Ishar 3 - Part 2 The Complete Solution plus Maps Solved on the ST by James Jillians @~Continued from last issue MOUNTAINS, The Past ------------------- You are now in a range of mountains. As you follow these directions draw a rough line map so you can find your way back to the time-gate. Better still - map the whole area yourself and ignore my directions. Alternatively, write to me and I will send you a copy of all my map (see end). 1. From the time-gate go south until you reach a passage heading east. Follow this around until you reach a dead end. There is a white flower here (an edelweiss) which can be sold in the city. 2. Go back to the north-south passage with the time-gate at the end and go south until you come out of the side of the mountain, on to a ledge. Fight the bear(s) here and then head west, along the ledge. The path will soon go north and turn a couple of times until you come to a long straight bit heading east. 3. There are ogres roaming around, who should be killed if you bump into them. Travel as far east as possible (ignoring a passage heading north) and then turn the corner north. 4. Go north. Soon you will reach a crossroads, ignore it and go on to the next crossroads. Beware the packs of wolves, who when fought, leap behind you. You must keep turning around and striking to kill them. 5. At the crossroads head west. Follow the path as it twists north, then west again, and north until you come to a wider path which goes a short way west, with exits south and west at the west end. Go west, turn a corner, travel a short way south and take the next west turning. Follow this path and you will arrive in a clearing with an odd machine in. 6. Place your crystal on the left side of the time machine. This is all you have to do for now, so make your way back to the time-gate and return to the city. THE CITY, PART 6 ---------------- 1. Go to the new road mentioned earlier in the northwest part of the city. Make sure that you have stocked up at least one of your characters with the ingredients for the Psychic Regeneration potion. You can use this to restore your healer's spell points, which is vital for the numerous fights you will be getting into soon. Your most perceptive character will notice the new street when you get there. 2. Kill some evil green creatures that are guarding a new time- gate which has opened near here. Find the time-gate and wait until before noon (1-11) to enter. (Entering after 12 leads you far into the past to a locked door which cannot be opened until later) THE FORTRESS, The Future ------------------------ GROUND FLOOR, PART 1 1. Exit the room you start in and enter a two square corridor to the north. A fireball periodically passes. Slightly to the west there is a northbound passage with some equipment lying at the end. Don't take this, it is useful as a future reference point. Between passes of the fireball (casting a fire protection, if necessary) enter the corridor and take the first right turning down some stairs. UNDERGROUND CAVERN, PART 1 A quick map: D # A#F K ### $## KEY ##$ # T - Trap (avoid) ### ### P K - Key # ### #### L - Lever ####### #### F - Food ###### ### A - Arms Up # AF ## P - Locked portcullis # T K T # ### # $ - Money # ###### # L #### # D - Unopenable wooden door #### # ############ # ###### ####### This area is populated by skeletons who can be easily hacked to pieces by your warriors. 2. Do the following: Get the first key, pull the lever. Unlock the portcullis with the key, get the money and key behind. Get all food and arms. Go back up to the ground floor. GROUND FLOOR, PART 2 3. Go further east along the fireball corridor and come to the room with candlesticks and tables. Go through the northern arch. To the west is a powerful witch who must be destroyed. Make sure you cast fire protection on yourself, as she attacks mainly with fireballs. Now kill her, retreating to heal or replenish fire protection if necessary. When she strikes a blow, step back to avoid the blow - a useful tactic in all combat situations. 4. After killing the witch, pull the lever behind her (this turns off the fireball) and get the food. Now go north into a room with white spells flying about inside. These are blinding spells, so move quickly. Move through this room, heading north and enter a winding corridor with stairs going down at the end. Go down to the next level. UNDERGROUND CAVERNS, PART 2 This area is populated by spiders, particularly susceptible to fireballs and other offensive spells. 5. As soon as you step forward one square, through an arch, one of your characters becomes affected by magic - he is now a traitor working for the enemy. Whenever you strike with him the damage is done to another member of your party. Unless your scholar has an exorcism spell you can do nothing about this, so either dismiss the character or use him as a shield to take blows from your enemies. You need a free space in your party soon anyway. 6. From the room you start in, head south into a system of passages - find some food, a key and some money, and return to the stairs. 7. Now head east from the first room and reach a corridor with a huge rock rolling back and forth. This will kill you if you get in its path. When the rock heads the other way enter the corridor and head south. Enter the first alcove on your right and the rock will roll past. There are five alcoves in total, move along the corridor entering each in turn to avoid the rock. In the third alcove there is a lever - pull it. Opposite the last alcove there is a corridor heading east, follow this, and go through the door opened by the previous lever. Now unlock the next door with the key and go up the stairs. GROUND FLOOR, PART 3 8. You will enter a large room with more blindness spells. To the north is an alcove with a grandfather clock in it. By clicking on the pendulum twice, you can move time forward an hour. Change the time to 2 o'clock (2 or 14). Exit the alcove and go north to a corridor with a now open door. You will shortly enter a maze submerged in poisonous gas which will gradually decrease your characters' life points. There are many doors in this maze that open for only three hours in every 12. 9. Head along this corridor as far west as possible. Now go as far north as possible, past a corridor on the right and through an open portcullis (opens 2-5). West should be a clock. Use this to change the time to 9 o'clock. Now head east and take the first right. Two squares later, at the crossroads, head east and follow the corridor through an open door (opens at 9-12). You should find another clock near here, which you should set to 8. 10. Quickly head east from the clock, and turn north, avoiding a passage to the left. Go through an open door (opens 6-9) and turn right at the T-junction. Continue east to another T-junction, and turn left (north). Your most perceptive character should tell you that you are lost. Some arms will also be in this corridor, get them if you want. Follow the corridor round, through another open door (opens 8-11). 11. Soon you will be heading west. Take the next right turn to a crossroads. To the east is another clock. Turn its dial to 6 o'clock and quickly head west, over the cross roads and through an open door (opens 4-7). Turn a corner north and turn right at the T-Junction. Turn a corner north and you will reach a door which opens at 7 o'clock. It may be necessary to wait a minute or two for it to open. 12. Following the corridor, you will exit the gas and reach a room with fireballs zooming across it. Cast fire protection (if you can) and head straight across the room. You will now reach a T-junction guarded by a man in armour with an axe. Kill him and turn right. You may come across more armoured men. When you reach a portcullis, unlock it with the key you should be carrying, and head down the next stairs. THE LAVA CAVERN Make sure all your characters have ropes on, or they could plunge from the walkway to their deaths. There are also parts of the walkway with circles on. Treading on one of these lowers the cage which contains the beautiful girl you are rescuing. You must lower it 3 times - 4 and she will be bathed in lava. 13. You must have space to recruit a new character so, if you still have five champs, transfer all your equipment from the one you least want to keep (the subverted character/a warrior?) and put ropes on all four of the other characters. Now step off the walkway. 14. On the map below, travel between the numbered points to reach the princess's cage - you should cross three Os. Recruit the princess (Thina) when you release her. Now go back to the stairs (any way) and go up. XXOXO X O X X * X KEY XO8 X X 756X X - Walkway square X X X O - Walkway square with ring on XXX X X * - Where cage comes down X XO4X3 1-8 - Follow these directions to reach princess O X X XXOX X 1XX2 X X Up GROUND LEVEL, PART 4 You will have to fight many armoured men in this section. Fireballs do the trick nicely, although you'll need to replenish psychic points with potions. 15. Return round the corridor, ignoring the passage to the left, and enter a 3x3 square room. Collect the arms and gold. Part of the south wall (behind a curtain) is an illusion. Step through this and follow the corridor. Get the equipment in the small room and then continue round. You will soon arrive in corridor which goes round in a circle. 16. Find a corridor on the inside wall which leads to another smaller corridor which twists round. Get the gold, and find the false wall in the northeast corner which leads back to the big round corridor. There is another false wall in the southwest corner of the big round corridor, which leads to a room with some equipment and gold, guarded by tough foes. There is also an false wall in the northeast corner which leads to a corridor with another fireball. Go this way and avoid the fireball. Get the food and gold in the next room. 17. Travel east across the fireball into a corridor, turn north and enter a long room containing equipment and more foes. At the end of this room you will step through a one-way door into the dead-end with the arms in it, mentioned at the beginning of this fortress section. You can now escape through the nearby time- gate. THE CITY, PART 8 ---------------- 1. You will now need to recruit another character, so another space in your party must be made. Dismiss or kill your least important character (not Thina though). 2. Go to an inn and sleep. In a dream, a wizard will tell you of a house with some disguises in it, and marks it on your map with a yellow arrow. Go to this house. The key can be got by clicking on the fountain opposite. In the house, get five guard uniforms. Put a helmet over all the heads of all the women in the party. 3. Now go to the palace, and find yourself before Zoltar. Remove Thina's helmet, then recruit Zoltar. 4. Now head for the forest by going through the time-gate at Mather's house. THE FOREST, The Past -------------------- 1. Zoltar and Thina decide to live here and leave your party. Go back to the city. THE CITY, PART 8 ---------------- 1. Mather will give you a crystal. Keep it safe. 2. Recruit some replacement characters - warriors are best, because it will take too long to train wizards with good spells. 3. Now go to the time-gate in the park and wear the fur coats and ropes. Go through the time-gate to the mountains. THE MOUNTAINS, The Future ------------------------- You are now in the mountains further on in time. The mountains have changed slightly. 1. Make your way to the time machine. Here are quick directions for those without a map: From the portal, go south, ignore the path to the left, take a right turn at T-Junction. Follow the path right round, and when heading east, take first left turn (north) Turn the corner east and follow path until it turns north. Go as far north as possible and turn corner west. Follow this path round until you reach a slightly wider path. Along the north wall is a new path (don't take it yet). Go west, turn corner north and then take next right (west). You will soon reach the time machine. 2. Put the crystal in the time machine. Now return to the new path mentioned above (north from the slightly wider path). At the end of this is a magic belt which you should make one of your characters wear. 3. Return through the time-gate to the city. THE CITY, PART 9 ---------------- 1. Go to the forest time-gate, which will now transport you a short way into the future. THE FOREST, The Near Future --------------------------- This is the most annoying part of the game to explore for yourself. You shouldn't find it too difficult though with these instructions. The forest is now inhabited by groups of 3 armoured warriors. Also around is a wizard who casts blinding spells at you. Protect one character with a magic protection spell while you kill him. From the time-gate: 1. Travel east as far as possible. A few spaces from the portal, you will come to a hedge - go north to by-pass this and carry on east for a long time until you are blocked by a very long hedge stretching north-south. 2. Now head south, stepping west when the hedge bends to block your way. Keep going south, through a pine forest and eventually you will reach a house with two people standing outside (NOT enemies). First, stand next to the female who will cast a spell of fire protection over the whole party. Then go to the man who will talk to you and give you a key. 3. Take the key and go back to the time-gate (go as far north as possible, then as far west as possible, the gate is just north of here). Head back to the city. THE CITY, PART 10 ----------------- You should have a lot of money by now, so arm up at least three characters with 10 of each ingredient needed for psychic regeneration because your scholar and wizard will need to cast a lot of spells soon. 1. Now go back to the northwest part of the city, to the time-gate that leads to the fortress. Enter this gate AFTER noon. THE DUNGEON, The Past --------------------- 1. Open the door of the first chamber with the key you got from the forest. Here is a map of this level: LOWER LEVEL: u2 # # L L $ F #A #D## # K # # #L ######D## # u1 # # D # $### #### L #### # # ### # # ###### ## A# ## # ##### ###### The City F## # # $ # # K# # ## ##D# # #D#-> See section 3 ##### ##D# ### UPPER LEVEL: See section ##### 7 <-##W## ###A # Fireball # # $# ####### $ #### #### # # # ###$ # # # # ##### D ### # # ### # A# ## # # ## #### D ### ## # # ###### ## $ # #####F d2 # ### # D ##### K## #### #### ## ### ## # # ##### ### # d1 KEY F - Food A - Arms $ - Money D - A Door K - Door Key u1/2 - Stairs going up W - Wizard (see 6) d1/2 - Stairs going down L - Lever Notes : The fortress is guarded by ghost-like creatures that rise up from the floor and then poison a character in your party. Either hit them while they are rising or use a cure poison spell on the affected person. 1. On the lower level collect the two available keys without passing through any doors. (Collect arms, food and cash too if you like). Pull the first lever which will open the first door. 2. Go through this door and pull another lever at the end of the passage. Go through the next door, and pull the next two levers. Go through the next door. 3. Make your way to the place labelled "see section 3". Unlock the door that gives entrance to this section using a key. You will enter a corridor which goes round in a circle with six alcoves and a corridor that goes north. DO NOT step into the corridor yet or you will be struck by arrows and be killed! Now, put any weapons, shields, helmets and armour that any of your characters are carrying into the alcoves. Enter the corridor and head north and you will be perfectly safe. At the end of the long corridor turn left (don't get the arms to the right, or you'll be shot), and follow the passage round until you come to a wizard. He must be killed using magic. In the room beyond the wizard, collect all the treasure and food. Pull the lever in the alcove. 4. Return to your weapons and armour and reclaim them. Now, leaving the alcove room door, take a south corridor at the earliest opportunity. Now pass through two doors and head for the stairs marked "u2". 5. From the stairs turn a corner and go immediately north, where you should see a fireball pass in front of you. Go along the fireballs corridor and collect the key in the maze beyond. Now go to the wizard marked on the map. 6. Every time you step near this wizard, he will conjure up a bat. You must fight and kill 5 bats before the wizard will disappear and you can carry on. Keep going along the corridor and you will pass through a doorway opened by the lever you pulled earlier. You will soon emerge into a very large room. Keep walking north, and fight any red-clad warriors that attack you. Do not retreat backwards because more foes will appear. Fight your way to the stairs at the north end of the hall, and go down them. THE LAVA CAVERN You will now find yourself in a place a bit like the cavern where you rescued Thina. The floor-sections marked with a ring, when activated by moving onto them, make other floor-sections appear, allowing you to progress further. Here is a map: Note - Capital letters show rings which make the floor-sections marked with the corresponding lower-case letters appear. DRAGON # # # # # g # ### ## # # ##F # ##e#D C Ed # # G # CB##b# f###### a # # ##### #####A### # Up 1. Tread on the rings in alphabetical order until you reach the dragon. When you kill the dragon, you win the game. Make sure you cast fire protection on yourself (in addition to that given to you in the forest). The dragon has 1000 hit points, so the battle will be long. Use as many spells as possible and retreat many times to heal your wounded. FINALLY... You complete the game. Your reward - a three second animated sequence of a planet and sun coming into conjunction! Worth every second. **************************************************************** I am willing to give any help or advice you might need in addition to this solution. I will also send photocopies of the maps of any part of the game or notes on the different places in the city if requested. Write to: James Jillians, 31 Stockett Lane, Coxheath, Maidstone, Kent. ME17 4PT Or 'phone : 01622 747401 - o -