ISHAR 2 Walkthrough 


IRVAN's ISLAND

Go  west, then north, and avoid the fight. Enter the village,and  play with the 
pump handle.  Recruit Kudseac, pick up hispossessions, then kill him.
Visit  the two inns to  recruit four characters (preferable :Eliandr,  Zeloran, 
Fandhir and  any warrior). Buy  a sword, abow  and some arrows from the armourer 
and some food from theshopkeeper  so you  can recover your  physical strength 
afterfights.
Go  to the harbour (S-SW), and force a passage: take prisonerand  hand over to  
the village chief who  then tells you whatyour mission is. Return to the 
starting point. Kill the threethieves,  find the  woman, and pick  up the  
pendant. If yourstrength  is a  bit low,  eat some  food, then  return to 
thevillage to recruit and to buy helmets and shields.
Go  as far east into the forest  as you can, then go north topick  up the  black 
and  white mushrooms.  Go to  the extremenorth,  pick up the  dandelions, then 
fight  the wasps. Enterthe forest clearing on the south side, and kill the orcs. 
Forthe  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, thenrecover  the boat. 
Eat, sleep, buy  arrows, arms and food. Goto the harbour, select the town 
landing-stage. 

ZACH's ISLAND

Tip:  When you travel trough the  town, write down every shopyou  encounter and 
all the prices  for every armour, helmets,weapons, shields...  Don't buy 
anything.  When you've got thewhole  city on  paper, and  enough money,  then 
buy  the mostexpensive  helm,  shield, weapon,  armour... for everybody ofyour 
team.  So you avoid wasting your money when you discovera 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 extremenortheast.  Pick up 
the fortress  parchment, and kill as manyenemies  as possible (to gain money and 
experience). Buy foodand  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 allthe  time. Fight  
with skeletons,  then go  through the southpassage.  Pick up the treasure in the 
cul-de-sac at the southend,  and the skull in the  cul-de-sac to the east. Leave 
thepassage,  continue east, then go south. In the large room, goto  the extreme 
south-east,  then south, east,  and then intothe  corridor to the  north. 
Activate the  two handles on theright  and left walls.  Continue north into  the 
passage, andfollow  the corridor into the large room. Activate the handleon  the 
wall to the north. Leave the passage again, go to theextreme  south-east, follow 
the corridor  and pick up a skullin  the cul-de-sac.  Go back into  the corridor  
with the twohandles.  Walk around the  west wall, then  on the other sideenter  
the room, pick up the treasure, skull and arms. Returnto the landing-stage, then 
go back to the town. 

ZACH's ISLAND (2nd time)

Buy  fighting  gear, arrows  and  as much  food  as possible,because big scraps 
are coming. Buy two monk's habits and fivefur coats from the clothes shop (not 
far from the harbour, inthe road leading to a small square to the north).Go  to 
the library, examine the parchment on potions, then gowest  to  the bank.  Enter 
the  street, and  kill all  of theguards  in one  go(!) using the  arrows and  
spells. Take thedoor  opposite,  pick  up(steal!!)  100,000  po.  and 
deposit10,000 of them in the bank on the opposite.
Go  shopping: buy a  magpie, a monkey, an  eagle and a parrotfrom  the pet  shop 
on  the extreme  south-east of  the town.Opposite  is a super-armourer  if you 
got  the money... Go tothe  south,  then buy  five ropes  from the  shopkeeper. 
Movewest,  buy potions for the "troublesome priest" HUMBOLG spelland  "ent 
reviver" JABLOU spell. Continue to the west, and atthe  next three  crossroads 
go  north, then  west, then firsteast.  Kill the giant guard, which  is a 
difficult task, thenregain strength because there are more fights to come.
Enter  the "Blue Velvet" nightclub  (only open at night), andyou  are  thrown in  
prison. Release  the magpie  through thebars,  pick up the key and open  the 
cell. Put on five monk'shabits.  In the  fortress enter the  passage between 
midnightand 4am., pass the monk, and enter the sacrifice.
Recover  the prison key from the  monk's belt, then leave thepassage  again.  
Find the  invisible wall  (where one  of thecharacters  should notice a draught)  
and cross it. Leave theprison,  fight with the guards. For the next step you 
need atleast  10.000po. and an  iron shield, if  you have them, takethe boat for 
the island where you originally started (IRVAN) 

IRVAN's ISLAND (2nd time)

Go as far east as you can, then follow the east coast. Find amagician, give him 
10,000po. then send out the eagle. Pick upthe  mountain parchment. Return to the 
extreme west along thecoast,  and when you find the standing stones continue to 
thewest  end.  Pick up  the relic  at the  foot of  the standingstone.  When 
Golem wakes up, kill him - remember though, mostspells  won't work on him - then 
turn round and fight Golem asecond  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 thearmour,  and attach  
the ropes  to avoid  falling. Move east,pick  up  the cauldron  from the  snow, 
then  set off  in theopposite  direction  following  the mountain  road  along 
theprecipice.  Go into the mountains, find a Rhinoceros, kill itand  take its 
horn.  Return to the  landing stage. Select themountains landings stage to the 
north-west. If necessary makea  return  trip  to  the town  for  repairs.  
On  leaving the harbour,  travel east. Follow the coast then take the passageto  
the west. Fight with two giants, pick up the living swordin a mountain hollow, 
then  leave the passage again. Continuenorthwards,  and look for the priest  at 
the end in a cul-de-sac. Prepare the HUMBOLG potion and give it to him, then 
pickup  the  tree island  parchment.  Return to  the  harbour andselect  the 
tree island. If necessary, go repair your team tothe town. 

THORM's ISLAND

Put  on the pendant  recovered from the  dead woman. Take thecrossroads  to the 
left, then to the north, and second on theright. At the end, find an ent. 
Prepare the JABLOU potion andgive it to him to drink, then pick up the pendant. 
Go down tothe  south again,  go west and  enter the  village. Visit thehuts  
(two open huts give various information). Return to theharbour,  take the 
extreme east then fight with the ewoks. Atthe  end, pick up the relic  then 
return towards the harbour.
Go north, east, north then east, follow the road and find thestone druid at the 
end. Place the horn on it, and give it theiron  shield  when  it wakes  up.  
Pick up  the  magic shield(protects  against fire), turn round  then at the 
crossing gonorth,  east then first  north. Fight with  the monster, thentake  
the first west. Negotiate the labyrinth, avoiding falsetrails  and aggressive  
eagles, to  arrive close  to the deadwoman  at the end  to the west.  Collect 
the key  to the townhall from around her neck, then hurry back to the harbour. 

ZACH's ISLAND (3rd time)

Go to the town hall (extreme north-west). Enter the town halland  pick up  the 
idol  then go  to the  temple (west  of thebank),  and give the idol  back to 
the monk.  Pick up the airelemental  pendant, then go on to  the bank and draw 
out somemoney. Buy arms and food if necessary ,eat and sleep but keep7,100po. 
Return to the harbour, then go to the fortress. 

AKEER's ISLAND (2nd time)

Follow  the left-hand wall always moving  north as far as thepassage.  In the 
circular corridor take the invisible passageto  the  north. Follow  the 
corridors  and enter  the floodedarea.  In the  maze keep  taking the  corridors 
to  the northuntil you leave the catacombs. Find three weighing scales andput  
exactly 3,350po. on the first  two scales. Return to thecatacombs,  and 
hopefully the water has disappeared. Take thesecond  to the south-east,  then at 
the  end follow the smallunderground  passage. In the large  room, activate the 
handleat  the south-east end.  Take the treasure  at the north-westend,  then 
put on the air  elemental pendant. Continue to thenorth-east  end, take  the 
first  turning on  the right, thenfight   with  the  mummies  (fire  cloud  and  
lightning  areeffective).  At the very end,  go to the south  and pick up 
askull.
Return to the north, then take the access to the east. Stop infront  of the 
wall, take the  invisible passage to the south,pick  up the treasure  and the 
skull.  Return to your initialposition in front of the wall, then cross the 
invisible stillmoving east. If blocked, sidestep to the south, then 
continueeast. Enter the prison. Remember you can find other treasuresif you pass 
other invisible passages at the end of the maze.Follow  the corridor. In the 
east kill the lion-guard. At theeastern  end, click  the prison key  in the lock  
and all thecells  open. Turn around  and in the first  cell to the rightyou  can 
find treasures  behind an invisible  wall. In one ofthe  cells is a blind girl 
who  you must recruit, so you mustdismiss either the archer or warrior (dont 
forget to take hispossession).  In the second cell  to the south, starting 
fromthe  west,  is a  secret passage  through an  invisible wall.Follow  the  
corridor and  enter a  vast  room. This  area iscursed!!!  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 thecentre, go south, return to the 
centre, go west and return tothe  centre  before continuing.  At the  end you  
find eitherinvisible  walls with  treasures or  a secret  passage with ahandle  
to be activated.  Now take the  passage to the south-east,  pass the door, 
following the corridor to the south. Infront of the grille, release the monkey 
then open the passage.Reach  the  landing  stage  and select  the  entrance  to 
thefortress again. 

AKEER's ISLAND (3rd time)

Return  south-east to the corridor with handles. Go due northinto the passage 
and follow the corridors to the west. Bewareof  the  destroying  wizard  of  
chaos  by  preparing psychicprotection,  then  kill him.  Pick up  the treasures  
and theskull.  Return to the passage  entrance and take the corridorto the 
south-east. Watch out for the magician, kill him, thenclick  on  the button  
which  is underneath  the eagle-heads,revealing  a secret  passage. Continue 
along  the corridor tothe  north, place the six skulls  on the six scales. 
Continuealong,  kill the guard  and pick up the  relic. Return to thelanding 
stage, and re-enter the town. 

ZACH's ISLAND (4th time)

Buy  five evening  tunics from the  clothes shop.  Put on thetunics and ent 
pendant, and enter the night club BLUE VELVET.Pick  up the end of fortress  
parchment. With 20,000po. go tothe  cul-de-sac of  the four  towers at  between 
one  and twoo'clock  in the morning. Give  20,000po. to the dodgy-
lookingcharacter, then pick up a relic.
Buy  the ingredients for  five anti-vertigo potions (MILDONG)then  eat and 
sleep. At the harbour, select the mountains andthe north-east landing stage. 

JON's ISLAND

Find  a  passage  to  the west.  Follow  the  road,  kill thedwarves,  then 
enter the mountains to  the north. Pick up twoedelweiss plants - one in a cul-
de-sac to the west, the otherin  a cul-de-sac to the east. Return to the passage 
entrance.Continue east, kill the vultures, then enter the mountains tothe north. 
Pick up one edelweiss plant, return to the passageentrance, then go east 
followed by north. Take the passage tothe  east  and pick  up two  edelweiss  
plants. The  place iscursed,  so  cast a  curse-lifting  spell. To  continue, 
eachcharacter  has to  drink an  anti-vertigo potion.  Follow theroad, pick up a 
relic, then return to the harbour. Select themountains, then the north-west 
landing stage. 

JON's ISLAND (2nd time)

Travel  west along the coast. Fight  all the guards, then getrid  of  one off  
the characters  (dismiss  or cast  into thevoid). Enter the mountains to the 
east, then kill the guards.At  the end, leave five relics on five pillars, and 
the druidrevives.  Recruit the druid,  who is essential  for his fire-protection  
spell. Return to the landing stage and select theend of fortress. Return to the 
town if you need to replenishsupplies. 

OTBAR's ISLAND

Fight against the Fire Elemental: put the magic shield on oneof   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 accessopen to the north, then at the next crossroads go to the west(not  
essential). In the maze fight against the orcs, pick uparms  and treasures, then 
to the  north pick a fight with thedragon.  To kill the  dragon, use the  same 
principle as withthe  fire  elemental -  the protection  spell must  always 
bevalidated,  otherwise you've had it. Use the healing spell asoften  as 
necessary, and you can have several goes at killingthe dragon.
Continue to the north, pick up the treasures in the crannies.At  the  next 
crossroads  go north,  then through  the secretpassage  in the north  wall. 
Continue, and  fight against thewizard  and  the  skeletons.  At the  end  of  
the  maze withinvisible   walls,  activate   the  handle.   Return  to  
thecrossroads,  go down to  the south. You  must slalom into theroom  because 
there are spikes  in the walls. 
Reach Shandar's fortress.  In the  large room,  move along  the edges 
becausethere  are missiles in  the ceiling. At  the south-east  end,pick  up the 
treasure,  then at the  north-west end fight theknight and take the access to 
the north, follow the corridor,and  there's a mechanism  to be activated in  a 
small room tothe  west. At the  end, fight against  the Gorgon (beware 
sheinverts !), then go into the large room with a fountain whichraises  life 
points. Return to the room. The diversion to thenorth  is not necessary. You can 
move directly south when youenter  the  room, you  should  reach the  labyrinth  
with themummies and the witch. Take the passage to the south, then tothe  east. 
There's a  mechanism to be  activated in the smallroom  to the  west. Carry on  
and fight the  lion guards. Thetrapdoor  can be activated to open  the closed 
grille. At thenext crossroads head north, then at the end get the treasuresand 
activate the mechanism. return to the crossroads, then godown to the south.
Follow  the corridors to the end, then find a small room witha  magician. Listen 
to  what he says (don't  hit him !), thentake  the  north access  in  the 
previous  corridor.  Put theparrot in front of the ear and the passage opens. In 
the nextroom,  slalom otherwise you bash your  head, then in the nextroom  move  
along the  edges.  Prepare psychic  shelter, thenfight  against Shandar in the 
north access. Kill him, go backto the country - and that's it, you've finished 
....

look outfor ISHAR 3  "The seven gates of infinity" 



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