ISHAR COMPLETE - SOLUTION ========================= Welcome To Kendoria ------------------- This solution does not take the hazards of fights into account. It is up to you to manage your team and budget as best you can depending on your situation. Whether it`s dismissing or hiring team members, killing, returning to towns and villages to eat, sleep, hiring or buying - always take training courses to gather information. Meeting With Borminh -------------------- Heading East, you`ll meet Borminh who`s a smooth talker and, if you give him a little money, will tell you the names of a few good inns. You can also enrol Borminh, but beware as he`s traitorous character. You`d better not fall asleep in his presence, either, as he`ll nick whatever he can lay his hands on. Conversely, though, he can be very useful in fights and will takes blows intended for others. Carry on eastwards but when you get near a pool, turn south and in the birchwood you can enrol Kirela. Once recruited, place her in the second line of your party and prepare a fireball rune. Now turn south-west again as far as the village. Anagram Village --------------- Fight a few Orcs before visiting the inn to do a bit of shopping. Also, visit the house of Akeer who will then tell you about the quest to be pursued - a rather useful training course is also on offer in the village. Continue to the south-west, and skirt around the bushes to the west. You`ll encounter a few fierce Orcs to be killed, but once they are disposed of, go into the house and recover the treasure. On the way back, pick up the teleporter which is found to the east of the house on the other side of the bushes. Teleportation ------------- Turn south-east, and cross the bridge whilst keeping an eye out for the rather tough Barbarian (fireballs are the best ticket if you do get nabbed, though). Lake City features a merchant, another course, and two inns. When you meet them, don`t enrol Golnol and Nasheer in your team - they are traitors. Finally, on leaving the city, go south along the river and cross the first bridge you come to. Looking For White Iron ---------------------- There`s a Psycho Analyst`s hut to the south, and a reptile`s hut nearby which is also close to where the night prowlers lurk. It is in the reptile hut, though, that the message will be found encoded - and can be translated if one of the members of the team is highly skilled in languages. In the bushes is a purse full of gold coins. Travel east as far as Rhudgest, and then due north as far as the ocean. Next, return westward to Osghirod and, in the bushes, you`ll find a knight in armour - this is the White Iron you have been seeking, and he is waiting for you. Kill him and take his helmet (fnnar). Then head east, followed by a right to Rhudgast. The Dungeon of Rhudgast ----------------------- Head south as far as the river, and then travel up-river to the east, killing the little dwarfs who attack you on the way. After a while, you will find a purse. Pick it up and turn north, then take a few steps to the west and you will be in front of the entrance to a fortress which you must enter. The fortress is divided roughly into two areas: east and west, and the division is at the first crossing. The Eastern Part ---------------- Release the handle to enter the north. You will now enter a succession of labyrinths containing treasures and quite a few skeletons, which will eventually lead to the north-east corner of the fortress and a room with a key and some useful treasure. Beware, though, as in this eastern section you may find a handle. Don`t use it, though, as it jams and you will be locked in the fortress. The Western Part ---------------- Eventually, you will reach a large room with two entrances to the north. The western access will lead you to a runic tablet, whilst the eastern access enables you to reach the magic phial which is essential for the rest of the game. Beware when leaving, though, as one route leads to a giant who can prove very problematic. Once this is completed, leave the fortress and head back to Osghirod. Travel alongside the river to the west and take the bridge which separates Osghirod from Lotharia. Safari To Lotharia ------------------ Enter the village to the west - taking a few freshly kill Panthers as trophies on the way - and you will find an inn, a merchant (Mace), and another useful spell-making course. Next travel due south as far as the ocean, and head west along the coast. Among the four birch tree you find there, the spirit of Azalhgorm appears and gives you information. Set off again due east along the beach - eat the wild Sempiternals for extra nourishment - to find and pick up a runic tablet on a pedestal. On Predator`s Land ------------------ Put the mental vision helmet on one of your characters, and travel east to Fimnuirh. In the middle of the forest, to the east, you should come to a clearing. Somewhere in the middle of this stands a solitary tree surrounded by little flowers. The mysterious predator should be waiting for you, but if it isn`t, walk west again to find it and, hopefully, kill it. Collect the four magic rings which will protect you from Dragon`s fire. Travel north as far as the river. Walking along it to the east, you will come to a bridge. Cross this. The Bridge Guardian ------------------- At Rhudgast, there`s a two-way journey with a village and, in particular, a lake city. Turn east to enter Aragarth, and continue to the east as far as the river. This river can be crossed using a bridge ruled over by a minotaur, and to the north of this you`ll find a merchant. Give him 5000 coins and he will give you a potion which is essential for inventing an `eye-opening` prescription. In addition, to the south of the bridge, the dwarf Fragon can be enrolled if need be. Turn right on to the bridge and kill the Minotaur. It`s better to make him waste all his magic weapons and projectiles from a distance before moving in for the hand-to-hand fight. Cross the bridge and enter Silmatil. An Impossible Love ------------------ Gate crash at Irvan`s house in the village of Halindor and he will tell you that his daughter has been kidnapped. She used to live in the city of Elwing and if you rescue her and bring her back to the old gent he will reward you with a vital key (you`ll also find Thorn in Elwing. He will give you five monk robes for later use). You will find Irvan`s daughter in the town square, but before you can persuade her to accompany you back you`ll have to lose a member of your party. Leave the town by the road opposite to that by which you entered and return North to the village of Halinor and to Irvan`s house. One of your party has fallen in love with the girl and the only way he`ll let her go is if you give him the anti-love potion (the essential ingredient is Tortoise spittle). Get the key and you will be advised to build a `wall` (four people in a line will suffice). Now go West - watch out for the wizard - and take the teleport. The Dungeon of Valathar ----------------------- Gather together food, water-pistols, and treasure and search everywhere. Numerous passages open up thanks to the levers and the keys collected along the way. You might have to go to and fro between the town to strengthen your team wall. Open the door with the key collected at Irvan`s house. At the first crossroads turn left and you`ll find the house of the living dead brothers. More exploration reveals another key. A Visit To The Dark Knight -------------------------- Cotinue along the route to the East crossroads. Turn South, and fight the Dark Knight before continuing South. Another key can be found in the labyrinths. Return to the Dark Knight`s Room and open the door facing the East labyrinth. Find the exit to the East at the crossing and turn North. Continue and retrieve the key from cul-de-sac and use the levers to open up a passage. Return to the pervious crossing, continue South and then turn East (the passage opens according to the posistion of the levers previously seen). Follow the wide corridor until you reach the cul-de-sac, collect the key and return to the Dark Knight`s room. Keep going North until you reach a wall and open the door to the East. The Wild Levers --------------- If you keep goin East, you`ll find a labyrinth consisting of two parallel corridors interspersed with doors which are operated by levers. Each one operates two doors simultaneously. Take the passage South then move East, ignore the lever then access on the left. Operate the lever and return Eastwards to the aforementioned room. Turn right and then to the left pull the other level on a half turn. Now return towards the previous room (West) then turn right and left again. Pull this lever and you can exit the maze by continuing along this corridor towards the East. At the end turn right and then left. You`ll now find yourself in a smaller labyrinth populated by blue ghouls. Moving along the corridor in a Southernly direction you will find a key and teleportation point. Foul Air -------- Walking South, you must turn East immediately. At the end, turn left and you`ll arrive at another room with a lever. Make each person drink the Worgaz potions (Aponea), and pull the lever. Gas filters into the chamber, but you will be protected. Follow the corridors and look in all the nooks and crannies for treasure. When you enter a new chamber pull the lever and the gas will disappear. This room has two access routes. The one to the South is the shortest and mildly interesting, but the path to the East is indispensable. After passing the skeletons you find another key in a cul-de-sac. Return to the chamber, pass through the area of foul air and exit the room. Conjuring Tricks ---------------- From the wide corridor you have to find an access point heading West which will lead you into a huge diamond shaped chamber. In the centre of the room a demon is casting spells at you. Try the doors to the North and West and then take the access route to the South at the end. Continue in a westerly direction and you come out into a broad corridor. Just to the right there`s a lever and a passage leading East. Follow this and open the door that`s controlled by the previous lever. This is the entrance to a spider-infested room. Collect the runic tablet. This room has illusionary walls so try them all and collect the different articles you find. Now return to the lever in the corridor. There`s a very large labyrinth to pass through heading West (watch out for ghouls). Try and find the door facing South in the broad corridor. This door opens onto a small room guarded by a fearful magician that you must kill and whose talisman must be taken. This talisman gives the wizard his strength. Exit the room when you have the item. On one of the walls in the labyrinth you`ll find three levers. The right combination of up and down must be found in order to open the door to the extreme South East route. Fix Bayonets! ------------- Follow the corridor and you`ll come face to face with Medusa. The use of a psychic shield is recommended here. When she`s dead, a flame-spitting dragon will try to burn you. He seems to be quite a way off but he`s well within range if you hit out. At the end of the passage will be a door. Dress everyone in the monk robes and open it. Kill the monk on the other side and cast a protective shield. Now teleport. Ishar ----- Finally you are in the temple of Ishar. Once again a very long corridor awaits your exploration. Before seeing Krogh you will have to fight three monk guards with fairly well-developed psychic powers. Use the psychic sheild again and kill them. When it`s over another protective shield could be useful. Krogh ----- The grand magician casts flashes of lightning at you and even if you manage to escape he will give chase so there`s no other solution than to go in studs up! If everyone has a runic tablet, and your magician has the talisman, Morgula can cast `anti-Krogh` spells and if Krogh is having a particularly bad day you might just do it! Now prepare for the end of game sequence ========================================================================= ALTERNATIVE WALK-THROUGH: Listen to the wind when you arrive and look around carefully. When you see a man, walk towards him. If you talk to him he will tell you about the good pub guide. He can be enrolled in your team, but he is a traitor, so take his gold and place him in the front row. Now travel NE and near a pool you will find a young maiden called Kiriela, who will prove an asset to the team, so enlist help and place her in the second row having prepared a fireball rune. You can now take a trip to Angarann where there are some wandering Orcs for you to gain some experience on and get paid for doing it. You should also visit Akeer who will give you a clue. Travel to the pub and get drunk. While in this state enrol a fellow warrior called Kirian. When sober, assess your weapons and buy accordingly. Remembering that it takes 1000 coins to save your adventure! Now head S and you will come to a house with a large amount of gold. You can take the gold because it's free. Take the bridge to Lotharia, where in one of the pubs you will find the Unknown who can be taught the lightning spell; you will need it later on. Travel S and you will come to what looks like a bridge guarded by a barbarian. It is, in fact, Lake City, so kill him, gain your reward, eat and rest in the pubs. Targhan and Fhironn can be enrolled if need be. Remember to take their gold. Head S once more to cross the bridge and then turn S to find the lizard's house and the gold in the bushes. From here, head E to Rhudgast and when you reach the border turn N. Travel around a bush-type maze and you'll encounter the White Knight. Be warned - he will take some killing. The fireballs and lightning are useful here. When you have fried him, take his helmet as it will allow you to detect the predator later. If you look around there is another bag of gold hidden in the bushes. Go S from here and you will come across the spirit of Azalghorm, who will tell you about three quests. If you follow the river S you will find a pedestal with a Runic Tablet on it - take this and it will offer some sort of protection later on. From here head E, put on the White Knight's helmet and enter Fimnuirh Forest. Find the predator, kill and take the fire rings from him. At this point in the game it may be a good idea to go back to Lotharia to rest and see what you can learn. Head back to where you killed the White Knight, travel E until you reach the river then head N. Eventually you'll find some dwarves who are looking for a fight. Take their gold when you have killed them. If you side step into the woods, in the distance you will see the entrance to the Dungeon of Rhudgast Forest. In here are four keys, two lots of food, three throwing knives, a flask for mixing potions, a flask of oil, two treasure chests full of gold and a runic tablet. In here is also a very powerful giant, who is blocking the way to the flask room. It's best to blast him with everything you've got and then go back to Lotharia to recharge your psychic energy. The skeletons in the dungeon regenerate, so kill them and collect as fast as you can. Go N to the river and travel E to the bridge, kill the dwarves and then cross the bridge. Head E to the next river and then N to the next bridge. This is guarded by a large minotaur, so have plenty of psychic energy ready. There is a bag of gold lying around and also a dwarf who will offer to join you. Going N from this bridge is a merchant who will sell you a potion for 5000 gold coins. After trading it is a good idea to recharge your energies before crossing the bridge because there are a lot of barbarians hanging around and also a giant called Gato who guards a tortoise, which will be traded with another merchant for a useful potion later on. Cross the bridge and head S to the large city of Urshurak, which is full of orcs, shops, spell learning and, best of all, plenty of good pubs. Search and listen well. West of Urshurak is Kandomir where Jon the Alchemist lives. If you're intelligent enough you'll be able to read a scroll that will tell you about the potions you can make from the supplies that can be found and bought in the shops. It is now time to travel to Halindor which is north east of Urshurak, where you learn that Erwin's daughter has been kidnapped and is held in Elwingil. You will rescue her, but be warned - one of your party will fall in love with her and you will need a 'disrupt charm' before you take her back to Erwin's house. If you are successful, Erwin will give you a key to Valathar Dungeon. In Zendoria there is a merchant who requires Turtle. It will be used for the pig transformation potion. In Baldaron there is a rock containing a magic sword. If you cannot pull it out, kill a few more baddies and try again. On the way to and from Elwingil are two fireball throwing wizards for which you will need to distribute the fire rings from the predator. In Gilaras there is another runic tablet which you can collect, but before you do, you had better have a cure blindness potion because as soon as you step over the border you will be struck blind. North of Halindor is the forbidden house which contains another runic tablet, although 'brain wash' potion for all the party will be needed. In Elwingil, the orcs regenerate every time you enter, so take your time, go in and out, collect a lot of money and rest in the pubs. When you have gained enough skills, leave Elwingil and head for Halindor then head E. In some birch trees you will find a transporter. Take the transporter and it will take you over the river into another Elwingil. Do not be confused - keep heading E and you will come to Fhulbrod Forest. It is here you will find a trader who will give you something for free. If you enter the forest and try to find a clearing you will be attacked by dwarves, then you'll find a pig. This is really Morgula, a witch who was transformed, so now you know why you want a 'pig transformation' potion. The witch has the much needed Anti-Krogh spell. She has a very low constitution so give her plenty of food. It is now a good idea to travel to a city to strengthen her as much as possible for the task ahead. Remember that in Elwingil lives Thorm, who has some monk's robes that you will need later on, so go up to Thorm and collect them. By now all your party should be on level ten and have collected 31,000 experience points - if not, it is a very good idea to go and collect them because they will be needed soon. You should also have four out of five members of your team carrying runic tablets. Head back towards the Fhulbrod Forest and then head N. Make sure that all of the team have a 'brain wash' potion and you can use a protection spell or something similar because you will meet a very powerful wizard who could blind, inverse and bind your party. Some effects wear off, but not inversion. When you have despatched the wizard you will gain the entrance to the Valathar Dungeon. Make sure that your team have been refreshed. If they haven't then now is a good time to refresh them. Having opened the door with Erwin's key you can enter the dungeon. The first few rooms contain zombies that you can burn quite easily. Be on the look-out for treasure and food, and most important of all, try to find a key. Leave through the opening and you will find at the junction that there is a locked door. Turn right into a diamond-shaped room, this is where the Black Knight lives. Instead of swapping tales about good and evil and generally being polite, fireball him. Continue into the next room and then turn right and enter a maze that contains treasure, oil and yet another key. Open the locked door in the Black Knight's room and follow the maze. Collect the oil and eventually you'll come to a T-junction. Turn left into a room with two levers and a key in it. Operate the lever that was on the far wall as you first came into the room. This lever opens the barred gate at the other end of the T-junction. Going that way you will encounter a spider guarding some food, and you'll also come across yet another key. Now go back to the locked door and open it. Collect the oil and travel up the top of the corridor. To the right is a giant to be sorted out. Once the giant is defeated you will gain another key. Go through the opening in the distance. You will be confronted by a baddie through the archway, so fireball him. If you are running low on energy at this point, go back and refuel - remember that the zombies you killed previously will regenerate. Find the correct combination of levers to gain an exit from these two corridors, at the end of which there is a long corridor with a T-junction. Some Blue Ghouls will appear from nowhere and attack you you; defeat them with your team. The left hand exit has some oil to be collected. The right hand exit leads to some more ghouls and a spiral corridor which terminates with a key and a transporter which will take you to the next dungeon level. Now is the time to recharge again because there is plenty of work to be done before you complete the game. Use the teleport to go to the second level, immediately go left and left again into a corridor with a lever and a door in it. This is a gas chamber, so give each of the party a drink of the 'worgaz' potion to protect them. Once you've done that pull the lever, this will allow gas to enter the room, but the door will now open. Search everywhere because there is a lot of treasure to be found. At the other end of the room is another lever; pull this and you are now through the gas chamber. There are two exits to this room, both of which are guarded by some very deadly skeletons. Search both exits and you will gain more treasure and a key. Now head back to the gas chamber - remember to use the correct potion again. Return to the teleport room that you first arrived at, strengthen your team and then head S. After not too long you will come across a treasure box and a corridor to the right. Contained within is a Demon. Protect your team of adventurers before attempting to kill it. This diamond-shaped room contains two doors for you to search behind. Travel E from the diamond-shaped room and you will come across a lever. Pull the lever and travel down the corridor to the west and you will find some oil. Carry on W and then turn S and you will have a choice of three corridors. Each one leads to the same room. This room contains the last runic tablet - however, it is guarded by lots of spiders. There are also two hidden rooms; one to the south and one to the north. Now go back to where you pulled the lever. It might be a good idea at this point in the game to go and recharge all the members of your team. In the big room facing the lever is a maze complex containing more treasure, oil and another room containing a talisman (it looks like a jewelled broach). While you were wandering around you should have found a wall with three levers. These levers operate the last barred gate - it is the outside two that need pulling. You can then travel up the last corridor and be met by Medusa. It would be a very good idea to use the 'brain wash' potion again and then go and kill her. Be extremely careful though because around the next corner is her pet dragon who will take some killing. Finish him off and then strengthen your team. You will now need to be wearing the monk's robes - after this transport there is no going back! Kill the monk and then use the transporter. You will arrive in a very long corridor which is guarded by three powerful monks, if you've got the potions to recharge your team's psychic energy then now would be a good time to do it. After this you will confront Krogh himself, so protect your team of adventurers and use the Anti-Krogh spell, hit as often as you can with any weapon you can, because he has many hit points (the magic sword takes off 720 points) and with any luck you should survive having killed him. The defeat of Krogh means that your adventure is at an end and Ishar is long gone and completed.