ISHAR - SOLUTION
Copyright © Silmarils

WELCOME TO KENDORIA

As you start, go east to meet up with Borminh, Enlist him because he is useful in battle, but be careful - he is a traitor. Do not fall asleep with him in your party. Continue eastwards until you find a small pool a water, then continue south towards the birch trees where you find Kiriela. Turn south-west and continue until you reach the Angarahn village. Find the orcs and kill them. Visit the inn and recruit Kirian. There is a shop you can visit in the village and a course is on offer.

Leave the village and continue south-west, skimming the bushes to the west, where a few orcs can be killed. Enter the house to find a chest full of gold. Going east back around the bushes you should find a teleporter. After entering the teleporter turn South-east to find a bridge leading to the Lake City. The bridge is guarded by a barbarian. Kill him and enter the city. There's not much to do here except for exploring the two inns and the merchants. Do not recruit Golnol or Nasheer because they are traitors. When you've finished, leave the city and go south along the river.

LOOKING FOR WHITE IRON

Take the first bridge and go south. You should find a psychoanalyst's hut guarded by night prowlers. Enter the hut and - as long as one of your characters is good at languages - the message can be uncoded. Leave and examine the nearby bushes to find a purse full of gold. Travel east as far as Rhudgast and then go due north to the ocean.

Return west towards Osghirod and scan the bushes to find a knight in white iron who is waiting for you. Kill him and take the helmet he leaves. Now go back to Rhudghast. Go south as far as the river and follow it up river to the east. Watch out for the occasional party of dwarves on the way.

Follow the river for a while and you find a purse. Take it and turn north, after a few steps to the west, you find the entrance to the fortress. The fortress is in two parts - east and west. When you first enter go east until you find a handle. Release the handle and enter the northern part of the fortress. There are many labyrinths and corridors to examine and they contain various pieces of treasure and monsters. Eventually, you come to a room in the north-eastern corner of the fortress. Pick up the treasure and the key. You find another handle in the northern part, but do not pull it or you are locked in. Now return to the western part of the fortress.

You find a large room with two main entrances to the north. By taking the eastern exit you come to a door guarded by a giant. Behind the door is a magic phial that you need for the rest of the game. There's also part of a key. Exit and take the western path.

This leads you to a room full of spiders. Kill them and take the rune tablet from the centre of the room. When you have the phial and the rune, leave the fortress and return to Osghirod.

THE PREDATOR AWAITS

Carry on alongside the river to the west and take the bridge which separates Osghirod from Lotharia, killing the many panthers on the way. There is a merchant, an inn and a spell-making course in the town. If you have enough money make sure you buy a mace from the merchant. Leave the town and travel south until you reach the ocean. Head west along the coast.

The spirit of Azalhgorm appears among four birch trees and talks to you. Continue east down the beach until you find a pedestal. Examine it and take the runic tablet that rests on it.

Before you continue on towards Fimnuirh make sure that you or someone in your party is wearing the mental vision helmet, which you took from the knight in white armour. If you haven't put on the helmet the predator remains unseen and can carry on attacking you as long as you're in the forest. As you reach the centre of the forest to the east, you come across a clearing totally covered in flowers, with an isolated tree in the middle. The predator stands by the tree. Kill him and take the five rings that protect you from the dragon's fire. Head due north as far as the river and continue east. After a while you come to a bridge which you must cross. After you cross the bridge, turn east and enter Aragarth. Make sure you keep 5,000 gold pieces. Keep on going east until you reach the river, there is a bridge that crosses the river, but it's guarded by a mean minotaur. Go south of the bridge to find Fragorn who can be entisted. Then head north until you find a merchant. Give him the 5,000 gold pieces and he gives you a potion which makes a prescription.

THE BRIDGE GUARDIAN

Return to the bridge and kill the Minotaur. Cross the bridge and travel north-east until you find a giant waiting with his club for you. Kill him and search the beach for Ywgen the tortoise. Travel south until you reach the barbarians and then return south-east to Urshurak.
Keep going south towards the city and enter. When you've finished in the city, exit to the west and enter kandmir. Continue west towards Jon's hut and kill a large group of orcs. Enter Jon's hut and take the parchment from him - this contains some of the prescriptions given at the end of the manual.

DELORIA THE DELECTABLE

Travel east from the city of Valathar until you reach a forest, then go south along its edge where you meet a merchant who has something useful to sell to you. Return east into the forest and you meet a pig. Do not kill it, instead mix an Arbool potion in the phial you got from Rhudgast dungeon to turn the pig into a useful team member, Vorgula the witch.

Go to the village of Halindor and visit the house of Irvan. He tells you that his daughter, Deloria, has been kidnapped and has been taked to Elwingl. If you can rescue Deloria and return her back to Irvan, he rewards you with a key. You find Deloria in the town square, but you have to lose a team member to ensure she comes with you. One of your characters falls in love with her and does not follow you. The only solution to this problem is to make an anti-love potion and give it to him.

Another person you must find in Elwingl is Thorm who gives you monk robes so you can disguise your team. Go west and take the teleport, making sure you look out for the Wizard. When you reach the dungeon of Valathar make sure you search everywhere because there are many things to find inside. There are various passages that open thanks to levers and special keys you find inside. When you reach the special locked door, use the key you picked up at Irvan's house to open it. Now carry on until you find a crossroad. Go north and continue until you end up at the House to the Living Dead. There are many room to explore, but you must find a key and take it. Now carry on until you reach the east cross-roads. Turn south and you find the Dark Knight before continuing. You also find a key. Return to the Dark Knight's room and exit through the door facing towards the east labyrinth. Continue until you find the exit and turn north. Keep going and pull the lever to open the corridor. Now collect the key and go back to the previous crossing.

THE GAS CHAMBER

Continue south and then carry on to the east. Follow the wide corridor until you reach a cul-de-sac. Take the key and go back to the Dark Knight's room. Head north until you reach a wall, then unlock the door to the east. Continue east until you reach a labyrinth which consists mainly of two parallel corridors with doors operated by various levers.

Take the southern passage and then move east. Ignore the lever and enter on the left. Operate this lever and return east. Turn right and then left, pulling the lever on the half-turn. Now go back to the previous room - west - and turn right and left again. Pull the lever and leave the maze by continuing along the passage towards the east. Turn right when you reach the end and then left. You're now in another maze, populated by blue creatures. Go south until you find a key and then carry on to the teleport. As you head south, turn east almost immediately. Turn left and you arrive at a room with a lever. Before you pull the lever make sure all your team drink the Wordage potions. Pull the lever. Gas bursts into the room. Follow and examine the corridor until you enter a chamber, pull the lever and the gas disappears. The room has two accesses. Go east until you find some skeletons and a key.

Return to the chamber and go south. Continue until your reach an access point heading west from the wide corridor. This leads you into a big diamond-shaped room. Be careful because there's a demon casting spells at you. Try the doors to the north and west, then go south.

Carry on west until you appear in a broad corridor. There is a lever on the right and a passage going east.

Pull the lever and take the passage east. The lever should have opened the door. Enter the room that's infected with spiders. Take the runic tablet and try all the walls because some of them are an illusion. Pick up everything and return to the lever. Go west and pass through the maze. Find the south door in the broad corridor. It goes onto a smaller area guarded by a magician. Kill him and take the talisman. On one of the walls are three levers. If you get the correct combination the south-east door opens and you can enter. Medusa awaits you. Use the psychic shield from the dungeon. When you've killed Medusa a dragon attacks you. Kill it. Now find a door at the end of the passage. Before you open it, wear your monk's disguise. Kill the monk on the other side of the door and cast a protective shield spell. Teleport.

A long corridor is in front of you. Before you get to Krogh you have to fight three monks. Use the psychic shield and kill the monks. Now use a protective shield spell, since Krogh casts lightning at you. You can't escape, so stand and fight. To kill Krogh ensure everyone has a tablet and that your magician has a talisman. Vorgula can now cast an anti-Krogh spell.

Congratulations! you've finished Ishar, Legend of the Fortress.

Hosted by uCoz