ISHAR 1 - Silmarils Taken from the public domain @~See also the maps in the SynWin 96 screenshots section 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 of 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. There is a shop you can visit in the village and a course is on offer. Leave the village and go 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 (red wall). 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 nightprowlers. 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. THE DUNGEON OF RHUDGAST Now go back to Rhudgast, go south as far as the river and follow the 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 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. THE GUARDIAN OF THE BRIDGE Head due north as far as the river and continue east. After a while you come to a bridge which you must cross. Then turn east and enter Aragarth. Make sure you keep 5000 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 enlisted. He's quite a tough little character and can be useful in combat. Then head north until you find a merchant. Give him the 5000 gold pieces and he gives you a potion which makes a prescription. Return to the bridge and kill the minotaur. Wait until he has wasted his long-range and magic weapons before you approach him in close combat. Cross the bridge and enter Silmatil. THE GUARDIAN OF THE TORTOISE 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 after killing all living things and go shopping with the money you get from killing, (This is a training city, every time you enter the city, all the people are regenerated to gain much money). 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. MORGULA THE WITCH She is a useful team member who has been turned into a pig by the evil magic of Krogh. Instead of killing the pig, mix an arbool potion in the magic phial you picked up in the dungeon of Rhudgast. You find at the junction that there is a locked door. Turn right into a diamond-shaped room, this is where the Black Knight lives. Fireball him down. Continue into the next room and then turn right and enter a maze that contains treasure, oil and 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 in 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. 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 low on energy at this point, go back and refuel. THE WILD LEVERS This is a labyrinth that consist of two parallel corridors interspersed with doors which are controlled by various levers. Each lever operates two doors simultaneously. Take the compulsory passage south and then move east, ignoring the lever and entering on the left. Operate the lever and head back east. Now turn right and then to the left, pulling the lever on the half-turn. Now go back to the previous room (west) then turn right and left again. Pull the lever and you can then leave the maze by continuing along this passage towards the east. At the end there is a long corridor with a T-junction. Some blue ghouls will appear from nowhere and attack you. Defeat them and exit left to find some oil. The right exit leads to some more ghouls and a spiral corridor which terminates with a key and a transporter to the next dungeon level. Recharge again at 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. FIX BAYONETS It would be a very good idea to use the "brain wash" potion again and then go and kill her. Be extremely careful through 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... MEET KROGH 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 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. Krogh's dead means that your adventure is at an end and Ishar is sadly long gone and completed. So look out for ISHAR 2. - o -