Ishar 2: Messengers of Doom чит-файл №2

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
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
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
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
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 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
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
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
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"