ISHAR 2 - Solution IRVAN's ISLAND

Go west, then north, and avoid the fight. Enter the village, and play with the pump handle. Recruit Kudseac, pick up his possessions, then kill him. Visit the two inns to recruit four characters (preferable : Eliandr, Zeloran, Fandhir and any warrior). Buy a sword, a bow and some arrows from the armourer and some food from the shopkeeper so you can recover your physical strength after fights. Go to the harbour (S-SW), and force a passage: take prisoner and hand over to the village chief who then tells you what your mission is. Return to the starting point. Kill the three thieves, find the woman, and pick up the pendant. If your strength is a bit low, eat some food, then return to the village to recruit and to buy helmets and shields. Go as far east into the forest as you can, then go north to pick up the black and white mushrooms. Go to the extreme north, pick up the dandelions, then fight the wasps. Enter the forest clearing on the south side, and kill the orcs. For the chief orc, you need to use as many arrows as possible. Pick up the necklace. Return to the village, hand the necklace to the chief, then recover the boat. Eat, sleep, buy arrows, arms and food. Go to the harbour, select the town landing-stage. ZACH's ISLAND Tip: When you travel trough the town, write down every shop you encounter and all the prices for every armour, helmets, weapons, shields... Don't buy anything. When you've got the whole city on paper, and enough money, then buy the most expensive helm, shield, weapon, armour... for everybody of your team. So you avoid wasting your money when you discover a better item than the previous shop got for you. Tip: After fighting, always share the money that you pickup, between your team members. Each member will be happy! Go right through the town to the library at the extreme northeast. Pick up the fortress parchment, and kill as many enemies as possible (to gain money and experience). Buy food and recruit if necessary. Eat and sleep to recover strength. return to the harbour towards the fortress. AKEER's ISLAND Follow the wall on the right, trying to keep moving east all the time. Fight with skeletons, then go through the south passage. Pick up the treasure in the cul-de-sac at the south end, and the skull in the cul-de-sac to the east. Leave the passage, continue east, then go south. In the large room, go to the extreme south-east, then south, east, and then into the corridor to the north. Activate the two handles on the right and left walls. Continue north into the passage, and follow the corridor into the large room. Activate the handle on the wall to the north. Leave the passage again, go to the extreme south-east, follow the corridor and pick up a skull in the cul-de-sac. Go back into the corridor with the two handles. Walk around the west wall, then on the other side enter the room, pick up the treasure, skull and arms. Return to the landing-stage, then go back to the town. ZACH's ISLAND Buy fighting gear, arrows and as much food as possible, because big scraps are coming. Buy two monk's habits and five fur coats from the clothes shop (not far from the harbour, in the road leading to a small square to the north). Go to the library, examine the parchment on potions, then go west to the bank. Enter the street, and kill all of the guards in one go(!) using the arrows and spells. Take the door opposite, pick up(steal!!) 100,000 po. and deposit 10,000 of them in the bank on the opposite. Go shopping: buy a magpie, a monkey, an eagle and a parrot from the pet shop on the extreme south-east of the town. Opposite is a super-armourer if you got the money... Go to the south, then buy five ropes from the shopkeeper. Move west, buy potions for the "troublesome priest" HUMBOLG spell and "ent reviver" JABLOU spell. Continue to the west, and at the next three crossroads go north, then west, then first east. Kill the giant guard, which is a difficult task, then regain strength because there are more fights to come. Enter the "Blue Velvet" nightclub (only open at night), and you are thrown in prison. Release the magpie through the bars, pick up the key and open the cell. Put on five monk's habits. In the fortress enter the passage between midnight and 4am., pass the monk, and enter the sacrifice. Recover the prison key from the monk's belt, then leave the passage again. Find the invisible wall (where one of the characters should notice a draught) and cross it. Leave the prison, fight with the guards. For the next step you need at least 10.000po. and an iron shield, if you have them, take the boat for the island where you originally started (IRVAN) IRVAN's ISLAND Go as far east as you can, then follow the east coast. Find a magician, give him 10,000po. then send out the eagle. Pick up the mountain parchment. Return to the extreme west along the coast, and when you find the standing stones continue to the west end. Pick up the relic at the foot of the standing stone. When Golem wakes up, kill him - remember though, most spells won't work on him - then turn round and fight Golem a second time. Return to the harbour. Select the mountains, take the landing stage to the south. JON's ISLAND In the mountains you must put on the fur coats. Take off the armour, and attach the ropes to avoid falling. Move east, pick up the cauldron from the snow, then set off in the opposite direction following the mountain road along the precipice. Go into the mountains, find a Rhinoceros, kill it and take its horn. Return to the landing stage. Select the mountains landings stage to the north-west. If necessary make a return trip to the town for repairs. On leaving the harbour, travel east. Follow the coast then take the passage to the west. Fight with two giants, pick up the living sword in a mountain hollow, then leave the passage again. Continue northwards, and look for the priest at the end in a cul-de- sac. Prepare the HUMBOLG potion and give it to him, then pick up the tree island parchment. Return to the harbour and select the tree island. If necessary, go repair your team to the town. THORM's ISLAND Put on the pendant recovered from the dead woman. Take the crossroads to the left, then to the north, and second on the right. At the end, find an ent. Prepare the JABLOU potion and give it to him to drink, then pick up the pendant. Go down to the south again, go west and enter the village. Visit the huts (two open huts give various information). Return to the harbour, take the extreme east then fight with the ewoks. At the end, pick up the relic then return towards the harbour. Go north, east, north then east, follow the road and find the stone druid at the end. Place the horn on it, and give it the iron shield when it wakes up. Pick up the magic shield (protects against fire), turn round then at the crossing go north, east then first north. Fight with the monster, then take the first west. Negotiate the labyrinth, avoiding false trails and aggressive eagles, to arrive close to the dead woman at the end to the west. Collect the key to the town hall from around her neck, then hurry back to the harbour. ZACH's ISLAND Go to the town hall (extreme north-west). Enter the town hall and pick up the idol then go to the temple (west of the bank), and give the idol back to the monk. Pick up the air elemental pendant, then go on to the bank and draw out some money. Buy arms and food if necessary ,eat and sleep but keep 7,100po. Return to the harbour, then go to the fortress. AKEER's ISLAND Follow the left-hand wall always moving north as far as the passage. In the circular corridor take the invisible passage to the north. Follow the corridors and enter the flooded area. In the maze keep taking the corridors to the north until you leave the catacombs. Find three weighing scales and put exactly 3,350po. on the first two scales. Return to the catacombs, and hopefully the water has disappeared. Take the second to the south-east, then at the end follow the small underground passage. In the large room, activate the handle at the south-east end. Take the treasure at the north-west end, then put on the air elemental pendant. Continue to the north-east end, take the first turning on the right, then fight with the mummies (fire cloud and lightning are effective). At the very end, go to the south and pick up a skull. Return to the north, then take the access to the east. Stop in front of the wall, take the invisible passage to the south, pick up the treasure and the skull. Return to your initial position in front of the wall, then cross the invisible still moving east. If blocked, sidestep to the south, then continue east. Enter the prison. Remember you can find other treasures if you pass other invisible passages at the end of the maze. Follow the corridor. In the east kill the lion-guard. At the eastern end, click the prison key in the lock and all the cells open. Turn around and in the first cell to the right you can find treasures behind an invisible wall. In one of the cells is a blind girl who you must recruit, so you must dismiss either the archer or warrior (dont forget to take his possession). In the second cell to the south, starting from the west, is a secret passage through an invisible wall. Follow the corridor and enter a vast room. This area is cursed!!! some characters are inverted. To un-invert them, cast the lifting spell. Go to the middle of the columns and pick up the living sword. >From the center make the return: go north, return to the centre, go south, return to the centre, go west and return to the centre before continuing. At the end you find either invisible walls with treasures or a secret passage with a handle to be activated. Now take the passage to the south- east, pass the door, following the corridor to the south. In front of the grille, release the monkey then open the passage. Reach the landing stage and select the entrance to the fortress again. AKEER's ISLAND Return south-east to the corridor with handles. Go due north into the passage and follow the corridors to the west. Beware of the destroying wizard of chaos by preparing psychic protection, then kill him. Pick up the treasures and the skull. Return to the passage entrance and take the corridor to the south-east. Watch out for the magician, kill him, then click on the button which is underneath the eagle-heads, revealing a secret passage. Continue along the corridor to the north, place the six skulls on the six scales. Continue along, kill the guard and pick up the relic. Return to the landing stage, and re-enter the town. ZACH's ISLAND Buy five evening tunics from the clothes shop. Put on the tunics and ent pendant, and enter the night club BLUE VELVET. Pick up the end of fortress parchment. With 20,000po. go to the cul-de-sac of the four towers at between one and two o'clock in the morning. Give 20,000po. to the dodgy-looking character, then pick up a relic. Buy the ingredients for five anti-vertigo potions (MILDONG) then eat and sleep. At the harbour, select the mountains and the north-east landing stage. JON's ISLAND Find a passage to the west. Follow the road, kill the dwarves, then enter the mountains to the north. Pick up two edelweiss plants - one in a cul-de-sac to the west, the other in a cul-de-sac to the east. Return to the passage entrance. Continue east, kill the vultures, then enter the mountains to the north. Pick up one edelweiss plant, return to the passage entrance, then go east followed by north. Take the passage to the east and pick up two edelweiss plants. The place is cursed, so cast a curse-lifting spell. To continue, each character has to drink an anti-vertigo potion. Follow the road, pick up a relic, then return to the harbour. Select the mountains, then the north-west landing stage. JON's ISLAND Travel west along the coast. Fight all the guards, then get rid of one off the characters (dismiss or cast into the void). Enter the mountains to the east, then kill the guards. At the end, leave five relics on five pillars, and the druid revives. Recruit the druid, who is essential for his fire- protection spell. Return to the landing stage and select the end of fortress. Return to the town if you need to replenish supplies. OTBAR's ISLAND Fight against the Fire Elemental: put the magic shield on one of the characters, activate the fire-protection spell, approach the elemental then strike. At the first crossroads, turn right and travel right around the block. Take the access open to the north, then at the next crossroads go to the west (not essential). In the maze fight against the orcs, pick up arms and treasures, then to the north pick a fight with the dragon. To kill the dragon, use the same principle as with the fire elemental - the protection spell must always be validated, otherwise you've had it. Use the healing spell as often as necessary, and you can have several goes at killing the dragon. Continue to the north, pick up the treasures in the crannies. At the next crossroads go north, then through the secret passage in the north wall. Continue, and fight against the wizard and the skeletons. At the end of the maze with invisible walls, activate the handle. Return to the crossroads, go down to the south. You must slalom into the room because there are spikes in the walls. Reach Shandar's fortress. In the large room, move along the edges because there are missiles in the ceiling. At the south-east end, pick up the treasure, then at the north-west end fight the knight and take the access to the north, follow the corridor, and there's a mechanism to be activated in a small room to the west. At the end, fight against the Gorgon (beware she inverts !), then go into the large room with a fountain which raises life points. Return to the room. The diversion to the north is not necessary. You can move directly south when you enter the room, you should reach the labyrinth with the mummies and the witch. Take the passage to the south, then to the east. There's a mechanism to be activated in the small room to the west. Carry on and fight the lion guards. The trapdoor can be activated to open the closed grille. At the next crossroads head north, then at the end get the treasures and activate the mechanism. return to the crossroads, then go down to the south. Follow the corridors to the end, then find a small room with a magician. Listen to what he says (don't hit him !), then take the north access in the previous corridor. Put the parrot in front of the ear and the passage opens. In the next room, slalom otherwise you bash your head, then in the next room move along the edges. Prepare psychic shelter, then fight against Shandar in the north access. Kill him, go back to the country - and that's it, you've finished .... look out for ISHAR 3 "The seven gates of infinity"