ISHAR 3 - SOLUTION

Copyright © Silmarils
CHEAT CODE

- To move forward in time, simultaneously press :
<CTRL> + <ALT> + <A> + mouse completely to the left of the screen + CLICK the LEFT mouse button.

- To return life points to the maximum, simultaneously press :
<CTRL> + <ALT> + <V> + mouse completely to the left of the screen + CLICK the LEFT mouse button.

- Creating the team : Choose 5 human beings distributed as follows :
3 knights-errant and 1 scholar (with 16 in strength, constitution, agility and wisdom),
and 1 magician (with 15 in strength, constitution, agility and intelligence).



 
SOLUTION

KOREN BAHNIR, OPEN CITY

Go and visit the character (Alstar) opposite - your first task is to find the Typhus Mernith observatory on the map. Before you get to the observatory you will need to buy some lime-blossom tea from a shopkeeper (available in particular from the shop near the start of the game or the shop a little way along the southern ramparts of the rich town).

Be careful! You will meet some bandits in the first street. If you are playing with only one character, go into the inn to enrol some companions before fighting.
Kill the bandits. Pick up the purse (killing bandits is a good way of collecting money, but be careful because they get tougher as the game progresses).

Go to the rich town - the only way in is located on the western ramparts of the rich town, between two porches. Buy a necklace for 4,000 PO from the big guard at the entrance or it will be impossible to get by. Put the necklace on.

A word of advice - never strike a town guard or all guards will be aggressive for the rest of the game.

Now go to visit Typhus. Give him some lime-blossom tea (select the object, then click on Typhus's face). Pick up a playing card. Locate the house of Mather Fudius on the map.

A USEFUL SERVANT

Visit Mather. There, pick up, then read, the parchment in front of his house. Go to the inn mentioned on the parchment (round the block of houses to the North). Listen in the inn. The servant Erkh Moltus is speaking. Pay for a meal. Listen again. Answer "YES" to Moltus's question. Moltus will lead you to Mather's house. In Mather's house, don't agree to leave. Give him the playing card when he says "GET OUT". Wait and the Time Gate will appear.
Advice : Before venturing into a Time Gate it is better to have a team which is carefully composed, including a scholar and a magician if possible (see "HINTS AND TIPS"), and well armed (swords, crossbow, armour). This will require quite a lot of money : you can pick up treasure in 4 dead-ends guarded by bandits (due North, slightly west, extreme East, in the poor town to the South and West).

ANIMAL FRIENDS

At Mather's place, go through the Time Gate by clicking on it. In the forest, look for the way to the East guarded by a bear (a fight with wasps will ensue). Kill the bear (missiles recommended). Go through the passage. Travel South for a long way, then East when blocked. Look for a racoon on a rock and when you find it take its parchment.

In the forest, pick up some mushrooms which you can sell on later in the town's shops. Go back to Mather's place (the opposite way). Give Mather the parchment. Pick up the key. Go to the new house shown to the South on the map. There, pick up a pendant and the magic flask and put the pendant on.

Now go to the inn called "The Kelonia Tasters" situated along the Southern ramparts of the rich town. Listen. Pick up the Kelonia powder. Buy the following potions in the neighbouring chemists : 2 bottles of dried mistletoe, 2 bottles of oil of salamander and 1 bottle of rat's brain. All these potions, along with the Kelonia powder into the magic flask.

Go back and see the racoon in the forest by taking the Time Gate in Mather's house. Make the racoon drink the contents of the magic flask. Pick up the talisman. Return to the town.

WAITING IN THE WINGS

Go to the theatre in the extreme South of the rich town. Enter after 7:00 pm. Listen to Gulnar Dahilim. Give him the talisman. Wait for the Time Gate to appear at 2 o'clock. Go through the door.

EAST END LADS

In the jungle, follow the Southwest passage, always keeping South. In the clearing you will find a crystal which you should pick up. Leave the clearing by the road to the Northeast. Continue southwards to the next fork and then at each crossing choose the road to the East. At the end you will meet a tribe - the "East end Lads". Fight and kill the leader of the "East end Lads".

In the jungle you may meet several leopards. Kill them and take their skins which are highly prized by the shopkeepers of the town. Now go back to the town (to give you a reference, the Gate is situated to the extreme northwest).

TIME PARADOXES

If you tamper with the past, then you will change the future. Following the death of the leader of the "East End Lads" in the past, the present has changed.
The architects of the town are descendants of a new leader, and the town looks different. There is a new district to the northwester, a garden to the South of the rich town, with newly accessible treasures belonging to bandits.

Optional episode : leave the theatre. Listen to Alstar. Go to the library (north-eastern end of the rich town) where there are coded explanations on how the Time Gates operate. Return to the jungle by the Gate in the theatre. This gives you access to the future of the jungle. Go to the clearing to the South and pick up the magic sword (Beware! This sword can only be used by a well aligned person).

Follow the road which sets off to the northwest, then take the following directions in the order of the forks : North, East, (East), North, (North), West, then go down southwards into a dead-end. Pick up a meteor fragment. Return to the town (leave the dead-end again and continue northwest).

CLIMB EVERY MOUNTAIN

Go to the garden of the rich town : from the theatre, turn northwards, take the passage eastwards then turn southwards again. In the garden, pick up some treasure and the meteor you find along the northern wall. Put on it the fragment you found in the jungle. A Time Gate will appear, giving you access to the mountains.

To stroll about in the mountains, you're going to need fur coats. You can find them in several shops at affordable prices (West of the rich town). So buy one for each of your team members, put them on, and enter the Time Gate.

In the mountains, travel South as far as the precipice. Kill the bear. Continue westwards, then northwards. Kill the giant. After a slalom among the mountain sides, follow the road to the East. Then turn north, then West. At the passage, you will have to kill the wolves. Take care! They leap forward and vanish from the screen but continue to attack you from behind. You therefore have to keep turning round to hit them until they die.

Now follow the road to the North, then twice to the West. At the end, go down southwards and at a certain point fork West. Continue along the road and find the Time Machine. Place the crystal on it. Go back to the Time Gate. When ever you come across edelweiss in the mountains, pick it because you can sell it on easily to the traders of the town.

TO FREE A PRINCESS

Leave the rich town again. Go to a new poor district at the north-western corner of the map. There you will have to fight with lizard-men (ain't it always the way!).

Find the Time Gate and make sure you enter the gate before noon. Beware! Before approaching the fortress, you are advised to be well armed, well protected and in possession of regeneration potions (especially psychic ones).

Your mission in the fortress is to set the princess free and bring her back. In the fortress, watch out for the first corridor : wait for the fireball to pass, quickly turn right, then take the first right. Enter the underground cavern.

At the fork, turn left. You will have to fight with skeletons all over this area. Pick up a key in the second nook to the left. Continue on your way. Take the third turning to the left to activate the lever in the dead-end. You can wander through the whole cavern to pick up money, bread, weapons, etc. Return to the entrance to the cavern and climb the stairs to return to the fortress. Let the fireball pass, then quickly turn right and then left as soon as possible.

Now continue along the corridor, turn left twice to meet one of most formidable characters in the game : the witch Delamorkitu. To escape from a fight with Delamorkitu completely unscathed it is essential to use spells ("paralysis" or at least the "sleep" spell), as the witch's blows are very heavy (use the "first aid" spell during the fight).

Behind the witch, activate the lever in the niche to the left (to the right, pick up bread). Resume your journey to the North and in a wide corridor keep following the passage to the North. In the vast room, avoid the blinding fireballs (they are impossible to destroy). Cross the room from South to North. Enter the underground cavern.

NOW - WHERE DID SHE HIDE THAT CHOCOLATE ORANGE ?

Be careful! This area is under a spell and one of your team characters can become inverted. You must kill the spiders in the cavern (use throwing weapons). There is a maze to the South infested with spiders, where you can find treasures, bread, a key, etc. Otherwise, move North, cross the room eastwards, arrive opposite a corridor and stop.

A huge stone ball is rolling to and fro in the corridor. If you are crushed by the stone, the whole team is killed immediately. The way to avoid such a crushing fate is as follows : let the ball pass to the right, then move in behind it to the right and take refuge in the first niche to the right. Repeat the operation twice. In the third niche, activate the lever in the wall. Let the stone ball pass to the left and regain the corridor by again hiding in the niches to the right.

At the end of the corridor, take the passage to the left (East). Now follow the corridor. You will come to a large room, where you should be ready to quickly avoid the blinding balls.
At the end of the room to the North, find a clock. By clicking twice on the pendulum, you can make the hand move forward a notch. Position the hand at 2 o'clock. Leave the dead-end again and move round to the North. At the end of the corridor, you will emerge in an area full of lethal gas. Your life points will gradually fall.

Follow two long corridors. At the end of the corridor to the North, find a clock. Position the hand at 9 o'clock. Follow the corridor to the East, then take the first right. At the cross-roads, turn East. Discover another clock. Set the hand to 8 o'clock. Return to the East, then take the corridor to the North. At the end, turn right, then left (North). Follow the corridors.

In the long corridor which goes West, take the passage to the North. There is a clock on the right. Set it to 6 o'clock, then click once on the pendulum. Opposite, move West. At the crossing, turn right, then wait in front of the door to the North (it opens at 7 o'clock).

Leave the gas zone and enter a large room with fireballs. Cross the room in one bound just after the first fireball has passed. You must be able to pass without being touched. At the next crossing, continue northwards. Fight with the warriors of chaos (paralysis is effective). At the end, go down into the underground cavern.

Remember - you are searching for a little princess, imprisoned, defenceless and weeping all alone, and this is where you she is being help. You will emerge in a lava cavern from which studs project. Princess Thina is imprisoned in a cage which descends each time a stud marked with a circle is trodden on.
You have to make the cage descend three times - more than that and it will fall into the lava.

At the first fork, bear right. Follow the winding road. Keep straight ahead (southwards). At the end, come back to the left and carry on eastwards. At the furthest crossing, turn right. You will see the cage perched high up. Step back, then advance to make it descend. Thina will step out of the cage.

Enrol Thina. Be careful! To enrol her you have to have a place free. You can get rid of a member of the team by dismissing him, killing him or pushing him into the void. To do that, attach ropes to all the characters except the one you want to dispose of and take a step sideways into the void.

Beware, do not attack Thina, as the poor little princess weeping all alone is very powerful. Now leave the underground cavern again. Continue along the corridor to the South. In a small room, pass behind the curtain on the right (there is an invisible wall here).

Follow the corridors (be ready to fight and collect various objects). You will enter a closed circuit of corridors forming a square. On the eastern side, there is passage to the West where there is a fight to be fought and treasures to be picked up. Return by the same route across the invisible wall. There is another invisible wall, in the north-eastern corner of the "square", which emerges in rooms full of treasure and various objects. Return to the "square", take the passage through the invisible wall at the end of the south-western corridor.

Behind it, there is a corridor with a fireball : protect yourself as soon as the corridor widens out. Follow the passage to the West. Now you will enter rooms full of warriors and treasures. Keep descending southwards, take the passage with a fireball and turn South at once, leaving by the Time Gate.

THE THINGS THAT DREAMS ARE MADE OF

In the town, go and sleep at an inn : in a dream, Jon the Magician will tell you where a house can be found. Go to that house (shown on the map to the North). Click on the fountain just opposite to pick up the key. Go into the house and pick up 5 guards' outfits. Put on the clothes and put helmets on the women's heads. Go to the Palace (in the middle of the rich town).

Get rid of one member of the team, as you will need to enrol Zoltar. Enter the palace, then take Thina's helmet off in front of Zoltar. Enrol Zoltar (you can sell the disguises if you want).

Now return to the forest (use the Time Gate in Mather's house). Wait a little while until Thina and Zoltar finally decide to leave the group. They will probably sleep under the stars. You will meet the son of Thina and Zoltar a little later... now go back to the town.

A GOOD BELTING

On the way back from the forest, Mather will give you a crystal. Go to the mountains (Time Gate in the garden of the rich town - don't forget to put on fur coats and if necessary take a sleeping bag). In the mountains, go back to the Time Machine to place the crystal on it.

Make a return trip to town and you will find yourself in the mountains in another era. Take the same roads as you took to go to the Time Machine. Find a new passage to the North in the area inhabited by wolves. At the end of that passage, pick up a magic belt in the snow. Now return to the town.

Now put on the magic belt. Go to the forest, in the future. In the extreme South, after getting rather lost, you will find a magic sword of chaos (usable only by a chaotic character). Beware! This area is under a spell and one of your companions may become inverted.

Return to the North at the level of the Gate and continue East for a very long time. You will face tough fights with warriors and a blinding magician. Travel due South and after quite a long road strewn with warriors to kill and mushrooms to pick, find a small house. Near the house, listen to Mouloo, the son of Thina and Zoltar. Pick up the key to the last fortress. Stand before Camelia, Mouloo's wife, a great sorceress who gives powers of protection against dragon's fire. Next, return to the town.

D-DAY

In the town, recruit two hefty characters. Arm yourself well because D-DAY (Fortress Day), the day when the fortress of the Dragon of Sith is to be attacked, is near. Buy all the potions necessary to prepare numerous physical and above all psychic regeneration.

Go to the fortress's Time Gate (northwest of the town). Go through the Gate after 12 o'clock.

In the fortress, open the door with Mouloo's key. Take the first fork to the right (if you go straight ahead instead of turning you will come to a maze where you can pick up treasure, bread, etc., but you don't have to go this way). At the crossing, continue to the right. You will have to fight with ghosts : you can only kill them when they are rising. If they touch your companions before disappearing, check their psychic condition (danger of inversion).

Pick up a key. Continue along the corridors. Turn right at the next cross-roads (to the East) then immediately left. At the next crossing : turn right where there is a handle to be activated. Return to the crossing, continue northwards, following the bends in the passage. You will find yourself facing North at a crossing. To the left, pick up a key in a dead-end, then continue down the corridor eastwards.

At the end, to the North, activate the lever. Continue eastwards. Don't touch the lever to the South but activate the one in a niche to the East. Continue down the corridor to the South. At the cross-roads, go in any direction. Find yourself in a corridor to the East. Come to a door and open it with the key.

In the room you will find several boxes in which you must place all your weapons, shields, armour and helmets. Now travel North. Take the long corridor (if the team still possesses any weapons it will be shot at by murderous arrows).

At the end of the corridor, continue left. Fight a magician. Collect various items. Activate the lever at the end of the room. Return to the boxes. Recover your weapons. Take the road in the reverse direction. At the first crossing, turn left (South). Follow the corridors (walk on the paving stones). At the next cross-roads, continue straight ahead (North, then North, East and North). Take the open passage to the right, northwards. At the end you can find a key in a little room to the West. Take the corridor at once to the northeast. A dangerous passage with a fireball. Keep following the southern wall. Pick up the key. You will come upon the magician who successively brings to life 5 very ferocious bats (paralysis effective).

Having fought off the bats, continue down the corridors. Soon you will emerge in a vast hall populated by numerous red warriors. Commit genocide - kill them all! Now go North and head down the stairs.

WHERE DRAGONS FEAR TO TREAD

In the underground cavern, you have to walk on the paving stones marked with a circle in a certain order, in order to make other studs appear - and then disappear - so as to gain access to the dragon. 7 paving stones must be activated.

The first is just to the left on entering. For the second, continue eastwards and to the left at the crossing. Move East again and activate the third stone to the North. Return to the second stone, continue and find the fourth stone three studs further on. Return to the first stone. Turn North, then West, North and again West for the fifth paving stone. Set off again eastwards. At the end, tread on the sixth paving stone. Return to the fourth paving stone. Continue southwards, then westwards to the crossing. Find the seventh paving stone. Set off again as for the sixth paving stone. Take the passage to the North which leads to the Dragon of Sith (more clearly explained by drawing a plan!).

To kill the dragon : from a distance, use the maximum number of arrows and the "ice cloud" spell. Hand to hand, you must position yourself so that the fire protection spell (different from Camelia's spell) is always active. Do not hesitate to give first aid to your companions after each strike by the dragon. You will find psychic regeneration potions are indispensable.

At last you can kill the dragon and end Shandar's rein of terror. You have proved yourself the greatest warrior of all time - past, present and future!

Hosted by uCoz