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Ishar Tips & Tricks

Tags: Ishar Game Guides, Ishar Hints, Ishar Walkthrough

Ishar

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.
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