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- -+(*- PRESENT -*)+-
-
- ISHAR DOCUMENTS
-
- Call The ALLiANCE WHQ!
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- Unknown Pleasures - (+44) (0)20429917
- Sysop: Razor Blade
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- *****************************************************************************
-
- Ishar : Legend of the Fortress
-
- AZALHGORMS TALE
-
- Azalhgorm took a deep breath and began his tale.
-
- "This land was once called Arborea. Morgoth, Lord of Evil and Chaos,
- decided to make Arborea his own. His dark powers soon subdued the
- land. But Jarel, Prince of the Elves fought against this evil
- succesful in his quest for the magic crystals of Harmony, he and his
- faithful companionsfinally destroyed Morgoth in an unforgettable
- battle (*).
-
- Jarel's companions are still alive and their names are engraved in
- everyones memory...Akeer, Olbar, Zach, Irvan, Thorm and Jon the
- Alchemist. After his victory Jarel became ruler of the whole land,
- which he renamed Kendoria. Under the leadership of Jarel and a wise
- Elven government the many peoples of Kendoria lived health and
- wealtlrl.
-
- Sadly Jarel was killed in a hunting accident, and as his succesors
- struggled violently for power anarchy spread through the whole land.
- Taking advantage of the troubled situation people of many different
- races crossed into Kendoria from nearby, poorer lands. Many were
- traders or farmers...but some were adventurers and mercenaries. Such
- a one was Krogh...a shady and powerfull figure... "
-
- Azalhgorm paused. He was troubled by these memories of the past...he
- coughed slightly and his deep, low voice echoed once again...
-
- "Krogh has grown rich and powerful and built a temple on the
- Kingdoms borders. The temple is called "Ishar" which means Unknown
- in the Elven tongue. Krogh is evil and like Morgoth in the past,
- threatens Kendoria. his powers are great...he seeks the return of
- darkness. Leave now for Ishar and regain the throne of Jarel.
-
- " It was already dark. I could barely see Azalhgorrns face as,
- feeling puzzled, I bid him farewell and began my long joutney to the
- mysterious land of Kendoria.
-
- TECHNICAL DATA
-
- STARTING THE GAME:
-
- - ATARI/AMIGA: Insert disk A into drive, then turn on your computer.
-
- - PC : * FLOPPY DISK: After booting with MS-DOS, insert disk A into
- drive A (or B) then enter START.
-
- * HARD DISK: To install the game on your hard disk, insert disk A
- into drive A (or B), then enter INSTALL <source drive> <destination
- drive> (INSTALL A: C: or INSTALL B: C: or INSTALL A: D: or INSTALL
- B: D:). Follow the instructions displayed on your screen. To start
- the game from your hard disk, just open the subdi- rectory
- containing the game, and enter START.
-
- - MACINTOSH: start the game by double-clicking on the START icon,
- then select the PLAY option in the COMMANDS menu.
-
- To install the game on your hard disk, copy all the files from the
- disks to a directory of your choice (directly on to your hard disk).
-
- You can then start the game by double-clicking on the START icon
- within that directory.
-
- PC SPECIFIC TECHNICAL PROBLEMS:
-
- - The program stops while loading: check your MS-DOS commands to see
- if resi- dent programs are loaded when booting your system. They can
- take too much memory for the program to run correctly.
-
- - The program stops when playing PCM (digitized) sounds: You can
- cancel these sounds by starting the game with the START S command
- instead of START.
-
- - Joystick problems: you can disconnect the joystick port by
- starting the game with the START J command instead of START.
-
- - Mouse problems: Start the garne with the START M command instead
- of START.
-
- - You can also use all these parameters: START MSJ.
-
- TO QUIT THE GAME: Press <CONTROL> X.
-
- PAUSE KEY: Press on the <ESC> key.
-
- USER INTERFACE:
-
- - MOUSE: The game can be completely controlled with the mouse. Use
- the left mouse button to select an item, and the right mouse button
- to cancel the selected action or close the current menus.
-
- - JOYSTICK: You can move the arrow on the screen with the joystick.
- The fire button acts like the left mouse button. The <ALT> key works
- like the right mouse button.
-
- - KEYBOARD: The numeric pad keys (I to 9) are similar to the mouse
- controls. The SHIFT key (used to write in upper case) works like the
- left n mouse button, the ALT key like the right button.
-
- The F1 to F10 keys activate the ACTION and ATTACK options for the 5
- characters.
-
- The CONTROL key used with the numeric pad keys allows you activate
- the following options:
-
- * Open the Tactical Panel with the 7 key.
-
- * Open the Save Menu with the 9 key.
-
- * Move on the 3D screen with the keys 1 to 6, just like the six
- directions on the control panel.
-
- GAME SCREEN ACTIONS:
-
- - To pick up a visible item, just click on it. The mouse pointer
- will then take the form of the item. You can place it directly
- within a character's inventory by clicking on the character's face,
- or W by clicking on his name (displays the character sheet).
-
- - To use an item on another object (a key on a door, for example),
- select the item on the character sheet and move it to the place you
- want to use it, then confirm by clicking on the left mouse button.
-
- CONTROL PANEL
-
- MOVES: A character is moved using the directional arrows (5 to 10).
- You can move forward (6), move to the right (7) and to the left (5),
- turn 45ΓΈ right (10) and left (8), or move backwards (9).
-
- The compass (2) displays the current picture orientation.Some type
- of terrain is im- passable, like water, high bushes and dense
- forest.
-
- The name of the area your party is currently exploring is displayed
- on the scroll (1)
-
- TACTICS:
-
- You can alter the tactical disposition of your party. To do this,
- click on the small box (3). You will then see a 5 X 5 board with
- small symbols representing each character in the party (See 14 on
- next page). Select the character's symbol and place it on the board.
- The characters standing on the top squares of the board will be to
- the front of the team. They will also be first during battles. The
- characters at the back will have better protection (if no one
- attacks you from behind!), but they will not be able to fight in
- close combat, unless they are equipped with t'nrowing weapons (see
- "COMBATS").
-
- To move in single file, you must place the character's symbols on
- the board along a vertical line. The character at the front of the
- team will be attacked first in battles, and he is the only character
- able to fight in close combat.
-
- SAVING A GAME:
-
- To load or save a game, click on the disk icon (4). Follow the
- instructions displayed on the screen. You will have to insert a
- formatted disk. You can save as many garnes as you want.
-
- AMIGA users will have to wait a few seconds after inserting a disk,
- while the drive reads the data.
-
- HARD DISK users saved games will be directly saved in the same
- directory or sub-directory as the game.
-
- PANEL
-
- A team may include a maximum of five characters. You begin the game
- with only one.
-
- The name of each character is displayed at the bottom of the screen
- (16). His face appears in the medallion (13). If there is no
- character, the medallion displays a rock face (21).Note the small
- symbol (14) displayed at the left bottom of the screen, representing
- the character in the tactical panel (see "TACTICS").
-
- The bar (15) shows hit points level. Watch this carefully, because
- the character dies when this bar reaches zero. In that case, a skull
- appears in the box (22). You can pick up the items carried by the
- dead character using his character sheet, as long as you stay in the
- same place. As soon as you move, the dead character and his posse-
- sions will be lost forever. If all characters are killed, the game
- is over.
-
- When you click on the medallion, you can open two other windows.The
- first one displays the following information:
-
- - Physiology: The boxes (17) show the player's condition after a
- spell has been cast on him (see "SPELLS SYMBOLS").
-
- - Spells: When a spell has been prepared - or written in runes (See
- "CAST A SPELL" in the "ACTIONS" section), the spell symbol is
- displayed in the left box ( 18). To cast this spell, just click on
- it.
-
- - Items held in the hand (box 19). You can trade or place items
- directly with these icons (See "CHARACTER SHEET").
-
- The second window (20) displays vital information: physical and
- mental condition, experience and money.
-
- Physical condition affects combat performances. This level goes down
- as you move. When it reaches zero, the hit points start to go down.
- To raise the level, you must sleep, eat, or drink special potions.
-
- Mental condition affects effectivity and length of spells. You can
- regain points when you sleep, or by drinking special potions.
-
- COMBAT
-
- All battles are played in real time. To hit your opponent(s) click
- on the "ATTACK" box (12). The colour of the box changes during the
- attack. When the colour returns to the original colour, your
- character may hit the opponent again.
-
- The character strikes the opponent(s) with the weapon he is
- currently holding. De- pending on the weapon, the character can hit
- faster or slower. A two handed weapon is slower than a single hand
- weapon, but it is also more effective, causing more darnage to the
- enemy. If the character holds a different weapon in each hand, he
- will hit twice as fast as if he only had one weapon in hand. If the
- character holds no weapon, he will attack with his fists.
-
- To strike an opponent, the character must beat the front of the
- party (See "TAC- TICS"). The characters behind the leader can use
- throwing weapons. You can easily recognize these by the small lines
- drawn on them. They symbolize speed. To throw a weapon, click on
- "ATTACK". The mouse pointer changes. You must then select the
- opponent you want to strike. The enemy chosen can be quite far away.
-
- Hits are shown on the screen by a small blood "puddle", in which the
- damage points are displayed. Damage varies according to many factors
- :the weapon's power, strength and agility level (especially for
- thrown weapons), the character's weapons skills, opponent's
- constitution...
-
- ACTIONS
-
- To perform a specific action, click on the "ACTION" icon (11) for
- the selected character. A window opens and displays the following
- options:
-
- - GIVE ITEM: The character sheet is displayed. Choose the item and
- click on the character receiving the item.
-
- - GIVE MONEY: This option is similar to the Give Item option, but
- you must in- dicate the amount of money to give with the "+" and "-"
- signs, then click on the "COIN" icon.
-
- - KILL: Select the character you want to kill. WARNING: The
- character's psychology is important when you perform this action: if
- one of your characters is a good friend of the victim (See
- "ALIGNMENT"), he may himself kill the murderer, and so on! You could
- end up with most of your characters being murdered by each other!
-
- - DISMISS: The other characters in the team vote if you want to
- dismiss a character. This vote depends on the level of friendship
- with the character you want to dis- miss (See: ALIGNMENT). A
- dismissed character is taken out of the game, and you will not be
- able to recruit him again.
-
- Dismissing a character is less risky than killing him. But sometimes
- you will be in a situation where you can not dismiss a character,
- and you cannot pick up the items he is carrying. Still, you may
- often have to dismiss characters during the game.
-
- - RECRUIT: It is impossible to recruit all the characters you meet
- in this game. Just as when you want to dismiss a character, the
- other members of your team will vote. Be careful, because even
- traitors could join your team. Their usual behaviour is to disappear
- suddenly whith some of your possesions.
-
- - CAST SPELL: This action may only be performed by specific
- character classes (clerics, wizards...). Choose a spell: some of
- them are automatic (radar), but most of them require you to spot the
- opponent on the screen (combat spells) or the character within the
- party (protection spells). The mouse pointer then changes to a torch.
-
- You can also prepare a spell using runes, with the option "RUNES".
- It will then be available in the spell icon (18).
-
- To cast a spell, a character must have enough psychic energy. If his
- psychic energy level is too low, the spell will have no effect. The
- efficiency and length of the spell also depends on intelligence
- level (wizards) and wisdom level (clerics).
-
- There are about thirty available spells, available for different
- levels (See "SPELLS DECSRIPTION"). You can learn these spells during
- magical training courses(See "TRAINING").
-
- - LOCKPICK: the mouse pointer turns into a lockpick. You must click
- on the lock you wish to open.
-
- - ORIENTATION: the character will give you information about the
- area you are exploring.
-
- - FIRST AID: Select the character to be healed. A character cannot
- be healed twice with this option, unless he has been injured since
- the last healing. The efficiency of the "LOCKPICK", ORIENTATION" and
- "FIRST AID" options depend on the character's skill level in each
- specific field.
-
- ALIGNMENT:
-
- The relationship between the characters is very important in the
- game: they vote to disrniss or recruit other characters, they can
- kill each other, and sometimes even re- fuse to fight against
- members of their own races. This relationship is based on the
- traditional RPG (Role Playing Games) alignment tables (good and
- bad). The align- ment of a character depends on his race and his
- class (for example, dwarfs are not very friendly with elves).
-
- You can gather information about your character's alignments by
- visiting "psycho analysts".
-
- INSIDE BUILDINGS
-
- TRADERS:
-
- Click on the "Buy" icon. A list of the available products is
- displayed, with their cost. Select the item you want to buy, and
- click on the character box (the character who is buying), or click
- on the character name to open his character sheet. If the character
- does not have enough money, the operation is automatically canceled.
-
- TAVERNS:
-
- In the taverns, you have a choice of 4 different actions:
-
- - LISTEN: This option allows you to gather useful information.
-
- - RECRUIT: The tavern is the one of the best places to recruit
- characters. Select the character you want to recruit. The members of
- your team then vote. The result depends on this vote. If your team
- agrees, the character will join them.
-
- - EAT: You must buy a meal for the whole party. If there is not
- enough money, then the team will not eat. If so, the food will be
- shared between the characters. If a character has not enough money,
- his share will be paid by the other members of the party, starting
- with the first character on the team panel.
-
- - SLEEP: This option is similar to the Eat option. You must rent a
- room for the whole party.
-
- HOUSES:
-
- You can meet various characters in the houses. Most of the time,
- they will give you precious information (though often you will have
- to pay for it!). Sometimes you will find useful items you can pick
- up. Just click on the item you want to take, and give it to one of
- your characters.
-
- The "Psycho analysts" will give you their advice for a regular fee.
- The payment sys- tem is similar to the tavern options.
-
- TRAINING:
-
- Training is essential to reach higher skill levels. There are five
- different training courses: strength, agility, intelligence, wisdom
- and spells.
-
- Select the character you wish to train. If he doesn't have enough
- money to pay for the training, or doesn't have the necessary skills,
- the training is automatically can- celed.
-
- For spells training, you must choose the spell you want to learn
- after selecting the character. This type of training is only
- available to certain classes (see "CAST SPELL").
-
- CHARACTER SHEET
-
- Each character in your party has his own character sheet. To open
- the character sheet, simply click on the character's name (16).
-
- CHARACTER DESCRIPTION (box 23):
-
- The character description is displayed on three sheets. To browse
- through the pages, click on the "BOOKS" icon (27). The complete
- character description includes:
-
- - the character's identity: his name, race and class
-
- - the character's current level and experience level
-
- - the character's health: physical & mental energy and vitality.
-
- - the character's attributes and skills. The skill level determines
- the effectivness of a character (Ex: a strong character will cause
- more damage to the opponent during combat, a robust character will
- be more resistant).
-
- These parameters change during the game, depending on combat, and
- your successes and failures. There are eight skills available in the
- game: lockpick, orientation, first aid, foreign languages
- (readlspoken), shooting (bowslcrossbows) and weapons skills (one
- handed/two handed/weapons). The three first skills are used through
- the "ACTION" menu (11).
-
- MONEY (17):
-
- The "MONEY" icon (31) displays the amount of money owned by the
- characters in the party. When you click on this icon, you open a
- "money management" menu.
-
- With the 3-arrows icon, you can easily share your money between the
- characters in your party. You can also give a specific amount of
- money to one of the characters.
-
- Use the "+" and "-" signs to enter the correct amount, then click on
- the "COIN" icon. The mouse pointer will turn into a coin. Click with
- this coin on the character receiving the money.
-
- ITEMS (box 24):
-
- A character often has some items when he first joins the party.
- When you find a new item, you can place it in one of the nine boxes.
- Some items can be regrouped in a single box: food (5 maximum),
- potions (10 maximum) and arrows (20 maximum).
-
- In this case, the number of items is displayed at the bottom right
- of the box.
-
- To select an item, click on it, or, if you hold regrouped items,
- select the number of items you want to use.You will then be able to:
-
- - drop (destruction) the item by putting it in the "TRASH" icon (30).
-
- - see a description of an item by holding the mouse button down, and
- moving the item onto "VIEW" icon (29).
-
- - eat and drink by placing any food item or potion on the "ABSORB"
- icon (28).
-
- Note: this icon can also be used for blowing. When a character eats,
- he regains vitality points.
-
- - equip the character with some items. You must place the clothes,
- armours and helmets on the character's body (25).
-
- - place the item in your hands. Place it on the "HANDS" icon (26)
- and click. If the item is cumbersome (two handed swords), the second
- hand is shaded and cannot be used.
-
- - give the item to another character (on his character sheet). Click
- on the name of the character receiving the item, then place it in
- the character's inventory.
-
- - put the item directly in another character's hands. Place the item
- on the charac- ter's "HANDS" icon (19) and click on the mouse. If
- you click on an item when you are already holding one, the exchange
- is automatic.
-
- MAKING POTIONS:
-
- To create a potion, you must have the magic transparent flask (there
- is only one in the game!), to use as a container. Mix the
- ingredients by clicking the different potions you own on the magic
- flask. This flask is reusable after drinking its contents. Read the
- magical recipes book at the end of this manual carefully, because
- some mixtures may have very strange resulls...
-
- SPELLS DESCRIPTION
-
- Spells will last a certain length of time, depending on the
- character's magical powers (See "CAST SPELL"). There are ten
- different levels for spell casters (l to 10). Some spells are only
- available to certain classes. You can learn new spells by training.
-
- CLERIC SPELLS (also available for rangers and paladins):
-
- - Healing (Level l, 3 and 4): this spell will raise the number of
- hit points of the selected character.
-
- - Protection (Level 1, 3 and 5): This spell gives protection during
- combat. Another spell allows you to protect the whole party (Level
- 6).
-
- - Sleep (Level l): Your opponent will fall asleep.
-
- - Cure poison (Level 2): This spell cures if the character has been
- infected by a po- tion or bitten by an enemy.
-
- - Repulse (Level 8): This spell will send all your opponents to hell.
-
- - Dissolve (Level 6): turns one of your team into a gas cloud. He
- can pass through opponents without any injury.
-
- - Attack spells: Flame Wall (Level 8) and Psychic Hammer (Level 6).
-
- - Inversion (Level 4): the alignment of the character is reversed. A
- friend becomes an opponent, the enemy turns into a companion.
-
- - Confusion (Level 3): The enemy loses all control. He does not
- remember who's side he is on, and hits randomly at friends and
- enemies.
-
- - Invisible ParLy (Level 5).
-
- - Radar (Level 3).
-
- - Resurrection (Level 10): With this spell, a dead character can be
- brought back to life.
-
- WIZARD SPELLS (also available to Monks and Priests):
-
- - Attack Spells: Burning Hands (Level 1), Magic Missile (Level 1),
- Fireball (Level 3), Flame Spirit (Level 10), Psychic Hand (Level 9),
- Blindness (Level 9) and Binding (Level 5).
-
- - Lightning: This combat spell hits all the enemy.
-
- - Charm (Level 1): this spell is useful to gain some imformation
- without having to pay for it.
-
- - Invisibility (Level 4): A character can still be wounded, even if
- he is invisible.
-
- - Mental Shield (Level 6): This spell gives protection against magic
- spells cast by your opponents.
-
- - Regeneration (Level 7): This spell raises the nurnber of hit
- points for a certain amount of time.
-
- - Invisibility Detection (Level 4): This spell allows you to see any
- invisible enemies.
-
- - Invulnerability (Level 6).
-
- SPELLS SYMBOLS
-
- Figure 1: Protection Figure 2: Inversion
- Figure 3: Binding Figure 4: Blindness
- Figure 5: Invisibility Figure 6: Dissolve
- Figure 7: Invulnerability Figure 8: Psychic Shield
- Figure 9: Regeneration Figure 10: Poison
-
- (See SYMBOLS.TIF that is supplied with this Humble-Dox release).
-
- MAGIC RECIPES BOOK FOR THE NOVICE WIZARDS
-
- Given:
- A = toad eye B = salamander oil
- C = trapdoor spider web D = dried mistletoe
- E = rat brain F = gargoyle claws
- G = turtle slobber H = powdered dragon bones
-
- Main recipes (you can mix the ingredients in any order)
-
- - "Schloumz": 1 dose B + 1 dose D + 2 doses F
- - "Olmaq": 2 doses D + 2 doses E
- - "Clopatos": 1 dose B + 1 dose D + 1 dose E + 1 dose F
- - "Exqiz": 2 doses B + 1 dose D + 1 dose E
- - "Foklim": 1 dose A + 1 dose B + 1 dose D
- - "Drouli": 1 dose B + 1 dose C + 2 doses D + 1 dose E
- - "Izdolia": 1 dose B + 1 dose C + 1 dose E + 1 dose H
- - "Trillix": 2 doses B + 1 dose D + 1 dose E + 1 dose F
- - "Worgaz": 2 doses B + 1 dose D + 1 dose F + 1 dose H
- - "Zarklug": 2 doses B + 1 dose D + 1 dose E + 1 dose G
- - "Krakos": 2 doses E + 1 dose F + 1 dose H
- - "Bymph": 2 doses B + 1 dose D
- - "Ghoslam": 1 dose B + 1 dose D + 1 dose E
- - "Lhwyxz": 1 dose B + 1 dose D + 1 dose G
- - "Arbool ": 1 dose A + 1 dose B + 1 dose D + 1 dose H
-
-
- NOTE: Before anyone starts to say that we ripped these docs from
- THG we are in a co-op. IE - They release all our docs as their
- own the PC and we release all of their docs on the Amiga!. If
- anyone doubts this then consider this ...they were scanned on
- my scanner! hohoho................................
-
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- GREETS TO THE WORLDS BEST DOC TYPERS AND FIXERS (IN NO SPECIFIC ORDER) -
- 2tuff/CRYSTAL, BASER-EVIL, LOONS, MUNCHIE, PAZZA/LSD, SCOOTER/SKID ROW,
- BRYNN ROGERS, AND RYGAR.
- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- +-------------------------------------------------------------------------+
- | THIS FILE HAS BEEN UPLOADED TO |
- | *-== UNKNOWN PLEASURES ==-* |
- | ALLIANCE WORLD HEADQUARTERS = 0204 29917 |
- +-------------------------------------------------------------------------+
- end.
-