city going north from the northernmost of two parallel east-west roads. c. To the far north at the end of a straight east-west road. d. In large courtyard in the far east part of the city. 2. Buy some lime liquor in a shop. Take it to the astronomer, Typhus Mernith, whose observatory is the place marked with the green arrow at the beginning of the game. To do this you will have to enter the rich town. 4,000 PO must be given to the guard at the only entrance. He will exchange this for a necklace which one of your characters must wear whenever you wish to go by in the future. 3. Typhus will exchange the lime liquor for a playing card. Take this to the far south-west part of the city. There are two dead- ends here. Take the northernmost one and enter an inn called "The Silver Wolf". 4. Listen. Buy a meal. Listen again and agree to go with Erkh. Erkh will lead you to the house of his master, Mather Fudius, which is in the other dead-end. Refuse to leave Mather's house twice, and then hand him the playing card. After a quick chat, the first time-gate will appear. You can leave now to buy equipment - the time-gate will still be here when you return. When you are appropriately armed, go through the gate by clicking on it. THE FOREST, The Near Past ------------------------- This location is a huge waste of space. There is only one thing you need to collect, despite the forest's size. While here, you will have to fight several groups of insects. If you spot any mushrooms, take them because they can be sold in the city shops for ridiculously high prices. If my directions are not good enough, either draw your own map, or write to me (address at end) and I will send you my map. In fact, I drew maps for all the locations and I will be more than happy to distribute copies. 1. From the time-gate, go a short way south until you bump into the bushes. Now go as far east as you can and you should find a thin passageway through the bushes which is guarded by a bear. (If you don't, just go a short way north or south, it should be there somewhere!) Kill the bear, go through the passage and travel a great distance south. When you can go no further south (check this true by going a short way west and then seeing if you can continue going south), go east. Look out for what seems to be a seated man. If you do not spot him, when you can go no further east, go about 5 squares back west and scour the local area. 2. The man is actually a talking racoon sitting on a rock. Have a chat by approaching him to find out how this is possible. Keep the scroll he gives you. 3. Go back to the time-gate. To do this go west for about 12 squares and go as far north as possible (quite a walk!) until you find the passageway. Upon exiting the passageway, go as far west as possible. The Gate can be found a short way north of here. THE CITY, PART 2 ---------------- 1. Give the scroll to Mather. He will tell you a recipe and hand over a key. He also marks a house on the map with a yellow arrow. 2. Go to this house. Walk through the door while carrying the key. Inside you need to pick up two things: - a magic flask (all potions can be brewed in this - the most useful is psychic regeneration) - a pendant (one of your champs should wear this immediately). Do not leave without either. 3. Go to the inn called "The Big Troffer". This inn can be found in the south-central part of the city, in the poor town, right alongside the southern wall of the rich town. Inside, listen and pick up the Kelonia Powder. 4. Buy the other ingredients for the potion: 2 x Dried Mistletoe, 2 x Salamander oil, 1 x Rat Brain. Pop all these ingredients, as well as the Kelonia Powder, in the empty magic flask. Go back to Mather's house and leap through the portal. THE FOREST Near past (2) ------------------------- 1. Go back to Mr. Racoon (see above for directions). Give him your potion and he will turn back into Greem Dahlim, a mighty wizard. As a reward, he will give you an "item". Go back to the portal and through to the city. THE CITY, PART 3 ---------------- 1. Greem Dahlim was the grandfather of the chap who now owns Koren Bahnir's Theatre, Golnar Dahlim. The theatre can be found in a courtyard in the southern part of the rich town. Go there, and enter after dark (19 hours or later). 2. Give Golnar the item. Have a chat, and then wait until a time- gate appears (2 o'clock). Leap through before it closes. THE JUNGLE, Distant Past ------------------------ Time for a map: Ignore the *s for now - they are routes which open up at a later stage. KEY --- # - Empty square * - Empty square (later) C - Crystal S - Sword (see later) M - Meteor bit (see later) ## ##### #P # ### ***** ## ###### ##*** * ### #### ## # ******* #### #### ## # * * ## # # ###### # * * # #### #########**** * ** # ## ### * * **** # ## * ****** # # * * ## # *** * ## ### ***** * ***** ## ####### * * **** * * # ####### * * ***** ** # ##### * * * * ## #### *** * * ** # ## **** *** *** * # # *** * ### * * * ## # *** #### ### ***** ### # *M* # # # ## ** # # # ###### # # ######### # ## # ## #### # ### ## # # ###### #### ## # # ####### # # # ### # ## # ## # # #### ## # # ##### # ### # # ###### ## ## ########### ->TRIBE ######## ## ## ## ### ## ## ## ### S### ## # ## ###### ### ## ############ #C# You will have to fight many leopards here. Get their skins when they die - they are the jungle equivalent of black mushrooms (ie, sellable). 1. With the aid of the above map, collect the crystal (marked 'C') and then go to the tribe. 2. Kill the tribe leader (the one who moves about and attacks you) and then go back to the city. THE CITY, PART 4 ---------------- Killing the tribe leader has had the effect of changing the city, because there is now a different ruler. However, before you discover any of these delights you must... 1. Hop straight back into the portal leading to the jungle. THE JUNGLE, Far Future ---------------------- You arrive back in the jungle many centuries on. Please refer to the map above again. Now the '*' marked paths are open. Unfortunately, you won't be able to cash in any more leopard skins as the leopards have been replaced by men who leap unexpectedly from the mire. These are much tougher than their feline forerunners and they don't leave behind any treasures. 1. Using the map get the sword (marked 'S'). This is a living sword which can only be used by characters of certain alignment. If the sword is a Living Chaos Sword then when a 'lawful' character uses it he will do damage to himself. Likewise, if you have found a Living Sword, 'evil' characters cannot use it. You can generally tell whether a character is good or evil (or neutral) by looking at his/her portrait. 2. Now, traversing the new paths, find and pick up the meteor chunk to be found in the central clearing. Go back to the time- gate and re-enter the city. THE CITY, PART 5 ---------------- The changes in this city are: a) a new park has been constructed in the south-east corner of the rich town. This replaces two parallel east-west roads, with a courtyard at either end. b) a new street has appeared. This leads northwards from a short east-west road in the far north-west corner of the city (poor town). c) Certain streets have disappeared, so you'll have to find new ways around certain districts. Now do the following: 1. Go and buy enough fur coats and ropes for all the party. (Don't forget that you can sell black mushrooms and leopard skins in the shops if you are a bit strapped for cash) 2. Go to the new park. There is some cash in a copse, and along the north wall there is an alcove with a lump of rock in it. Place your meteor chunk on this and another time-gate will appear. 3. Put the ropes and fur coats on all the characters in your party and step through the portal ... @~To be continued next issue For more help etc write to: James Jillians, 31 Stockett Lane, Coxheath, Maidstone, Kent. ME17 4PT Or 'phone : 01622 747401 - o -