home *** CD-ROM | disk | FTP | other *** search
-
-
- ISHAR 2 MANUAL TYPED BY RYGAR!!!
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- (Remember to see the 3 different SPELLS iff pictures that came with this file
- too! - They are needed for playing the game - although there is no 100%
- cracked version of this game out,,,
-
- Greetings to: Scooter, Baser Evil, Loons (nice crack!), Lsd, Access...
- + any REAL doc typers...........
-
-
-
- SUMMARY
-
- Description of the world
- Counting rhyme
- Technical description
- Technical problems
- Ergonomics
- The control panel
- Loading and saving
- Fights
- The team panel
- Actions
- Places
- The character sheet
- Potions
- Spells
- Spell symbols
-
-
- DESCRIPTION OF THE WORLD
-
-
- SUMMARY OF THE PRECEDING EPISODES
-
- In "Crystals of Arborea", Jarel, Prince of the Elves, set out on a quest
- for the magic crystals in order to oppose the evil power of Morgoth, the
- black god banished by his peers. With the support of his faithful companions,
- he regenerated the harmony of the world of Arborea and killed Morgoth in a
- memorable fight. Then Jarel became the ruler of the whole land, re-named
- Kendoria. Under his government, Kendoria knew an era of prosperity and peace.
- On his death, his heirs fell upon one another and the country lost all its
- splendour.
- In "Ishar, Legend of the Fortress", a group of adventurers travelled through
- Kendoria to conquer Ishar, a mysterious fortress. Ishar, which means
- "unknown" in the Elven tongue, belonged to Krogh, the devilish offspring of
- Morgoth and the witch Morgula, who was threatening to reduce the whole
- population to slavery. After many adventures, the companions found Ishar
- and destroyed Krogh.
-
-
- THE WORLD OF ISHAR TODAY
-
- Ishar became a cultural and intellectual centre, casting its radiance over
- the whole archipelago of Arborea, which consists of seven islands: the Isle
- of Kendoria and six others each bering the name of one of Jarel's companions.
- Thanks to massive immigration by the peoples of the Northlands, submerged by
- the sea, Zach, the best known of the islands, developed rapidly and remains
- a very important city today. The other islands are inhabited by different
- races at various levels of development.
- One fine morning, Zurbaran, the new Rules of Ishar, received an unusual
- visitor...
-
-
- COUNTING RHYME
- for use by the Clever but
- Ambitious Adventurer
-
- 5 Dwilgelindildong
- 5 scattered over each Land
- 5 holy fragments, foundations of Humanity
- 5 reunited by their Daughter without Light
- 5 then, who will become only One
-
- 4 Dwilgelindildong
- 4 re-written by the hands of the Ancients
- 4 with 2 to roam the Seas
- 4 which will lead to the Devil's Lair
-
- 3 Dwilgelindildong
- 3 symbols, ornaments so as not to offend
- 3 gifts for the Servants of Goodness
-
- 2 Dwilgelindildong
- 2 druids, one of dust and one of stone
-
- 1 Dwilgelindildong... the Only One... Shandar
-
-
- TECHNICAL DESCRIPTION
-
-
- STARTING THE GAME
-
- - ATARI/AMIGA/AMIGA 1200: Put the game diskette into the drive and then switch
- on the computer.
-
- - ATARI FALCON: Insert the game diskette, then click twice on the START.PRG
- icon.
-
- - PC: After loading MS.DOS, put the diskette into Drive A (or B), then type
- START.
- At the start of the game, a configuration or setup page appears on the screen.
- It offers you an optimum configuration, but you can modify it. If you save
- the configuration, this page will no longer appear when you re-start the game.
- However, you can access it by pressing the DEL key when the program prompts
- you.
-
- - MACINTOSH: Click twice on the START icon, then select the option PLAY from
- the COMMAND menu.
-
-
- INSTALLATION ON HARD DISK
-
- - ATARI/ATARI FALCON: copy all the files on the diskette into a directory on
- your hard disk.
- On FALCON, start the game with START.PRG
- On ATARI, take the START.PRG program out of the AUTO folder and copy it at the
- same level as the other files. Then remove the AUTO folder from your hard
- disk. To start the game, leave the diskette in the drive (for the protection
- test), then select the START.PRG program on your hard disk.
-
- - AMIGA/AMIGA 1200: copy all the files into a sub-directory on your hard disk.
- Start the game with T.X, having first put diskette A into drive DF0.
-
- - PC: put diskette A into Drive A (or B), then type
- INSTALL <drive source> <drive destination> (INSTALL A: C: or INSTALL B: C: or
- INSTALL A: D: or INSTALL B: D:). Then follow the instructions shown on the
- screen. To start the game all you have to do is enter the sub-directory
- concerned and type START.
-
- - MACINTOSH: copy all the files into a directory on your hard disk. You start
- the game from this directory by clicking twice on START.
-
-
- TECHNICAL PROBLEMS
-
- Specific PC problem: The program stops during loading (or indicates a memory
- capacity overload error): check that your MS.DOS is not isntalling resident
- programs for booting the machine which would use too much central memory.
-
-
- CONTROLS
-
- The game is designed to operate entirely by mouse. The left hand mouse button
- is used to select and the right hand button to cancel the current operation
- and close the menus selected. The keyboard can also be used. Thus the numeric
- pad emulate the movements of the mouse. The <SHIFT> key (for typing capital
- letters) replaces the left-hand mouse button and the <ALT> key the right-hand
- mouse button. Keys F1 to F5 emulate the "Action" icons, and keys F6 to F10
- emulate the fight icons.
-
- The <CONTROL> key combined with the number keys enables you to do the
- following:
-
- * Access the tactical panel with the 7
- * Access the save menu with the 9
- * Move about the 3-dimensional landscape using 1 to 6, according to the
- 6 dirrections on the control panel.
-
- There is a joystick emulation, but it is not recommended. The game lever is
- used to move the arrow on the screen. The shoot button replaces the left-hand
- mouse button and the <ALT> key the right-hand mouse button.
-
-
- THE CONTROL PANEL
-
-
- MOVEMENTS
-
- Movements are made using the directional arrows. You can move forward,
- sideways to the right and to the left, make a quarter turn to the right and to
- the left or move backwards.
-
- The compass indicates the direction in which you are facing. Some places are
- impassable, such as water and high bushes.
- The panel at the top of the screen shows the name of the place through which
- you are travelling.
-
-
- TACTICS
-
- You can change the tactical positioning of the characters. To do so, click on
- the small frame. A 5x5 chequerboard appears with small symbols (Roman numbers)
- representing each character in the team - you will find these numbers at the
- bottom left of each character box. Choose the desired symbol and place it in
- one of the squares of the chequerboard.
- The characters placed in the highest boxes will be at the front of the group.
- They will be the first to receive blows. The characters placed behind will be
- fairly well protected (except in the case of attack from behind); but they
- will not be able to fight hand-to-hand unless they have a throwing weapon
- (see "Fights" section). To move in single file, place the symbols on the same
- vertical line; the character at the front of the group then receives all the
- blows and is the only one who can fight hand-to-hand.
- To move in a line abreast, place the symbols on the same horizontal line.
- In this specific case, all the characters receive blows and can fight on the
- same level.
-
-
- LOADING AND SAVING
-
- By clicking on the diskette icon you will access a menu with four choices:
-
- - Save a game in progress: follow the instructions on the screen. The program
- will ask you to insert a previously-formatted diskette. You can save as often
- as you want to.
-
- - Load a saved game: You must enter the name of the saved game and insert the
- save diskette in the drive.
-
- - Start a new game.
-
- - Re-use an old team from the game "Ishar, Legend of the Fortress": insert
- a save diskette used in that program into the drive. The game will then start
- at the beginning with the characters of this new team. The characters will
- retain their characteristics but will lose their possessions and magic spells.
- Sometimes, the characters' experience levels will be slightly altered to suit
- those of Ishar II.
-
-
- WARNING:
-
- On Amiga you will have to wait a few seconds after inserting a diskette to
- give the drive time to read it.
- On a hard disk, you save directly into the sub-directory of the game.
-
-
- FIGHTS
-
- Fights take place in real time. The fight panel groups together the fight
- icons of each player with their active weapon. These icons are arranged in a
- quincunx (4 at the corners of the square and 1 in its centre) and represent
- from left to right the five characters in the team, identified by their
- Roman numeral. To make a character strike, click on the corresponding fight
- icon.
- The icon will change colour during the attack. You can strike again when the
- icon has returned to its initial colour.
- Blows are struck with the weapon the character is holding. Their speed will
- vary from weapon to weapon. A two-handed weapon is slower than a one-handed
- weapon but causes more harm. If the player has a weapon in each hand he will
- strike twice as fast as with a single weapon. The weapon used will then change
- in the icon at each blow. Without a weapon, the character will strike with his
- fists.
- To strike an adversary you have to be in the front line (see the section
- on "The Control Panel: Tactics"). The characters placed behind can however use
- throwing weapons which can be rocognised by little lines symbolising speed.
- To throw these weapons, click on the fight icon. The cursor will change. Then
- select the adversary to be hit who can be some distance away.
- Hits are represented on the picture by a small patch of blood showing the
- damage points, that is, the life points the victim has lost. This damage
- depends on several parameters: the power of the ewapon, strength, agility
- (throwing weapons in particular), skill in weaponry, the adversary's
- constitution, etc.
-
-
- THE TEAM PANEL
-
- The team consists of a maximum of 5 characters. At the start of the game, you
- will have only one character. The name of each player is written at the
- bottom. His face appears in the medallion. If the box in unoccupied, the
- medallion contains a stone face. Note the Roman number at the bottom left
- which represents the character in the tactical table (see "Control Panel"
- section). The bar represents the level of life points. Watch it carefully,
- because the character will die when it reaches zero. A skull will then
- appear in the frame. You can recover the possessions shown in the character
- sheet of a character who has died if you do not move elsewhere. The slightest
- movement will cause the deceased play to disappear. When all the players are
- dead the game is over. The four icons give access to the management and
- information panels which will appear in place of the character's face. By
- re-clicking a second time on these icons, the face will reappear in the
- medallion.
- - The first icon opens a menu which suggests differnt actions (see "Actions"
- section below).
- - The second icon reiterates the main parameters: physical and psychic levels,
- experience, money. Physical fitness affects fighting performance. This level
- drops as the character travels. When it reaches zero, the life points
- gradually decrease. To raise it, the character must sleep, eat or drink
- reviving potions. Psychic powers influence the effects and duration of magic
- spells. You can recover psychic points by sleeping or drinking certain
- potions.
- - The third icon shows the hands and the different physiological states of
- the player. These states are caused by magic spells which have been cast over
- the character by which he is still affected (see "Spells" section). Any
- objects which may be held appear in the hands. You can exchange or place
- objects directly from these windows (see section on "The Character Sheet").
- - The fourth and last icon (red dot, if operational) is used to cast magic
- spells. Only certain classes (scholars, magicians, druids) can cast spells.
- Select a spell from the table. Some can be cast directly but most will wait
- for you to point to the character on the screen (attack spells) or among your
- companions (defence spells) - the cursor will then change into a target.
- By using the two arrows on the sides you can change the spells table (a choice
- of 3 tables: defence spells, attack spells or various spells). The two
- numbes under the arrows respectively indicate the character's psychic energy
- and the level of the spell selected. There are about thirty spells of
- different levels. They are aquired when the character changes levels (see
- "Spells" section).
-
-
- ACTIONS
-
- To carry out a specific action, click on the "Act" icon of the character
- concerned. Five actions are offered:
-
- - Enrol: The cursor becomes a hand. Point it at the character to be enrolled.
- The best place for enrolling is the inn, but you can also meet characters
- worth enrolling in the three dimensional landscape. The players then give
- their votes, resulting from how sympathetic they feel towards the candidate
- (see section on "The Character Sheet: ALIGNMENT"). Warning: Traitors can
- sometimes infiltrate a team. They disappear without trace, sometimes
- stealing things.
-
- - Dismiss: As with enrolling, the other members of the team give their vote.
- A dismissed player disappears from the game and cannot be enrolled again.
- Dismissal is less dangerous than assassination, but is not always practical
- and the character's possessions cannot be recovered. In the course of the
- game you will often need to get rid of a character.
-
- - Assassinate: Select the team member to be assassinated. Be careful, because
- the psychology of the characters comes into play: if one of the companions
- has a lot of sympathy for the victime (see section on "The Character Sheet:
- ALIGNMENT"), he may in turn kill the murderer. As this reasoning continues,
- you could thus bring about a whole series of killings.
-
- - First aid: Select the person to be helped. An individual who has been given
- first aid cannot receive it a second time unless he has been struck again
- in the interim. The effectiveness of first aid depends on the player's level
- of skill in this subject.
-
- - Map: A map of the whole archipelage appears on the screen. By selecting one
- of the islands, you will obtain a detailed map of it. At the start of the game
- the map is incomplete. It is up to you to find the missing pieces. Harbours
- are indicated. The team is represented on the map by a flashing dot.
-
-
- PLACES
-
-
- SHOPS
-
- There are three kinds of trader: animal traders, arms dealers and general
- merchants where you can find food, potions and various utensils. Click on the
- "Buy" icon and various goods with their respective prices will appear. Select
- the object you want and confirm by clicking on the face of the character
- who is buying or in the character sheet by clicking on his name. If the buyer
- does not have enough money, the operation will be cancelled.
-
-
- INNS
-
- You are offered four options.
-
- - Listen: You can pick up information.
-
- - Enrol: The inn is the best place for enrolling. Select the torso of the
- person you want to enrol. Your choice will be confirmed or rejected by the
- vote of other team members.
-
- - Eat: You have to pay for a full meal for the whole team. If all the players
- together do not have enough money, none of them can eat.
- Otherwise, the sum will be deducted from the companions in equal shares. If
- one of them does not have enough the balance will be made up by his companions
- according to the order in which they are arranged on the team panel.
-
- - Sleep: The same principle as for eating. A room is taken for the whole team.
-
-
- HOUSES
-
- Here, the team's control panels do not work. Only the character sheets can be
- selected. You will find various types of people here. Usually, they will give
- you valuable information or suggest "missions" to you. Sometimes you can pick
- up objects. Click on them and place them with one of the characters.
-
-
- HARBOURS
-
- To board a boat, look for a landing stage. Here you will find a boatman in a
- boat. Board the boat. The boatman will take you to a ship. A map will then
- appear on the screen. Select the harbour you wish to sail to.
-
-
- THE CHARACTER SHEET
-
- Each character in the team has his own sheet. Access it by clicking on his
- name.
-
-
- CHARACTER STATISTICS
-
- This covers three pages which you can turn using the "Book" icons, and
- contains:-
-
- - Identity: Name, race, class (profession)
-
- - The character's level and experience
-
- - Degree of fitness: physical, psychic, vitality
-
- - Team cohesion or ALIGNMENT: We have shown that relationships play an
- important part: votes on enrolment or dismissal, serialkillings, refusal to
- give first aid. These are based on the "alignment" tables. These alignments
- depend on the tendency to good or evil and the sympathies and antipathies
- between races (e.g. dwarfs dislike elves). Team cohesion summarises the
- different alignments between the characters in the team.
-
- - Characteristics and skills, which influence the player's actions (e.g. a
- strong person will cause the enemy more damage, a robust person will withstand
- blows better).
- These parameters develop in the course of the game in relation to fights,
- successes and set-backs. There are seven skills: lock-picking, perception,
- first aid, shooting (bows and arrows and crossbows), weaponry skills (one-
- handed weapons, two-handed weapons, throwing weapons).
-
-
- MONEY
-
- The "Money" icon shows the sum of money held. By clicking on it you will
- access a money management menu. Be selecting the icon with 3 arrows, all the
- sums of money are evenly distributed among the different members of the team.
- You can also give a certain sum to another character: use the "+" and "-"
- marks to define the sum, then click on the "coin" icon which will take
- the place of the cursor. Then validate it on the character concerned. The
- "All" icon selects the total sum which the player owns. The "0" icon returns
- the sum back to zero.
-
-
- OBJECTS
-
- A character often possesses a few objects at the outset. When you find an
- object, you can place it in one of the nine boxes. Certain objects can be
- grouped together in the same box: food (maximum = 5), potions (maximum = 10),
- arrows (maximum = 20). The number of objects is then shown at the bottom
- right of the box. Select an object by clicking on it - or in the case of
- objects grouped together, take them all by clicking on the number.
- Then you can:-
-
- - Destroy it by draging it on the "DUSTBIN" icon and clicking.
-
- - Identify it by draging it to the "See" icon and clicking.
-
- - Eat and drink by validating the food or potions on the "Absorb" icon.
- Not that this icon can be used for blowing. Eating and drinking increases a
- player's physical and vitality points.
-
- - Dress you character by placing clothes, armour and helmets on the torso.
- There are clothes for both men and women.
-
- - Handle objects by clicking on them in the character inventory boxes or
- on-screen and draging them to the "Hands" icon.
- If the object is large (two-handed weapons), the second hand will be dimmed
- and cannot be used.
-
- - Place it in another character sheet by clicking on the name of the recipient
- and placing the object in one of his boxes.
-
- - Place it directly into the hand of a team member by validating on the
- "Hands" icon of the character concerned.
-
- - If you select one object after another, exchanges will be made
- automatically.
-
-
- POTIONS
-
- To create a potion you must have a magic cauldron (there is only one in the
- game!), which will serve as a mixing bowl. Make your mixtures by placing the
- different potions on the cauldron. The cauldron can be reused after its
- contents have been absorbed. Consult the magic recipes shown below, because
- certain mixtures can have rather strange consequences...
-
-
- MAGIC RECIPES
-
- A = Dandelion puree
- B = Oil of salamander
- C = Trapdoor spider's web
- D = Dried mistletoe
- E = Rat's brain
- F = Gargoyle's claws
- G = Black mushrooms (*)
- H = Edelweiss
-
- (*): White mushrooms are poisonous.
-
- "Bulkal": 1 dose of B + 1 dose of F
- "Schloumz":1 dose of B + 1 dose of D + 2 doses of F
- "Dzarna": 2 doses of B + 1 dose of C + 1 dose of E + 1 dose of F
- "Kloug": 1 dose of B + 1 dose of C + 1 dose of E + 1 dose of E + 1 dose of F
- "Clopatos":1 dose of B + 1 dose of D + 1 dose of E + 1 dose of F
- "Gato": 3 doses of B + 1 dose of G
- "Ghoslam": 1 dose of B + 1 dose of D + 1 dose of E
- "Arbool": 1 dose of A + 1 dose of B + 1 dose of D + 1 dose of H
- "Mildong": 1 dose of F + 1 dose of H
- "Potaic": 1 dose of C + 1 dose of E
- "Rhumxy": 2 doses of B + 1 dose of D + 1 dose of E
- "Jablou": 1 dose of A + 1 dose of D + 2 doses of E
- "Humbolg": 1 dose of B + 1 dose of C + 1 dose of G
- "Oklum": 1 1 dose of D + 1 dose of H
- "Flukjl": 3 doses of E
-
-
- SPELLS
-
- There are about thirty spells corresponding to different levels of experience.
- Only three classes can cast spells: scholars, magicians and druids. Spells are
- specific to each of these classes. By increasing experience level, the
- character acquires higher level spells. The effectiveness of a spell (impact,
- duration) depends on the experience level of the spell-caster. The higher the
- level, the more powerful the spell will be. Casting spells requries a degree
- of psychic energy. If the character does not have enough, the spell will have
- no effect. The more powerful the spell, the more energy it will consume.
-
-
- DESCRIPTION OF SPELLS
-
- * Defence spells (in order of level, from lowest to highest):
-
- - Healing (scholar/druid): increases the life points of injured players.
-
- - Protection: physical (scholar/magician) limits injury caused in fights, and
- psychic (magician) protects against spells cast by enemies. There are overall
- spells which protect the whole team. They are higher level spells.
-
- - Specific care (scholar/druid): against poisoning and blindness.
-
- - Protection against fire (druid).
-
- - Resurrection of a player (scholar).
-
- - Metamophosys to change form (magician).
-
- * Attack spells:
-
- - Strikes in order of levels: the fireball (magician), powerless against
- characters impervious to fire (dragons), the spiritual hammer (scholar), the
- flaming hand (magician), the icecloud (magician) recommended agains fire
- creatures, and the spirit of flame (magician) which is the most powerfull
- spell.
-
- - Strikes against all enemies present: lightning (magician), blinding
- (scholar), paralysis (scholar/magician).
-
- - Inversions: traditional inversion (scholar/magician) which changes a
- character's natural inclinations (friend/enemy), and the "turn undead" special
- (Magician) which drives only the living dead mad.
-
- * Specific spells:
-
- - The paranormal: "Paranormal" detection (magician) indicates that you are in
- an accursed place. Exorcism (scholar) enables the curse to be lifted from the
- place.
-
- - Telepathic reconnaissance (scholar) indicates the characteristics of the
- character encountered.
-
- - The magic key (magician) opens all doors.
-
- - The change of timescale (magician) allows you to change your temporal plan
- in the middle of a fight for a certain time. You can thus raise your life
- points and prepare your strategy.
-
- - Teleportation (magician) is used with "memo-telep" (magician) which records
- in advance the teleportation arrival point.
-
-
- CREDITS
-
- Docs typed by Rygar
- Programming by Michel Pernot, Andre Rocques, Fabrice Hautecloque
- Graphics by Pascal Einsweiler, Jean-Christophe Charter, Eric Galand
- Scenario by Andre Rocques, Michel Pernot, Louis-Marie Rocques
- Music & Sounds by Fabrice Hautecloque
- Quality Assurance by Stephane Mathiot
- Manual by Andre Rocques, Eric Galand, Rygar
- Package Illustration by Tim Hildebrandt
- "Autoren" by Pascal Einsweiler, Michel Pernot
- "Kunstlerische Leitung" by Pascal Einsweiler
-
-
-
- THE END! TYPED BY RYGAR! REMEMBER TO LOOK AT THE SPELLS PICTURES (3 OF THEM)
- THAT CAME WITH THIS FILE!
-
- (c) RYGAR '93
-
-