Magic Carpet чит-файл №2


Table Of Contents

Before You Play.................2 Controlling the Carpet....14
System Requirements.............2 Collecting Mana...........14
Loading Magic Carpet............3 Civilians.................15
Using the VFX 1 Virtual Headset.4 Casting a Spell...........16
Using MapHack...................5 Wasted Wizards............17
Key Command Summary.............5 Completing the Level......17
The History of the Wizard War...6 The Spells Screen.........18
Restoring Equilibrium...........7 World Map.................18
Playing Magic Carpet............8 The Network Matrix........18
In the Sorcerer's Chamber.......8 The spells Menu...........19
Network Play...................10 Spell Mana................22
The Game Screen................11 Assigning Spells..........22
The All-Seeing Eye.............12 The Magic Carpet Bestiary.23
The Stones of Knowledge........13 A word on each world......25



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Before You Play

SYSTEM REQUIREMENTS (IBM PC OR 100% COMPATIBLE)
CD-ROM

Required: MS-DOS 5 or higher, 4Mb RAM, 486/33 or higher, VGA,
2Mb hard drive space, mouse & 100% Microsoft compatible driver.

RECOMMENED: 486/50Mhz or faster, (optimized for Pentium,
double-speed CD ROM drive or faster.

OPTIONAL: Hi-Res mode requires 16Mb RAM, VESA compatible
driver, SVGA video card & monitor.

SUPPORTED: Soundblaster and 100% compatibles, AWE32
Waveblaster, Adlib, Pro Audio Spectrum, Roland MT32, General
MIDI. Joystick, Forte VFX-1 HMD, 3D Stereo goggles.

MULTIPLAYER MODE: 2-8 players, requires NETBIOS.
Hi-performance systems recommended.

MACHINE LIMITATIONS
Magic Carpet has been designed for use on cutting edge
technology. That means Intel 486 (or equivalent) and higher,
with 4Mb of memory.
                               
Magic Carpet was also developed with the future in mind. The
Hi-res mode only works on machines that are very powerful, and
to be playable you will need a Pentium with a PCI video card
and 16Mb+ of RAM.

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LOADING MAGIC CARPET

1. Make sure the CD is inserted in the CD-ROM drive.
2. Type D: and press Enter. (If your CD is not inserted in the D:
drive, enter the appropriate drive letter.)
3. Type CARPET and press Enter.
NOTE: When loading Magic Carpet for a Network game, type
CARPET -NETWORK from the DOS prompt.
4. The Language Screen appears. All the in-game text appears
in the language selected here. Highlight an option and
left-click; now click the bookmark for the sound card and
control method options.
5. No sound is currently selected sound option. Choose your
sound card setting for music and sound FX. Select the I/O
(input/output) address number for your sound hardware,
followed by the IRQ and DMA (if applicable). Use the mouse to
move the pointer over an option and left-click.
6. Confirm the setting Yes or No with a left-click.
7. Now select your control method. Left-click on the other
page to cycle through control options.
8. Having confirmed your control method. Left-click the globe
bookmark to begin the game.
NOTE: When you select joystick as your control method, you're
automatically prompted to calibrate your joystick. First move
the stick diagonally up to the left and press Fire. Then move
the stick in the opposite direction (down to the right) and
press Fire again. Finally, center the stick and press Fire for
a third time. The game now loads.


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USING THE VFX 1 VIRTUAL HEADSET

If you select VFX 1 as your control method, follow these
instructions for its installation:

1. Install the VFX disk onto your hard drive.

You can select the CFX from the Config screen in the game, the
only problem is that NETWORK cards clash with the VFX and
sound cards, so I only got the VFX working by going into the
game with no-sound.

2. Plug the CYBERPUCK into a serial port and the keyboard.
3. In your autoexec.bat put the command SET VIPPORT=300 (where
300 is the default port address).
4. In your install VFX directory, run the program VFX1 and add
the CYBERPUCK serial port number, ie. if it's plugged into COM
2 you would type VFX1 -2.
5. Sync your monitor to 60Hz by running the appropriate program.
6. If you select VFX and Gravis Pad, use the pad's yellow
button to calibrate the headset. If you select VFX on its own,
you must run the Zeroset program from the Installed VFX
directory.
7. Once correctly installed, put on the VFX virtual headset.
You can look up and down and roll your head from left to right
to steer. Use a joystick to side step and move forward,
backwards, and fire spells.
NOTE: Most of the above is FORTE STANDARD procedure for
setting up the VFX.


-4-

USING MAPHACK

With MapHack, any PBM file (that is, a compressed LBM file) on
your system can be used as the basis for the landscape of one
of Magic Carpet's levels. Any 256-color PBM file will do; it
is automatically re-sized to 256 x 256 pixels.

To use MapHack:

From the Carpet CD type MAPHACK, followed by the PBM file name
and press Enter (remember to specify the path).

Example: MAPHACK C:\CARPET.CD\EXAMPLE.LBM

When you run Magic Carpet, this picture is used as the first
level map.

To re-set Magic Carpet to the original settings:

Log to your hard drive (C:) and type del
C:\CARPET.CD\SAVE\SCANNED\RMD and press enter. The game map
returns to normal with the LBM file removed.

KEY COMMAND SUMMARY

Move carpet forward/back: Press up/down cursor keys
Move carpet left/right: Press left/right cursor keys
Cast Spell: Press left or right mouse button
Select left assigned spell: Press keyboard number 1-0
Select right assigned spell: Press Control + keyboard number 1-0
Open spells screen: Press Enter or left/right mouse buttons
simultaneosly
Toggle between normal and hi-res mode: Press R (16 meg only)
Destroy castle: Press Shift-L


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Quit to Main Menu: Press Esc
Quit to Dos: Press Shift-Q
Restart current level: Press Shift-R
Pause Game: Press P (Press P again to Unpause)
F1: Sound FX on/off
F2: Music on/off
F3: Speed up game
F4: Toggle softened image on/off
F5: Turn reflections on/off
F6: Turn sky on/off
F7: Turn shadows on/off
F8: Toggle icons and map on/off
F9: Toggle speed blur on/off
F10: Toggle between 3D, Sterogram, and Normal modes. Press once
for red/blue 3D mode (glasses supplied), press again for
Stereogram mode and press for a third time to return to normal
view.

THE HISTORY OF THE WIZARD WAR

Within the covers of this leather-bound volume, its ancient
pages coated by dust and time, is contained the History of the
Aizard War. It was the great historian Molenubar the Chronicler
who collected these many fragments of myth and legend,
preserving them for posterity in one weighty tone. His was the
labor of a lifetime. Writing in the ink of squids on pages of
dried papyrus, Molenbar worked day and night to complete the
task. But the Old Gods were jealous


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of the immortality that the work would grant him, and took
Molenubar before the story could be finished.

And so for the last 5,000 years the History of the Wizard War
has remained incomplete. This much, at least, of the history
is known:

When the Old Gods created the world, they invested all living
things with a powerful energy force - mana. In time, man
learnt of the existence of mana and those skilled enough to
harness its incredible energy became powerful wizards. It was
an age of magic. Sorcerers amazed the populace with their
feats and tolies to unearth more of the precious mana. But
healthy competition soon turned to bitter rivalry, and the
most powerful of these sorcerers learned black arts so that
they might overcome their adversaries. Then, in a mighty
cataclysm, the world was shattered by one wizard's misguided
hand...

However, of the apprentice wizard who was charged with
restoring the world to equilibrium Molenubar tells us nothing.
All that is known of him is that his mastery of the Magic
Carpet was unsurpassed. It now falls to you to complete the
chronicle, gather the power of the wizards to yourself and
take a Magic Carpet ride to glory.

RESTORING EQUILIBRIUM

Your quest is to restore equilibrium to fifty shattered
worlds. You do this by possessing mana, whether it be found
floating free, contained within some dreadful demonic beast,
or in the possession of an evil rival sorcerer. Once
possessed, the mana is gathered by a hot air balloon and
transported to your home castle.

This quest is fraught with danger. The skies are alive with
evil. Birds and beasts under the spell of the black arts
assail you from all sides. Your castle is a target for all
those who would take your


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mana for their own nefarious ends. Lose the power held there
and it won't be long before you perish in the deep, blue
waters that encompass each world. Fortunately, there are
spells concealed throughout your quest that will assist you.
It is vital that you gather these and use them well. Be wary,
fly well and cast evil forever from the world.

PLAYING MAGIC CARPET

If you're lucky enough to be playing Magic Carpet with a
Pentium Processor, an additional screen tells you that the
game is being configured for optimum performance. Press Spacebar
again for the title screen.

From the Bullfrog logo screen, press Spacebar and the voice of
Molenubar reachs down through the ages, relating to you the
History of the Wizard War.

To leave the introduction, press Spacebar at any time; the
Magic Carpet title screen appears. However, if it's the first
time you've played, you aren't able to skip the intro. Press
Spacebar again and you arrive at the Sorcerer's Chamber (see
In the Sorcerer's Chamber).

IN THE SORCERER'S CHAMBER

Herein are books of wisdom and mystical devices that open the
gateway to the world of Magic Carpet. To highlight any of the
sorcerer's items, use the mouse to move the pointer. Joystick
users should confirm options by pressing Enter.



-8-


START NEW GAME
Left-click the spinning globe and you're instantly transported
to the world of Magic Carpet, run at the ready.

CONTINUE GAME
After restoring each world you return to the Sorcerer's
Chamber, where an hour glass sits in the window measuring the
passage of time. Left-click the hour glass to resume the
battle.

ENTER YOUR NAME
Left-click the portrait to enter your name on the scroll. Type
in your name using the keyboard and press Enter when complete.
A second scroll unrolls to let you enter a call name, which is
done exactly as you entered your name.

QUIT TO DOS
The gold bar is your route out of Magic Carpet and back to the
real world. Left click to unroll the scroll, and confirm your
decision with a left-click to the check mark. Left-click X to
remain in the game.


-9-



LOAD GAME
The six volumes piled one atop the other contain the story of
your various adventures. To select which volume to resume,
simply left-click the load game icon. Choose one of the six
saved volumes with a left-click and then confirm your decision
aye or nay by clicking the check mark or X icon on the scroll.

SAVE GAME
Left-click the save game icon. Now select the volume into
which you would like your adventure preserved with a
left-click. Inwritten volumes are represented by two hyphens,
but when the scroll opens you can type in a new name and press
Enter. Confirm you decision by left-clicking the check mark
icon.
NOTE: When saving to an occupied slot, you must left-click on
the existing name before you can type in the new saved game
name.

NETWORK PLAY

In network play, all the competitors must be running their own
copy of Magic Carpet and choose the network option
independently from their own PC. The network should support
NETBIOS which needs to be loaded before you run the game. Each
player must load all the required network drivers and needs
520k of available base memory to play a network game. Users of
MS-DOS 5 may not be able to free up this amount of base memory
without the help of a thrid-party memory manager such as QEMM.
To load, type NETBIOS in the appropriate directory, depending
on where the utility is located (hard drive, network, etc.).
For more information on configuring your system for network
play, consult your NETBIOS documentation or network manager.

To run the game in Network mode, type CARPET -NETWORK.



-10-


Left-click the network icon and the sorcerer turns to his volume
of rival wizards. Here you can select the number of fellow
Magic Carpet players against whom you wish to do battle, to a
maximum of eight, by left-clicking the blank wizards icons.
Now choose the level at which you'd like to complete with a
simple left-click to the right-hand page. Click on the arrow
to scroll down and access the higher levels.

NOTE: Network games take place on single levels, rather than
following the Magic Carpet narrative and progressing through
the levels.

To play more than one network game on the same network, click
on Carpet O. You can now select the level on which you want
to play.

You can send messages to other players in a network game.
Press I and a red cursor appears on the game screen. Type in
the message on the keyboard and press Enter to send it.

-11-

When you leave the Sorcerer's Chamber, the next world appears
before you. Your quest is to restore each world to
equilibrium, which can only be done by possessing mana and
collecting it in your home castle.

THE ALL-SEEING EYE

This displays everything in the current world. You and your
carpet are always at the center of the eye, where your
position is marked by a cross. Other objects are color-coded
as follows so that you can recongize where danger lurks and
where mana can be collected:

Free mana - gold dots
Your mana - white dots
Enemy mana - enemy color
Spells - red dots
Civilains - blue dots
Monsters - black dots
Your castle - white flag
Enemy castle - enemy colored flag
The broken line marks the route from your present position
back to the castle.

Hot air ballons collect mana (see Mana) and are marked on the
eye by balloon icons. Teleports are windows to other parts of
the current worlds; they are marked on the all-seeing eye as
purple dots. Just fly through a teleport and you're instantly
transported to a new location.


-12-


THE STONES OF KNOWLEDGE

There are three Stones of Knowledge at the top of the Game
Screen, engraved with mystic runes which display your
status. The white marks on the mana bars of the Castle and
Sorcerer's stones show the point your power must achieve to
restore the world's equilibrium. All three stones flash red to
let you know when your mana is under threat.

THE SORCERER'S STONE

This shows your status, with the red bad displaying your
health and the white bar your mana.

THE CASTLE STONE

The red health bar lets you know how near your castle is to
destruction. On the mana bar the grey area shows the maximum
amount of mana the castle can hold, and the white area is the
proportion of this space currently occupied.

THE BALLOON STONE

Keep an eye on your balloon's health. If the balloon bursts, all
the mana it's carrying is lost; the castle then immediately
dispatches another balloon. The thin white line in the mana bar
indicates how much precious mana your ballon is currently
carrying.

NOTE: The castle and balloon stones (and this is a really
obvious point but I'll make it anyway) remain blank until you
cast the Castle spell (see spells).


-13-




THE SPELL STONES

These two smaller stones show the currently selected spells,
and the mana bar indicates whether you have the power to cast
the spell and how often (see Spells).

CONTROLLING THE CARPET

The skilled maneuvering of the eponymous carpet is absolutely
essential to your continued survival. You control the Magic
Carpet with a combination of keyboard presses and mouse
movements.

The mouse controls the altitude of your magic mount and the
carpet's direction; move the mouse forward to sink to earth
and back to soar skywards.

Speed and direction are controlled using the keyboard cursor
keys. Press up to fly forward; repeat presses increases your
speed. Press down to reverse; press down repeatedly to get out
of trouble even faster. Use the left and right keys to dodge
incoming spells by moving the carpet quickly to either side.

When playing with a joystick, the keyboard cursor keys control
speed and sideways movement, while the joystick controls
altitude and direction.

NOTE: Luckily, however hard you try and however bad you fly,
it's impossible to crash into the ground.

COLLECTING MANA

A fixed amount of mana exists in each world, hidden along with
spells and used by your enemies to possess people, animals,
and demonic creatures. Destroying aggressors frees the mana,
which is then yours to claim. Mana cannot be destroyed, no
matter how hard you try.


-14-



Mana exists in three states: yours (white), enemy (enemy
color), and neutral (gold). To change the state of mana, you
must cast a possession spell (see Spells). Mana boosts your
power as soon as you've possessed it. However, it only counts
toward the total mana needed to complete the level once
returned to your castle.

CIVILIANS

When you possess a house or tent, the occupants' mana comes
under your control (although you can't move it back to your
castle). The people who live in towns come in three varieties:
townies, traders, and builders. Townies stay put, builders
construct new dwellings for the expanding


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population, while traders wander from town to town pedaling
their wares. Once a town reaches a certain size, it creates
its own army of archers to protect it, and if the town is in
your possession they will aid your cause.

However, all this potential for good can be ruined if you fire
on defenseless townsfolk. The occupants then attack you,
costing you mana rather than boosting your power. It might be
tempting to fire off a few spells just to test the water, but
resist the urge - it'll cost you.

CASTING A SPELL

Having invested most of your power bringing the Magic Carpet to
life, you begin the game without a single spell to your name.
Fortunately, you can pick up spells along the way. A spell can
usually be found within a stone circle, but isn't reavealed
until you've flown past and broken the invisibility lock which
keeps it hidden.

NOTE: A horde of mana is often hidden along with a spell, or
it can be protected by some fiendish demon - so watch your back.

Spells are held within urns and only appear in the magic eye
once the invisibility lock has been broken. To collect a
spell, simply fly into it; the new spell is added to your
inventory. Spells held in blue urns are special. They can only
be used on the current level and don't carry over into the
next world. Also, you can cast these spells depending upon the
amount of mana in your possession, rather than the amount in
your castle.

Spells are cast using the left and right mouse buttons. You
can assign any spell from your inventory to either button, and
you can also assign spells to the keyboard number as a
short-cut (see Assigning Spells).


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WASTED WIZARDS

If you're killed without restoring a world to equilibrium, you
can replay the world (and hopefully do a little better than
the first time). Press Spacebar for the Sorcerer's Chamber and
left-click the Continue Game icon. However, the mana stored
in your castle regenerates your personal energy when you're
near death, so if you get out of harms way you're able to
continue the level.

If you kill a rival wizard, whether you're in a Network game
or not, you can cast a possession spell at the wizard's
skeletal remains and claim all his mana as your own.

COMPLETING THE LEVEL

When you've completed your task and restored a world's
equilibrium, the on-screen message "world restored" appears.
Press Spacebar to leave the current world for the Completion
screen, or continue collecting mana and spells you may have
missed. When you begin the next world, all the spells you've
collected so far are still at your disposal.

The Completion screen tells you the world name and number, and
lets you rate your performance with % scores in the following
catagories: creatures killed, accuracy, spells found, mana,
and overall performance.

When you've seen enough, press Spacebar to return to the
Sorcerer's Chamber.


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THE SPELLS SCREEN

This is where you can take a look at the whole of a particular
world, and assign spells to the mouse buttons and keyboard.

To access the Spells Screen, either press both mouse buttons
simultaneously or press Enter.

WORLD MAP

Rather than the small area revealed in the All-Seeing Eye,
this map shows the entire world currently being played. You
are still displayed as a cross in the center of the map and
the color-coding system is the same as the All-Seeing Eye.

THE NETWORK MATRIX

In Network games, move the pointer off the bottom of the
spells screen to see the Network Matrix. This contains the
names of all the networked players in the current world and a
figure showing the number of times each player has killed
his/her opponent(s). Every player also has a mana


-18-

power rating. If one player's mana rating is way above your
own, it's a safe bet you'll come off worst in any close
encounters - so steer your carpet clear!

THE SPELLS MENU

A place in the Spells Menu is reserved for each of the 24
spells to be found in Magic Carpet. A spell automatically
homes in on the nearest aggresive target when cast (as long as
the target is near the center of the screen), so the real
trick is not aiming the spell but selecting the right one for
the occasion. The 24 spells are:


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Fireball - Launch a ball of destructive fire at your enemies.

Possess - Take control of any building or mana.

Create Castle - Use this spell to build a fortress to protect
your mana. When cast, a hot air balloon is launched that
gathers your mana. Additional castle spells can be cast on the
same site, expanding the castle and launching more balloons.

NOTE: You can have only one castle site per world, unless the
first is destroyed. If you've positioned your castle where
it's impossible to expand (e.g. next to sheer rock face), you
can destroy the castle yourself by pressing Shift-L and cast
another castle spell elsewhere.

Accelerate (forward) - Propel yourself out of trouble at
breakneck speed. Hold down the mouse button to achieve maximum
speed. To cancel the spell, press the down cursor key.

Heal - If you have enough mana availible, this returns your
health bar to maximum whenever it's depleted by an enemy attack.

Shield - Absorbs three-quarters of the energy of the spells
launched by your nemesis.

Rapid Fireball - Makes the fireball spell look like a cheap
card trick. Unleash multiple balls of flame in rapid succesion
to devastating effect.

Accelerate (backwards) - Disappear to the rear at a tremendous
rate.

Beyond Sight - Give the All-Seeing Eye greater power than
before, revealing the location of all the other players.

Mana Magnet - Gathers all the mana in the immediate vicinity
into one large ball, making it all easier for your balloon to
collect.


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Lightning Bolt - This spell's electric, shooting bolts of
electricity from your fingertips. Hold down the mouse for a
continuos stream of lightning that locks onto a target and
makes shish kebab out of him.

Meteor - Summon almighty rocks and hurl them at any hapless
foe who crosses your path.

Invisible - Cloaks you in a mask of invisibility for a time.
However, as soon as you cast a spell you can be spotted by
both players and monsters.

Rebound - Deflects incoming fire spells back to where they
came from, so that no harm is done to you and your opponent
risks injury.

Steal Mana - Rob evil sorcerers of their hard-earned mana
using this spell.

Duel to the Death - Locks two players together for some
immortal combat. When you've a foe in your sights cast this
spell and they can only escape by using the Accelerate spell.

Wall of Fire - Do I need to spell this one out? Create an
impenetrable wall of flame to confound your enemies.

Teleport - This spell instantly transports you to your castle,
for the purpose of defense or to recharge with mana power.
Cast it again to return to your original location.

Crater - Not as powerful as the Earthquake spell, this adds a
large crater to the landscape.

Undead Army - Raise an army of red-cloaked skeletons to attack
rival wizards, their castles, and balloons.

Earthquake - Cast this spell to confound land-based monsters
by opening a huge crevice under their feet. But don't waste
your time trying to cast this spell in water.

Lightning Storm - Unleash a storm of white hot electricity,
which shoots off in all directions and destroys everything
within its radius.


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Volcano - Creates a gigantic eruption of red hot lava from the bowels
of the earth, destroying everything in the vicinity. An extra
advantage of this spell are periodic eruptions which inflict
further damage.

Global Death - Sends out a shockwave that proves fatal to
anything caught within its influence.

SPELL MANA

When an occupied spell box is highlighted, a mana bar is
revealed. A small white dot is added to the bar for every time
the spell can be cast; the whole bar must be filled grey
before a dot is added. Some of the higher spells remain
inactive in the spells menu until you have built up a large
amount of mana in your castle.

ASSINGING SPELLS

To assign a mouse button, simply highlight the spell and press
either the left or right mouse button.

Occupied spell boxes contain a spell with the pointer and
simply press the preferred keyboard number. On the Game Screen
you can cast these spells by first pressing down the keyboard
number, and then pressing either the left or right mouse button.


-22-


THE MAGIC CARPET BEASTIARY

Molenubar tells us that every one of Magic Carpet's shattered
realms contains monstrous creatures who are driven by an
insatiable desire for mana. These unthinking beasts are
without remorse and know no reason; your only hope is their
destruction.

The Magic Carpet bestiary includes:

Apes - Twice the size of Trolls but similar in behavior and
likewise armed with boulders, which they sling at you and your
castle like confetti.

Bees - Swarm togther and attack both you and your castle. Bees
are armed with stingers, so must get close to inflict damage.
They are more harmful than vultures and harder to kill.

Crabs - When a Crab egg hatches, the small crustacean which
emerges is already armed with fireball spells. But crabs are
voracious feeders, and as they consume mana they grow larger
and more powerful. A medium-sized Crab will attack you with
lightning bolts, and an adult hurls meteors. When full-grown,
Crabs can lay eggs, propagating another generation of the
pincer-clawed peril.

Dragons - An airborne version of the Worm, similarly armed
with fireballs but far quicker and more agile, and therefore
that much more difficult to kill.

-23-



Emu Riders - These flightless birds carry archers at
incredible speeds across the landscape, raining volley of
arrows down upon you before disappearing into the distance.

Genie - Less of a threat, more a momumental pain in the pants,
genies cast fireballs and steal your mana. While unlikely to
destroy you, they have the annoying habit of teleporting out
of combat situations only to turn up later with their powers
restored.

Griffin - The Griffin is unique in two ways: it can penetrate
the cloak of your invisibilty spell, and only attacks if
you're rash enough to fire first. Armed with lightning bolts,
the Griffin becomes a formidable foe when roused.

Kraken - When the Kraken wakes, the sea-bound Behemoth emerges
from the icy depths firing bolts of lightning. The Kraken is
also armed with the duel spell, and once caught in its
vice-like grip you'll be lucky to escape with your turban
intact.

Skeletons - Unless stopped, this skeletal scourge launch
volley after volley of arrows at you and your castle. They
hate human archers who guard towns and villages, killing them
to swell the ranks of this undead army.

Trolls - Slow and stupid but very strong, Trolls are armed
with boulders. They have the enviable ability to regenerate
after an injury, so a little bit of overkill might be required
to make certain a troll stays dead.


-24-


Vultures - These flockers will attack you and your castle.
They use their claws to attack, so need to get very close to
do any damage.

Worms - Earthbound, but armed with fireballs that are capable
of downing you and your carpet in double-quick time.

Wyvern - This flying nightmare makes a Dragon resemble a
spring lamb. The Wyvern is armed with rapid fireballs and is
immune to the Rebound spell. It attacks castles, eats mana and
even when beaten half to death can regenerate its power in a
very short time.

A WORD ON EACH WORLD

In his history of the Wizard War, Molenubar hints at the
nature of the challenge contained in each world. Forewarned is
for forearmed, so here for your benefit are a few facts that
might help keep you and your carpet in one piece.

1. Al Jahan - The peaceful island dwellers of Al Jahan are in
dire need of your aid.
2. Khallabad - Traders from Khallabad speak of coiling horrors
bringing down death from the skies.
3. Sulghir - Ancient warriors from the realm of Sulghir have
risen form their graves.
4. Akrir - The evil sorcerer Vodor has unleashed chaos in the
land of Akrir.
5. Cessecca - Settlers on the island of Cessecca are plagued
by swarms of giant bees.
6. Qazziel - The Seer of Qazziel has foreseen the destruction
of his city by undead hordes and other terrors.
7. Ar Ulnan - The port of Ar Ulnan is under siege by air and
sea.
8. Gillah - Evil trollish tribes have returned to Gillah for
the first time in a thousand years.



-25-


9. Kutoor - The forest of Kutoor is alive with evil once more,
driving the people into catacombs below the citadel.
10. Rannaxior - Griffins have invaded the sacred mana grounds
of Rannaxior.
11. Zanzandria - Would-be sorcerers have been lured to
Zanzandria by rumors of great magic there.
12. Mehkhel - Magical mirrors provide a route through Mehkhel
- land of exile. Seek and you shall find.
13. Dullighir - The maze of Dullighir guards its secrets well.
14. Nazzajahn - Follow the endless path of the stones of
Nazzajahn to unleash great power.
15. Al Saumam - Beware, the shores of Al Saumam harbor
scuttling nightmareish creatures.
16. Aflahkstahn - The key lies in unlocking the four ways of
the fortress.
17. Jan Tabar - A great wyvern has been sighted near the
mountains of Jan Tabar.
18. Kireemir - The realm of Kireemir is turning itself inside
out.
19. Ar Vilim - Devilish traps spring from every corner of this
realm.
20. Jondd Warr - The island of Jondd Warr is infested with
dragons...and other things.
21. Khaghabal - Mana guarded in the watchtowers of Khaghabad has
attracted many scuttlers to the realm.
22. Ul Ramin - Banish evil from Ul Ramin and beware your
adversaries for their skills are increasing.
23. Naqual - The souls of the fallen heros of Naqual have been
possessed by necromancy.
24. Quaddimar - Of those who have ventured beyond the borders
of Quaddimar, few have returned.
25. Ottommia - Zimbaliza, greatest of the original warlocks
fell here centuries ago and his magic still remains, so they say.
26. Xikhypt - Restore order to this land and you will be
prepared for the realms beyond.
BE WARNED. BEYOND THIS POINT YOUR JOURNEY WILL TAKE YOU TO
REALMS GUARDED BY MANA VAMPIRES WHO WILL STEAL MANY OF YOUR
SPELLS.
27. Shebbahn - Seek the sacred forest of Shebbahn to recover
spells stolen from you - but beware the consequences.
28. Hazzanjahn - The isles of Hazzanjahn are linked by magical
mirrors but not all of them take you where you want.


-26-



29. Zakhazaran - Save the remaining citizens from otherwise
certain doom.
30. Banahstur - Your adversaries have never conquered this
realm. Can you?
31. Idirya - Do not anger the griffins of the Idiryan Sea until
you have the spell to defeat them.
32. Thammon - The impassable walks of Thammon guard great
power and danger.
33. Jahrrid - It is said to survive the maze of Jahrrid a
wizard must have eyes in the back of his head.
34. Khatoud - Plagues of giant bees have rendered this once
beautiful land barren.
35. Shai Yulim - The city of Shai Yulim is under attack but to
save it you must first defeat the genie at the gate.
36. Moorrok - Your enemies await you in the hills of Moorrok.
37. Quahahn - All who practice the magic arts must be tested
in the ancient training grounds of Quahahn.
38. Yoggohr - The pools of Yoggohr are an enigma only the
worthy will unravel.
39. Ar Zaljan - Merchants returning from Ar Zaljan say that
all is lost but one must never abandon hope.
40. Arrimir - No one has ever found an exit to Arrimir's maze.
Yet enter it you must.
41. Ooramesa - Many turn back at the sight of the walls of
Ooramesa but you must persevere.
42. Ghabbaladan - Great evil lurks in and around the Lake
Ghabbaladan.
43. Tekumir - To restore order to this realm, one must first
find an order to restore.
44. Zantor - Zantor has already been utterly destroyed but the
creatures which remain must be banished forever.
45. Dubbahn - Dubbahn, isle of exile, is under attack and
capricious imps guarding it will steal most of your powers.
46. Ephieria - Ephieria must not fall to forces of evil - you
are their only hope.
47. Inixxia - Inixxia was once fertile land. Now death is the
only harvest.
48. Meebir - See Meebir and die.
49. Shal Kazan - Be warned, several sorcerers already claim
this territory as theirs.
50. Volcania - Steer a careful course, for in this place the
land itself spews death into the skies.


CHEATING :

STOP THE GAME
PRESS "I"
TYPE "RATTY"
NOW :
ALT+F1 - ALL MAGIC
ALT+F2 - MORE MANA
ALT+F3 - KILL ALL PLAYERS
ALT+F4 - DESTROY ALL CASTLES
ALT+F5 - DESTROY ALL BALOONS
ALT+F6 - ADD ENERGY
ALT+F7 - KILL ALL MONSTERS
SHIFT+C, SPACE - END LEVEL