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ishar3.txt
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1996-05-13
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~ISHAR 3
1
ISHAR3.PCX
RPG by Silmarils
~Tips to get you started By Lu Richardson.
Cheat. If you don't, you'll be so savaged by even the weakest
attackers that you will spend all your time reloading saved games.
Remember to go to offset 313 for the hit points and 331 for the
money. Enter your values in double figures five times
consecutively - but remember to collect all five characters before
you start cheating. Please see my cheat for further details, and
bear in mind that you might well have to top up these values both
for hit points and money. Keep an eye on them. Also your
characters must eat now and again to keep their strength up.
May be this would be a good moment to tell you that I played the
game in French. School-boy French should get you through, and if
not, I hope these tips will help.
THE OUTTER TOWN
Right, when the game begins, step forward and a guy in a fetching
blue frock will enlighten you - if you could call it that. He
recommends you go and speak to the guy in the Observatory and tells
you he's fond of liquor.
But first, you have to go all around the outer town, enter every
shop and listen at every Inn. Take your time and remember, or make
a note of, where everything is - don't buy anything but the
essentials at first, because you might find something you like
better later and what are you, made of money? It's even worth your
while to do a preliminary round, before you start playing in
earnest, just to get to know the place really well.
Mainly, your first aim is to collect a suitable team, but visit all
the inns before you make your mind up. Take your pick. It's a good
idea to have at least a thief, a wizard and a priest. A Barbarian
might be an idea. Your choice, really.
As regards the inns, you can eat there and sleep, both of which cost
money. If it gets dark and you can't go to the shops, enter the
nearest inn, choose sleep and as soon as you enter the bedroom,
click on EXIT. You will have slept 8 hours. The main thing at the
inns is to enrol characters, so click on that option and then on
each character on offer to see what they are like. As I said,
choose with care.
The other thing is that you must listen, because you get to hear
important clues. In one inn to the NW a guy will ask you to take a
package to another inn to the S, for money - not terribly
important. Leave the inn to the extreme SE till the very last, when
your team is ready for action.
The shops contain various potions, food and other items. A rope
could be handy, and 10 rations of food per character are a must.
You will be needing a bootle of hooch, which is a large brown
bottle. You might also find fur coats useful at some stage.
As for the armouries, be careful here. If you are cheating and your
characters are pretty tough (and money is no object), don't bother
with shields. Arm them with two swords each, the best you can buy;
don't be seduced by the magnificent two-handed weapons. With two
swords you can inflict continuous damage, but with a two-handed
weapon you have to wait a while before you can use it again and in
the meantime you get clobbered.
Naturally, you will get them the best armour and helmet also. Go
for the Armour and Helmet of Justice, even females can wear them.
While covering the outer city very thoroughly you'll come across
thieves who will attack you. If you are not cheating you can see
them in the distance and avoid them, if you like. But if you fight
them and defeat them, don't forget to pick up the money they drop -
it is not always very clear. Near these groups of thieves there
sometimes are chests; click on them to get some money.
THE INNER TOWN
When you have finished exploring the outer city you can go into the
inner one and explore that also. There is only one entrance, just
to the right of the center of the map. When you come in for the
first time the captain of the guard will ask you for 1000 bucks per
person. You can pay, of course, but it is much more fun to kill him
and fight the guards. That means you will be attacked often and at
all times thereafter, by way of variety; but also that you will
collect lots of loot every time you defeat the guards. Up to you.
It can pall after a while, so you might go for a peaceful life.
Now you must explore the inner town in the same way as you explored
the outter. You will find that the armouries here have really
decent weapons and armour, and once you've been right around, you
will know who to put in your team and how to arm them.
You will find a Bank where you can leave some money, which will earn
you enormous interest, and you can also use the chest option to
store any goods you wish.
While in the inner town, be sure to locate the Theatre, the Palace,
the Library and the Observatory. Right, I'll assume that you now
have a full team, that you are armed to the teeth and that you are
ready to go.
Go to the Observatory and give the guy the bottle of hooch. He will
give you a spiel about the stars and hand you a sort of playing
card, and tell you to visit his mate. Go to the extreme SE of the
map, in the outter town, and find some stairs leading to a house.
At the foot of the stairs there is a message, which is not terribly
important. It just directs you to the inn.
Go to the inn near by and "listen". A guy pops up and asks you to
buy him dinner. Do so by clicking on "eat". Listen again and he
will ask you to accompany him to his master. Say "yes" and you will
find yourself following him into the house.
Once inside, he takes fright at his master's anger and wants to
leave. Twice you'll have to say "no". When the old man shouts at
him to get out, click on the character who is carrying the card and
drag the card to the old man. He is then very sweet and gives you
another spiel about the stars and the wickedness about to be let
loose. He will also tell you about a teleporting gate, which will
appear in a minute, and ask you if you want to go through it. Say
yes and the doc check will come up. Answer correctly and you will
be able to go through the gate. You will turn up in a forest.
THE FOREST (GATE 1)
Here you must advance all the way S, then all the way E. A short
step S will bring you into a sort of twisty way which you must
negotiate. You will also meet a bear, don't offer it a bun. When
you've dealt with the bear you should be at the end of the twisty
path. Head all the way S, then W, then S, then E and if you then
turn N, you will be approached by a badger in funny clothes. He
will hand you a parchment. Read it by applying it to the eye icon
and then double back the way you came. If you see any mushrooms, by
the way, pick them up.
When you go through the gate, hand the parchment to the old man. He
will give you the key to the wizard's house (which will appear
marked in your map with a pale arrow) and give you the formula for a
special potion. Right down the ingredients and exit.
Work your way to the inn between an armoury and a shop, S of the
entrance to the inner town. Here you should get a free sample of
the Kelonia powder you need for the potion - if you don't, come back
after you've been to the wizard's house and you are wearing his
pendant. Try the shop for the other ingredientes, and get the rest
in any shop on your way to the wizard's house.
When you get there, face the door and, because you have the key, you
will be able to enter. Pick up the pendant and the flask. Give
them to whoever is carrying the ingredients and plonk these in the
flask. Once you've concocted the potion, go back to the badger and
give it to him. He will drink it, turn back into the wizard and
give you an object. Go back through the gate.
THE THEATRE (GATE 2)
Now find your way to the Theatre. It has to be night time,
otherwise you can't enter it. Another doc check, folks. Once in,
give the object to the guy once he stops yakking. He will take you
to a corner where the next gate will materialise. You might have to
wait a little, the gate only appears between 2 and 3 in the morning.
When you are through, keep right. You should find a crystal and,
further on, you will be attacked by a tribal chief. Kill him and
make your way back to the gate. Take the pelts of the tigers you
kill with you - you can sell them at the shops (click on the pelt
and then on the shopkeeper) at a pretty price, though it diminishes
as the number of pelts you sell increases. Nevertheless, the money
you get is better than a poke in the eye with a short stick.
When you come out of the Theatre, you'll be met by the guy in blue
who says it's a good thing you killed the chief because the town was
founded by another chief's descendants and therefore it is now
different. He will suggest you visit the Library.
THE LIBRARY
Go there and, on the way, you will notice that things have indeed
changed. Note the walls encircling a new garden. On a N wall you
will see a strange boulder - one of your characters will draw your
attention to it. When you get to the Library, the librarian will
read you an incomprehensible text. Basically, and very obscurely,
you need two crystals, which you must place to the right and left of
a "strange thing". And I could only find one crystal!
THE THEATRE - AGAIN
Go back to the Theatre and wait till the right time for the gate to
appear. The time zone should have changed - it it hasn't, you can
toggle between the two by going in and out of the gate. Keep your
eye on the spot where it said Map before to see which zone you are
entering. Anyhow, explore around the area (which is different) and
you should find a piece of meteorite (one of the characters will
point it out to you) and a sword of chaos. This latter one is not
much use since using it hurts you more than your enemy, and I am
told only a Barbarian can use it. Guess where the bit of meteorite
fits?
THE ENCLOSED GARDEN (GATE 3)
Go to the funny boulder and put the missing bit on top. A gate
appears and you are through to a snowy place. Time to don your fur
coats. Go all the way S till you come to the edge of the mountain.
Tangle with two bears and don't fall over the edge. If you come too
close and a character dies, save immediately and with the NU editor,
give that character plenty of hit points. Back in the game, at the
edge of the mountain go all the way (plus a few minor zigzags) in
these directions: W, N, W, N, E, N, W. N, W, S, W, N. This is
rather tricky because some of the paths double back onto themselves
and you might find yourself going the way you came. Try and keep to
the "main" tracks and don't go down side tracks. In fact, it is a
good idea to do a map of the area. Oh, and if you find any flowers,
pick them up. One word about the wolves. Once you've dispatched
the ones in front of you, turn around quick because there's bound to
be one behind you. Sometimes you meet yet another one when you face
around again in the direction in which you were going. Sneaky
things, wolves.
At any rate, you should come to a "strange thing", and you can put
the first crystal to the right or left of it. Go back the way you
came and exit the gate.
NEW STREET (GATE 4)
As you come out, an old friend will approach you and tell you a new
gate has appeared to the NW. Leave the inner town and go to the
outer, making for the NW corner, where there is a gap in the map
above it. You will find there is a new street now, and if you
follow it you'll come to the new gate. Go in and you'll find your
way barred by a door and we don't have any keys. I tried my
wizard's magic key spell but, of course, it didn't work. Disgusting.
I'll leave you to try and find the other crystal.