Ishar 2: Messengers of Doom walkthrough
- Ishar 2: Messengers of Doom
- 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 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 (2nd time)
* 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 (2nd time)
* 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 (3rd time)
* 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 (2nd time)
* 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
[ edit by dj: !!! right sum is 3550, it can be found on the third scale !!! ]
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 (3rd time)
* 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 (4th time)
* 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 (2nd time)
* 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".