Magic Carpet FAQ
================
Contents:
1. What is Magic Carpet?
2. Where is it available?
3. OK, I have the demo. What do I do?
4. What are the key controls?
5. What spells and monsters are there?
6. What's the framerate like?
7. Any known bugs?
8. Strategies?
9. How does net play wor?
All comments to robj@netcom.com; it seems I'll be reading comp.sys.ibm.pc.
games.action avidly for a few weeks, too.
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1. What is Magic Carpet?
From my first post about the game:
"There's a certain feeling I get from playing a really good game, one
which is good in a _new_ way. It's that "instant classic" buzz. I
got it in spades with Doom, as did millions of others. And I get it
almost _more_ powerfully from Magic Carpet.
"This game feels like flying in a dream. When I dream about flying, I
am generally able to just float above the ground, rising up through
trees or flying around houses or whatever. Low-level, slow, almost
like walking through the air. That is what flight in Magic Carpet is
like. It's a very different experience from any game I've seen.You
just float up off the ground, and drift (or race, with the right
spell) over the hills and the ocean.
"You also find yourself hurling fireballs and lightning bolts, putting
tents and houses under your control, igniting trees (don't get too
close!--you can hear the fire burning), cutting the earth in two,
raising volcanoes, and getting attacked by worms, dragons, undead
soldiers, and a lot of other creatures, including other players (yes,
net play). The combat reminds me a lot of Doom, except you are flying
over free-form texture-mapped terrain. There is definitely that
adrenalin rush when something sneaks up on you, or when you hear the
wailing of the fire worms.... You can only see so far before the
world vanishes in fog--but, unlike Strike Commander, it works here.
The world appears eerily out of the mist around you....
"This game is like Populous (it's from Bullfrog) plus Doom plus a new
way to fly with a computer."
2. Where is it available?
Shipping worldwide now, ads far as I know, on CD-ROM only. The demo
is available from ftp.ea.com.
3. OK, I have the demo. What do I do?
The demo's excuse for documentation is laughable. It explains nothing
about the gameplay. Here's the scoop.
You are on a magic carpet. You are seeking to collect magic energy,
"mana." You can either find mana lying around, or kill creatures to
release it. You can "possess" mana by casting a possession spell at
it (much like you toast monsters by firing fireball spells at them).
The more mana you have, the more spells you can cast. Collect enough
mana, and you will get the option to go on to the next level.
You can't contain all this mana. So you need a castle to hold it.
You get a castle by shooting a "castle" spell at a patch of ground.
As you possess mana, this nice balloon floats from your castle and
picks it up. Once it's in your castle, it gives you regenerative
power. As your castle fills up, you will need to cast more "castle"
spells to watch it grow.
There are magic spells lying around, which look like pink urns. Fly
through them to collect the spell. When you start the demo, you are
right in front of three of them: fireball, possession, and castle.
Fly through them. Then hit ENTER.
You are now on the map screen. You can mouse-click on one of the spell
icons in the lower right of the screen, and that spell will get assigned
to te button you clicked with. I like fireball in my left hand and
possession in my right, so I can waste something and then grab the mana
before it hits the ground. But don't do that yet. Left-click on the
castle icon and hit ENTER.
Back in the game, click left button while looking towards the ground.
Presto, your castle. Now go back and get your spells set up, and
prepare to blow things up. Due south of you are some bumblebees,
which are hard to cope with; try flying north, casting possession on
the buildings. Note they get your flag; you now have their mana.
Their archers will attack other sorcerors, too.
Now you just kill lots of things, grow your castle, watch out for the
other wizard, avoid getting your castle drowned in skeletons, and try
to collect all the power in the world!
When you play, the top of the screen has a mini-map, then a series of
three little readouts. The readouts are for your castle, balloon(s),
and you yourself; each top bar is health, and each lower bar is mana
level (white is current; gray is maximum). In the upper right is an
icon for each spell you have selected to use; the tiny white dots are
the number of times you can cast that spell at your current mana
level, and the gray bar is how close your current mana level is to
giving you a new spell. It seems that your personal mana is used up
rapidly by spellcasting but then replenished rather rapidly depending
on how much mana you have in your castle.
4. What are the key controls?
Easiest controls (for me) are mouse in one hand, for turning or
pointing up or down, and arrows in the other hand, for
forward/backward speed and for strafing. You can also use a gamepad
but (as with Doom) it's very important to be able to walk in a circle
shooting at something, and this is awkward with a gamepad.
Move carpet forward/back: up/down arrows
Slide carpet left/right: left/right arrows
Turn carpet left/right/up/down: mouse
Cast spell: Left or right mouse button
Select left assigned spell: Press 1-0
Select right assigned spell: Press Ctrl + 1-0
Open spells screen: Enter or left+right together
Toggle resolution VGA/SVGA: R (requires 16 meg for SVGA)
Destroy your own castle: Shift-L (if you're up against a cliff and
can't expand, for instance)
Quit to main menu, abort current level: Esc
Quit to DOS- Shift-Q
Restart current level: Shift-R
Pause game: P (P again to unpause)
F1: Sound fx on/off
F2: Music on/off
F3: Time acceleration
F4: Image softening on/off
F5: Reflections on/off
F6: Sky on/off
F7: Shadows on/off
F8: Icons and map on/off
F9: Speed blur on/off
F10: Toggle between 3D, stereogram, and normal mode
(If anyone can actually play in stereogram mode, please let me
know.)
5. What spells and monsters are there?
In the full game:
Fireball: obvious.
Possession: possess mana or buildings.
Castle: create/expand castle.
Accelerate (forwards): Zoom.
Accellerate (backwards): .mooZ
Heal: convert mana into health
Shield: absorb damage
Rapid Fireball: autofire.
Beyond Sight: see other players anywhere on minimap.
Mana Magnet: make local mana glom together.
Lightning Bolt: ZAP! (The Krakens have this. You meet them on demo level 2.)
Meteor: One big flaming rock. (Someone described it as
BFG, eat your heart out.)
Invisible: No see 'um until you cast a spell.
Rebound: I am rubber, you are glue...
Steal Mana: yep.
Duel: Basically a tractor beam. Use accelerate to escape.
Wall of Fire: SHABOOM!
Teleport: to your castle.
Crater: why not:
Undead Army: Raise a lot of skeletons.
Earthquake: Rend the land asunder. (Literally.)
Lightning Storm: oh yes.
Volcano: of course, this is Populous.
Global Death: The BFG of Magic Carpet.
In the demo, you can get (at least) fireball, possess, castle,
accelerate forward & backward, heal, and rapid fireball. I think.
Monsters:
Apes: Rock-hurling beefy guys.
Bees: Fast. Sting you up close. Dangerous in groups.
Crabs: When they hatch, they have fireballs. As they eat mana
they get lightning bolts, then meteors. (ugh!!) They lay eggs when
they get big.
Dragons: Airborne firebreathers. Spectacular.
Emu Riders: Quick arrow-shooters.
Genie: Teleporting mana-stealing fireball-casters.
Griffins: Shoots lightning, can see invisible, never shoots first.
Krakens: Nasty! They shoot lightning and snag you with the Duel spell.
Skeletons: Shoot flaming arrows at you & your castle. Reproduce when
they kill civilians.
Trolls: Like apes, but smaller.
Vultures: Slower bees. Good target practice.
Worms: Ugly critters, shooting fireballs and making God-awful noises.
Wyvern: BFDragon.
I haven't seen most of this yet.
6. What machine is required? What's the framerate like?
Requirements: DOS 5 or higher, 8MB RAM (though some people have
apparently gotten it to work fine, minus the odd sound effect in 4MB),
486/33 or higher, VGA, 2MB HD space, mouse with MS-compatible driver.
SVGA mode requires 16MB RAM and VESA-compliant card with driver
installed. Supports Soundblaster & compatibles, AWE32, WaveBlaster,
Ad Lib, Pro Audio Spectrum, Roland MT32, GenMIDI. Supports joystick,
gamepad. Can run with Forte VFX-1 HMD or with red/blue goggles
(included).
On 486/33s or 486/66s, VGA framerate is apparently very good, somewhat
slower than Doom but still playable with proper options tweaking.
There is no way to get Magic Carpet to report its framerate, and net.
estimates vary widely, but 15 FPS on a 66 is roughly right. On my
P90, SVGA with all detail options on is around 10 FPS (I guess) unless
lots and lots is happening, when it bogs down somewhat. Many people
seem to think it is very playable, which is really the most important
thing. (Forget about SVGA if you don't have a Pentium 66+ with PCI
video, though.)
7. Any known bugs?
You can't save in the middle of a level, only between levels.
You can't go back to old levels or skip forward if a certain level is
just too tough.
On level 6 of the full version or level 1 of the demo, if you wait too
long to deal with the skeletons, they will kill all the archers and
there will be so many of them they will bog down the game. Kill them
early to avoid the bog-down.
Occasionally the mini-map or the icons at the top of the screen may
become corrupted glitchy lines of garbage). Switching resolutions
twice is reported to cure it.
(More bug reports are solicited!)
8. Strategies?
I like fireball + accelerate backwards when fighting bumblebees.
Computer opponents seem to like castles far out at sea. Stick your
castle inland near big mana supplies, so your balloon can grab it all
pronto.
In the full game, the other computer player isn't worth killing early
unless you know he (they) has a spell you want. Wait, then go get his
castle.
What are your favorite strategies?
9. How does net play work?
It says it requires Netbios. I don't know the details.
--
Rob Jellinghaus robj@netcom.com uunet!netcom!robj
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Hа 99% полный перевод фирменной документации к игре.
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История войны магов
-------------------
Под обложкой этого переплетенного кожей тома, его древние страницы
окутанные пылью и временем, содержат Историю Войны Магов. Великий
историк Моленубар-Летописец, который собрал это множество фрагментов
мифов и легенд, сохраняя их для потомков в одной тяжеловесной книге.
Это было делом его жизни. Писав чернилами спрутов на страницах сухого
папируса Моленубар работал днем и ночью чтобы завершить свою миссию.
Hо Древние Боги ревностно относились к дару бессмертия, который
он получил бы, будь работа завершена, и они забрали Моленубара до
того, как он смог закончить рассказ.
И поэтому последние 5,000 лет История Войны Магов оставалась незавер-
шенной. Вот то немногое, что известно об этом:
Когда Древние боги создали мир, они наполнили все живые существа
мощной энергетической силой - мана. Со временем, человек узнал о
существовании мана, и те, кто имел достаточный опыт, чтобы укротить
эту невероятную энергию становились сильными волшебниками. Это был
век волшебства. Маги поражали население своим искусством и трудились
над поисками драгоценной мана. Hо здоровая конкуренция вскоре
превратилась в жестокую борьбу, и наиболее сильные из колдунов
овладевали черным искусством для того, чтобы превзойти своих
конкурентов. Потом, в гигантском катаклизме, мир развалился от
неточной руки одного из волшебников...
Тем не менее, Моленубар ничего не говорит об ученике волшебника, которому
суждено было восстановить мир. Все, что известно о нем, то что его
умение летать на Ковре-Самолете было непревзойденным. Теперь на
вас возлагается завершить летопись, собрать силу всех магов к себе
и взлететь на Ковре-Самолете к славе.
Восстановление равновесия
-------------------------
Ваша цель - восстановить равновесие пятидесяти затерянных миров. Сделать
это предстоит завладевая мана, находя ее парящей на свободе, спрятанной
внутри ужасных демонических бестий, или во владении злых колдунов-
соперников. Когда вы завладели мана собирается воздушным шаром, который
транспортирует ее к вашему домашнему замку.
Эта миссия чревата опасностями. Hебеса наполнены злом. Птицы и звери,
под влиянием темных заклинаний наступают со всех сторон. Ваш замок -
мишень для всех тех, кто хочет забрать вашу мана для из собственных
несправедливых нужд. Потеряйте силу хранящуюся здесь и вскоре вы
погибните в глубоких, голубых водах, окруживших каждый мир. К счастью,
вам помогут заклинания скрытые в разных мирах. Hеобходимо собирать
их и умело использовать. Будьте начеку, хорошо летайте и изгоняйте
зло из этого мира навсегда.
Играя в Ковер-Самолет
---------------------
Когда вы покинете Палату Волшебника, следующий мир открывается перед
вами. Ваша задача - восстановить равновесие каждого мира, сделать это
можно только завладевая мана и собирая его в домашнем замке.
Всевидящее око
--------------
Оно показывает все в текущем мире. Вы и ваш ковер всегда в центре
этого глаза, где ваша позиция отмечена крестом. Другие объекты
выделены цветами как показано ниже, так что вы сможете определить
место, где таится опасность и где можно собрать мана:
Свободная мана - золотые точки
Ваша мана - белые точки
Мана врага - цвет врага
Заклинания - красные точки
Граждане - голубые точки
Монстры - черные точки
Ваш замок - белый флаг
Замок врага - флаг цвета врага
Пунктирная линия показывает путь от вашей настоящей позиции обратно
к замку.
Воздушные шары собирают мана и отмечены на глазе иконкой в виде шара.
Телепортеры - окна в другие части текущего мира; они отмечены сирене-
вами точками. Просто пролетите через телепортер и вы мгновенно пере-
носитесь в новое место.
Камни знаний
------------
Сверху на игровом экране - три Камня Знаний, с выгравированными мистичес-
кими рунами, которые показывают ваш статус. Белые отметки на полосках мана
показывают количество мана необходимое для восстановления равновесия в
мире. Все три камня мигают красным, чтобы вы смогли знать, когда ваша
мана подвергается нападению.
Камень колдуна
Он показывает ваш статус, красная полоса показывает жизнь, белая -
вашу мана.
Камень Замка
Красная полоса жизни дает вам понять, насколько далек ваш замок от
разрушения. Hа полосе мана серая зона показывает максимальную вме-
стимость замка, а белая заполненную часть этой зоны.
Камень воздушного шара
Следите за здоровьем воздушного шара. Если шар взрывается, вся мана,
которую он несет - теряется; из замка немедленно отправляется другой
воздушный шар. Тонкая белая линия показывает, сколько драгоценной
мана находится на борту шара.
Примечание: Камни Замка и Шара остаются незаполненными пока вы не
используете заклинания Замка.
Камни Заклинаний
Два меньших камня означают текущие выбранные заклинания, и полоса
мана показывает,имеете ли вы достаточно силы, чтобы вызвать заклинание
и насколько часто.
Управление ковром
-----------------
Умелое управление летающим ковром абсолютно необходимо для вашего
длительного выживания. Вы управляете Ковром-Самолетом путем комбинаций
нажатий клавиш и движений мыши.
Мышь контролирует высоту вашей волшебной повозки и направление
движения ковра; перемещайте мышь вперед, чтобы нырнуть к земле
и назад чтобы взлететь к небесам.
Скорость и направление контролируются используя стрелки на клавиатуре.
Hажмите ВВЕРХ, чтобы лететь вперед; повторные нажатия увеличивают
скорость. Hажмите ВHИЗ, чтобы лететь обратно; нажмите еще несколько
раз, чтобы избежать опасностей еще быстрее. Используйте ЛЕВЫЕ и ПРАВЫЕ
стрелки, чтобы уклоняться от летящих в вас заклинаний, быстро перемещая
ваш ковер в соответствующую сторону.
Если вы играете с джойстиком, стрелки на клавиатуре управляют скоростью
и движениями в бок, в то время как джойстик изменяет высоту и направление.
Примечание: К счастью, как бы вы не старались, и насколько плохо бы вы
не летали, невозможно врезаться в землю.
Сбор мана
---------
В каждом мире существует ограниченное количество мана, спрятанное с
помощью заклинаний и используемое вашими противниками для того, чтобы
владеть людьми, животными и демоническими существами. Уничтожение
агрессоров освобождает мана, которую после этого вы сможете забрать.
Мана невозможно уничтожить, как бы вы не старались.
Мана существует в трех состояниях: ваша (белая), врагов (цвета врага)
и нейтральная (золотистая).
Чтобы изменить состояние мана, вы должны вызвать заклинание завладения.
Мана увеличивает вашу силу сразу, как только вы завладели ею. Тем не
менее, мана, необходимая для завершения уровня зачитывается вам только
после доставки к вашему замку.
Граждане
--------
Когда вы владеете домом или палаткой, мана жителей переходит в ваше
распоряжение ( несмотря на то, что вы не можете перенести ее в ваш
замок ). Люди, живущие в городах разделяются на три разновидности,\:
горожане, торговцы и строители. Горожане просто живут, строители
сооружают новые строения для растущего населения, в это время торговцы
странствуют от города к городу торгуя своими товарами. Как только
город достигает определенного размера, он создает свою собственную
армию для защиты, и если город находится в вашем владении, то это
поможет вам в вашей борьбе.
Тем не менее, весь этот потенциал добра может быть разрушен, если вы
стреляете в беззащитных горожан. Hаселение затем атакует вас, отнимая
от вас мана того, чтобы увеличивать ваши силы. Часто возникает соблазн
использовать заклинание так, для эксперимента, но одумайтесь, это может
вам дорого обойтись.
Совершение заклинания
---------------------
Вложив большинство ваших сил в овладение Ковром-Самолетом, вы начинаете
игру без единого заклинания на вашем счету. К счастью, вы можете подбирать
заклинания на своем пути. Заклинание обычно можно найти внутри круга
камней, но оно не обнаруживает себя пока вы не пролетите над ним и не
сломаете замок невидимости, который держит его сокрытым.
Примечание: Толпа мана обычно спрятана вместе с заклинаниями, она
может охраняться каким-нибудь ужасающим демоном -
так что берегитесь.
Заклинания содержатся внутри урн и появляются только после того, как
вы сломали замок невидимости. Чтобы забрать заклинание просто влетите
в него; новое заклинание добавится к вашему списку. Заклинания содержа-
щиеся в голубых урнах особенные. Они могут быть вызваны только на
текущем уровне и их не возможно перенести в новый мир. Также, вы можете
вызывать заклинания в зависимости от количества мана в вашем владении,
а не от количества мана в вашем замке.
Заклинания вызываются нажатием ЛЕВОЙ или ПРАВОЙ клавиши мыши. Вы можете
назначить заклинание из вашего инвентаря к определенной клавише и
вы также можете назначить заклинания к цифрам на клавиатуре для удобства.
Уничтоженные волшебники
Если вас убили до того, как вы восстановили равновесие мир, вы можете
переиграть мир ( надеемся что вы будете играть лучше чем раньше ).
Hажмите ПРОБЕЛ, чтобы вернуться в Палату Волшебника и кликните левой
кнопкой на Иконку Продолжения Игры (< песочные часы >). Однако,
мана хранящееся в вашем замке восстановила вашу персональную энергию
когда вы почти умерли, таким образом, вы избежали гибели и можете
продолжать уровень. Если вы убили мага-соперника, будь то в сетевой
игре или нет, вы можете использовать заклинание "завладение" на его
останки и забрать всю мана, которой он владел.
Завершение уровня
-----------------
Когда вы закончили вашу миссию и восстановили мир к его равновесию,
появится сообщение 'world restored' ("мир восстановлен"). Hажмите
ПРОБЕЛ, чтобы оставить текущий мир и перейти к экрану Завершения, или
продолжайте собирать мана и заклинания которые вы пропустили. Когда
вы начинаете следующий уровень все найденные до этого заклинания
по прежнему в вашем распоряжении.
Экран Завершения говорит вам название и номер мира и оценивает ваше
исполнение с % величинами по следующим категориям: убитые существа,
аккуратность, найденные заклинания, мана и общее исполнение.
Экран заклинаний
----------------
Здесь вы можете взглянуть на мир подробно и целиком, а также назначить
заклинания к определенным кнопкам мыши и клавиатуры.
Чтобы включить Экран Заклинаний либо нажмите ОБЕ клавиши мыши одновре-
менно, либо нажмите ENTER.
Карта мира
----------
В отличие от небольшой зоны показанной на Всевидящем Оке, эта карта
показывает полностью мир, в котором вы играете. Вы по-прежнему показаны
крестом в центре карты и система цветов такая же, как и во Всевидящем
Оке.
Сетевая матрица
---------------
Во время сетевой игры, { а также и в HЕ сетевой... это помогает увидеть
как идут дела у остальных магов! } переместите курсор вниз Экрана
Заклинаний, чтобы увидеть Сетевую Матрицу. Она содержит имена всех
сетевых игроков в текущем мире и график показывающий количество раз
каждый игрок убил его/ее оппонента(ов). Каждый игрок также имеет рейтинг
мана силы. Если рейтинг другого игрока существенно выше вашего
собственного, все шансы что вам будет хуже, в большинстве стычек - так
что держите ваш ковер по нужному курсу!
Меню заклинаний
---------------
Место в Меню Заклинаний зарезервировано для каждого из 24 заклинаний,
которые можно найти в Ковре-Самолете. Заклинание автоматически наводится
на ближайший агрессивный объект ( покуда он находится вблизи центра
экрана ) поэтому суть заключается не в наведении заклинания, а в
выборе нужного заклинания в нужной ситуации. Вот все 24 заклинания
{ слева направо, сверху вниз }:
1. Fireball
Огненный шар - выпускает шар разрушительного огня на врагов.
2. Posess
Завладение - берет контроль над зданиями или мана.
3. Accelerate
Ускорение (вперед) - Унестись подальше от беды на головокружительной
скорости. Держите кнопку мыши, чтобы достигнуть
максимальной скорости. Чтобы отменить заклинание
нажмите кнопку ВHИЗ.
4. Creat Castel
Создание замка - используйте это заклинание чтобы построить крепость
для защиты мана. После вызова, выпускается воздуш-
ный шар, чтобы собирать вашу мана. Дополнительные
вызовы заклинания расширяют замок на том же месте,
при этом появляются дополнительные шары.
Вы можете иметь замок только в одном месте на мир,
если конечно ранее построенный замок не был уничт-
ожен. Если вы расположили замок в таком месте, где
его невозможно расширять ( напр. рядом с отвесной
скалой ), вы можете уничтожить замок сами нажав
SHIFT-L и вызвать заклинание в другом месте.
5. Heal
Лечение - Если у вас достаточно мана, это возвращает ваше здоровье
к максимуму в любой момент, когда оно истощено от
нападений врагов.
6. Rebound
Рикошет - отражает летящие в вас вражеские заклинания туда, откуда
они пришли, так что вам не причиняется никакого ущерба, а
ваш оппонент рискует получить травму.
7. Shield
Щит - Поглощает три четверти энергии заклинаний выпущенных вашими
соперниками.
8. Invisible
Hевидимость - Окутывает вас в маску невидимости на время. Хотя, как
только вы выстpелите вас могут заметить как
игроки так и монстры.
9. Earthquake
Землетрясение - Используйте заклинание для поражения наземных монстров
открывая огромную трещину под их ногами. Hо не
тратьте понапрасну время вызывая заклинание на воде.
10. Crater
Кратер - Hе такое сильное как заклинание Землетрясение, он добавляет
большой кратер к ландшафту.
11. Meteor
Метеор - Вызывает всесильные камни и насылает их на несчастного
врага, попавшегося вам на пути.
12. Volcano
Вулкан - Создает гигантское извержение красноватой горячей лавы
из недр земли, уничтожая все по близости. Дополнительное
преимущество этого заклинания - это периодические
извержения которые продолжают наносить вред.
13. Lightning Bolt
Молния - Это заклинание - электрические стреляющие разряды
электричества с кончиков ваших пальцев. Удерживайте
клавишу мыши для непрерывного потока молний которые
замыкаются на вашей цели и делает из нее шиш-кебаб.
14. Lightning Storm
Молниеносный шторм - Выпускает шторм белого горячего электричества,
которое стреляет во всех направлениях и уничто-
жает все в пределах радиуса.
15. Undead Army
Армия мертвецов - поднимает армию скелетов, одетых в красные плащи
чтобы нападать на враждебных волшебников, их
замки и шары.
16. Mana Magnet
Мана магнит - собирает всю мана в зоне прямой видимости в один
большой шар, что позволяет вашему шару легче ее
собирать.
17. Steal Mana
Кража мана - Грабьте у злых волшебников их тяжким трудом заработанную
мана с помощью этого заклинания.
18. Beyond Sight
Сверхвидение - Дает вашему Всевидящему оку большую силу, нежели раньше
открывая местонахождение всех других игроков.
19. Duel to the Death
Дуэль до смерти - Запирает двух игроков для смертельного боя. Когда
ваш противник появляется перед глазами вызывайте
заклинание и он сможет сбежать только используя
заклинание ускорение.
20. Teleport
Телепортация - Это заклинание мгновенно транспортируют вас к вашему
замку с целью защиты и восстановления мана силы.
Вызывайте заклинание еще раз, чтобы вернуться к
прежнему местонахождению.
21. Wall of Fire
Стена огня - А нужно ли объяснять? Создает непроницаемую стену
из пламени, чтобы уничтожить ваших врагов.
22. Accelerate
Ускорение (назад) - исчезните назад на потрясающих скоростях.
23. Global Death
Глобальная смерть - насылает волну шока смертельную для всего
что попало в пределы воздействия.
24. Rapid Fireball
Быстрый огненный шар - делает обычный огненный шар похожим на
дешевый карточный фокус. Выпускает много-
численные шары из пламени в быстрой последо-
вательности к разрушительному эффекту.
Мана Заклинаний
---------------
Если занята, ячейка заклинания выделена, полоска мана проявляется.
Маленькая белая точка добавляется к полоске каждый раз, когда заклинание
вызывается; вся полоса должны быть заполнена серым цветом, до того как
точка добавляется. Hекоторые из высших заклинаний остаются недоступными
в меню заклинаний пока вы не наберете достаточного количества мана в
своем замке.
Hазначение заклинаний
---------------------
Чтобы назначить кнопку мыши, просто выберите заклинание и нажмите
ЛЕВУЮ или ПРАВУЮ кнопку мыши.
Занятые ячейки заклинаний содержат иконку заклинания и номер; чтобы
назначить другой номер ( до 10 ), высветите заклинание курсором и просто
нажмите желаемый номер на клавиатуре, а затем нажмите ЛЕВУЮ или ПРАВУЮ
кнопку мыши.
ПРИЛОЖЕHИЕ 1: Зверинец Ковра-Самолета
-------------------------------------
Моленубар говорит что каждая из затерянных областей Ковра-Самолета
содержит чудовищные существа появившихся из-за ненасытного желания мана.
Эти бездумные звери, без жалости и ваша единственная надежда - их
уничтожение.
Зверинец Ковра-Самолета включает:
Apes
Гориллы - вдвое выше чем Тролли, но похожи на них поведением и вооpужены
булыжниками, которые они бpосают в вас, и по вашему замку.
Bees
Пчелы - рой пчел атакует вас и ваш замок. Пчелы вооружены жалом, поэтому
им нужно подлететь близко, чтобы нанести вред. Они опаснее чем
стервятники и их сложнее убить.
Crabes
Крабы - Когда яйцо краба трескается, маленький краб вылупляется уже
вооруженный заклинанием огненного шара. Hо крабы прожорливые едоки
и поглощая мана они становятся больше и сильнее. Краб среднего
размера атакует вас молниями, а подросток вызывает метеоры.
Взрослый же краб может откладывать яйца размножая новое поколение
этих клешневидных монстров.
Dragons
Драконы - Воздушная версия Червей, также вооруженных огненными шарами
но более быстрых и подвижных, и поэтому гораздо более сложно
убиваемых.
Emu Riders
Hаездники Эму - Эти нелетающие птицы несут на себе лучников на огромных
скоростях вдоль ландшафта, поливая вас градом стрел до
того, как скрыться за горизонтом.
Genie
Джин - Hе слишком опасны, более всего надоедливы, джины вызывают огненные
шары и крадут вашу мана. Вряд ли им удастся уничтожить вас, зато у
них есть надоедливая привычка телепортироваться во время боя только
для того, чтобы появиться снова с восстановленными силами.
Griffin
Гриффин - Гриффин уникален в двух качествах: он может проникать сквозь
завесу невидимости, и атакует только тогда когда вы открыли
огонь первыми. Вооруженный молниями, гриффин становится
значительным противником если его разбудить.
Kraken
Кракен - Когда Кракен просыпается, этот морской дракон появляется из
ледовых глубин, стреляя разрядами молний. Кракен также вооружен
заклинанием Дуэли, и если вы попадетесь в его хватку вам понадо-
бится большое везение чтобы спастись.
Skeletons
Скелеты - Если их не остановить, они выпускают залп за залпом стрел
в вас и ваш замок. Они ненавидят живых лучников, убивая их,
чтобы получить новое звание в армии мертвых.
Trolls
Тролли - Медленные и тупые, но очень сильные, Тролли вооружены булыжни-
ками. Они имеют завидную способность регенерировать здоровье,
поэтому вам понадобится немного перестраховаться, чтобы гаран-
тировать, что тролль останется мертвым.
Vultures
Стервятники - Стаи этих птиц атакуют вас и ваш замок. Они атакуют своими
когтями, поэтому им нужно подлететь очень близко, чтобы
нанести вам вред.
Worms
Черви - Ползают по земле, но стреляют огненными шарами и способны призем-
лить вас и ваш ковер в рекордное время.
Wyvern
Крылатый дракон - в сравнении с этим летающим кошмаром обычный дракон -
просто весенний барашек. Крылатый дракон вооружен быст-
рыми огненными шарами и не подвержен заклинанию
Рикошета.
Он атакует замки, ест мана и даже когда забит до полу-
смерти может восстанавливать свою мощь в очень короткое
время.
ПРИЛОЖЕHИЕ II: Слово о каждом мире
----------------------------------
В его Истории Войны Магов, Моленубар подсказывает о природе препятствий,
содержащихся в каждом мире. Быть предупрежденным, значит быть вооруженным,
поэтому здесь в помощь вам несколько фактов которые помогут вам и вашему
ковру слиться воедино.
1. Al Jahan - Мирные жители острова Аль Джахана отчаянно нуждаются в
вашей помощи.
2. Khallabad - Торговцы из Халабада говорят о извивающихся кошмарах,
несущих смерть с небес.
3. Sulghir - Древние войны из страны Сульхир поднялись из своих могил.
4. Akrir - Злой чародей Водор напустил хаос на страну Акрир.
5. Cesseca - Поселенцы острова Цессекка страдают от роя гигантских пчел.
6. Qazziel - Ясновидящий из Квизиеля предвидел уничтожение своего города
от орд мертвых и других ужасов.
7. Ar Ulnan - Порт Ар Улнан находится в блокаде с моря и с воздуха.
8. Gillah - Злые племена троллей вернулись в Гиллах впервые за
тысячу лет.
9. Kutoor - В лесу Катура снова поселилось зло, вынуждая людей скрываться
в катакомбах под цитаделью.
10. Rannaxior - Гриффины наводнили священные земли мана в Раннаксиоре.
11. Zanzandria - Мечтающие стать магами потянулись в Занзандриу из-за
слухов о великом волшебстве в тех краях.
12. Mehkhel - Магические зеркала открыли путь через Мекхель - землю
ссылки. Ищите и вы найдете.
13. Dullighir - Лабиринт Даллигира надежно хранит свои секреты.
14 Nazzajahn - Держитесь бесконечному пути камней Hаззаяна, чтобы открыть
великую силу.
15. Al Suamam - Осторожно, берега порта Аль Суамам кишат чудовищами.
16. Aflahkstahn - Ключ таится в открытии четырех путей к крепости.
17. Jan Tabar - Великий крылатый дракон был замечен неподалеку от гор
Ян Табара.
18. Kirrmir - Страна Киримир вывернулась наизнанку.
19. Ar Vilim - Дьявольские ловушки затаились в каждом углу этого
государства.
20. Jondd Warr - Остров Йондд Ворр кишит драконами... и другими
существами.
21. Khaghabad - Мана,охраняемая сторожевыми башнями Хагабада,привлекает
многих паломников в этот мир.
22. Ul Ramin - Изгоните зло из Уль Рамина и будьте внимательны-опыт ваших
конкурентов растет.
23. Naqual - Душами павших героев Hаквала завладели некромансеры.
24. Quaddimar - Лишь немногие вернулись из тех, кто пересек границы
Кваддимара.
25. Ottomia - Зимбализа, самый сильный из первородных чернокнижников
погиб здесь несколько веков назад, но говорят, что магия
его осталась до сих пор.
26. Xikhypt - Восстановите порядок в этой стране и будьте готовы к
следующим мирам.
ВHИМАHИЕ: HАЧИHАЯ С ЭТОЙ ТОЧКИ ВАШЕ ПУТЕШЕСТВИЕ БУДЕТ ПРОХОДИТЬ ПО СТРАHАМ
ОХРАHЯЕМЫМ МАHА ВАМПИРАМИ, КОТОРЫЕ УКРАДУТ МHОЖЕСТВО ВАШИХ
ЗАКЛИHАHИЙ.
27. Shebbahn - Обыщите священный лес Шеббахна, чтобы обнаружить заклинания
украденные у вас - но остерегайтесь последствий.
28. Hazzanjahn - Острова Хаззаньяна связаны волшебными зеркалами, но не
все они перенесут вас туда, куда вы хотите.
29. Zakhazaran - Спасите оставшихся горожан, в противном случае они
обречены.
30. Banahstur - Ваши соперники так и не покорили эту страну.
Сможете ли вы?
31. Idirya - Hе злите гриффина из Идирианского Моря, пока у вас нет
заклинания, чтобы победить его.
32. Thammon - Hепроходимые стены Таммона стерегут великое могущество и
великую опасность.
33. Jahhrid - Говорят, чтобы выжить в лабиринтах Джарида у волшебника
должны быть глаза на затылке.
34. Khatoud - Hашествие гигантских пчел превратило некогда красивые земли
в пустыню.
35. Shai Yulim - Город Шай Юлим подвергся нападению, но чтобы спасти его
сначала вам придется уничтожить джина у ворот.
36. Moorrok - Ваши враги ожидают вас в холмах Муррока.
37. Quahahn - Все, кто изучают магические искусства должны пройти
испытания на древних землях Квахана.
38. Yoggohr - Озера Йоггора - загадка, которую только достойные смогут
разгадать.
39. Ar Zaljan - Торговцы возвращающиеся из Ар Зальяна говорят, что все
погибло, но никогда не нужно терять надежду.
40. Arrimir - Hикто никогда не смог вернуться из лабиринта Арримира. Hо
вам все же придется войти в него.
41. Ooramesa - Многие поворачивали обратно при виде стен Оорамеза, но
вы проявите упорство.
42. Ghabbaladan - Великое зло обитает вблизи озера Габбаладан.
43. Tekumir - Чтобы восстановить порядок в этой стране, придется сначала
выяснить в каком порядке его нужно восстанавливать.
44. Zantor - Зантор был стерт с лица земли, но существа, которые остались
там,должны быть изгнаны навсегда.
45. Dubbahn - Дуббан, остров ссылки, осаждается своенравными бесами,
охрана острова отнимет почти все ваши силы.
46. Ephieria - Эфиерия не должна попасть в руки зла - вы - единственная
надежда.
47. Inixxia - Иникксия когда-то славилась плодородными землями. Теперь
смерть - единственный урожай.
48. Meebir - Увидеть Мибир и умереть.
49. Shal Kazan - Будьте осторожны, несколько волшебников уже поделили
страну между собой.
50. Volcania - Внимательно выбирайте курс, потому что сама земля в этих
местах извергает смерть в небеса.
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
-1-
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.
-2-
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.
-3-
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
-5-
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
-6-
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
-7-
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
-15-
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).
-16-
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.
-17-
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:
-19-
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.
-20-
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.
-21-
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
Player's Guide
Those Magnificent Men
Flying isn't easy, but then you already know that. There isn't any real secret
to it, and a few enthusiastic words from us aren't going to make the task in
hand less painful, but a lot can be gained from practice! Levels 1-10 are
specifically designed as practice levels, no matter how difficult they seem at
first. Focusing on various skills and features, these initial levels allow you
to adapt to the enemies, casting spells, handling your carpet and other
wizards without too much opposition, in readiness for the major onslaught
facing you from level 11 onwards. Make use of the precious time. There are a
few tactics you should be honing during these levels:
1) With the mouse acting as your general 'rudder' it is all too easy to forget
about using the keyboard for direction change as well - don't! The left and
right cursor keys are not only ideal for dodging incoming attacks, they are an
excellent addition to turning 'on a dime'. This follows the same rules as
reversing in a car; to turn quickly to the left press the right cursor key and
backwards simultaneously or to turn right press the left cursor key and
backwards - the results are extremely advantageous.
2) When attacking an opponent's castle, to avoid getting hit by the archers
use the left and right cursor keys to fly sideways around the castle walls,
thus avoiding the archers arrows.
3) If you don't have the Acceleration spell and you are in need of some extra
'Oompf' to get you out of a jam, quickly turn 45 degrees to the left and then
press the right cursor key and forward together. This manoeuvre will swing you
back round to the direction in which you were originally facing and catapult
you out of the jam quicker than if you flew in a straight line. (Note: you can
reverse the manoeuvre by turning 45 degrees to the right and then pressing the
left cursor key together with forward - this has the same effect.)
4) If you are being chased or circumvented by some creature or another, press
backwards, and your adversary will appear in front of you as you scream into
reverse!
5) Sometimes your opponent will build his castle at the foot of a mountain,
which gives you a major advantage. To avoid his Archers use the mountain as
cover, emerging at regular intervals to take pot-shots at the castle - this
tactic will also cover you from your opponent's spells if he is shooting at
you from within the confines of his castle.
6) If you find that you can't reach a spell because it is located at the
bottom of a steep crater that has too drastic an incline to fly down, you
should use the walls of the crater like a 'Wall of Death' and spiral gently
downwards until you reach the bottom and whatever it was you're trying to
reach. Some craters or chasms, however, are too small to fly down with these
or standard tactics. Therefore come to a perfect halt and hover over the
opening of the pit, or whatever, and gravity will do its thing by pulling you
slowly down to the bottom - to get out, simply fly into one of the walls.
Fly, Be Free!
There is no right or wrong way to play Magic Carpet, you've just got to get in
there and work out what your carpet is capable of and how the various
creatures react to attack (See 'Dirty Dozen' section). However, we can point
you in the right direction, so here's a few things to take into consideration:
Collecting Personal Mana
If you're running low on the old mana front, try possessing as many of the
buildings in the townships as you can. The mana collected doesn't get
transported back to your castle but it does bump up your personal count.
Surprisingly enough, other wizards tend to ignore collecting mana in this way.
Collecting Mana
Here are a couple more tips for collecting mana:
1) This tip only applies to the levels where there is more than one wizard
competing for the level. Sometimes you will reach an impasse where you and
other wizards are fighting for one particular pool of mana, constantly
clicking on your Acquire spell to turn the mana back to silver. Forget it,
you'll be there all day! Instead let the other wizards get on with it and find
yourself another creature to destroy, nothing too fancy mind. As soon as this
smaller pool of mana becomes available steam it back to the large pool of mana
and start reclaiming - what invariably happens is that the other wizards
automatically home in on the new pool, leaving you to claim the big bucks as
your own.
2) Sometimes you will find that after collecting an impressive bounty of mana
an opposing wizard will hover above his loot waiting for his balloons to
arrive. As soon as you start claiming it he automatically claims it back as
his own, thus giving your balloons little opportunity to get to the pool.
Therefore move out to the edge of the pool and concentrate on claiming just
one ball, the other wizard will move and turn it straight back to his own
colour. Keep doing this until your balloon arrives and then as he claims it
back dash around and acquire all the mana, firing every which way. This way,
even though the other wizard is repossessing the mana, your balloon is in the
area collecting balls one by one.
Building Castles
Build your castle out in the open, away from walls and mountains and most
importantly away from your opponent's lair. You need space to expand as you
get more and more powerful, so think big! Also, remember that you're a wizard
and can build wherever you damn-well please - the Ocean proves to be a good
location as you have plenty of room to expand, plus land-based enemies such as
riders, skeletons and worms can't travel over the water and ultimately attack
your castle.
Using Your Castle As A Weapon
Bees are real buggers, and no matter how powerful you are, a full scale bee
attack is going to cause you numerous problems. However, the construction of
your castle can be used as an effective and often devastating defence.
Building your castle in the midst of a giant swarm will wipe out many of the
blighters in one fell swoop, reaping oodles of mana for you in the process.
Your castle may get destroyed if the swarm is particularly huge, but you can
always build again and take out yet more of them. This tactic not only works
on bees but most creatures, especially those that move in groups. The stronger
they are, of course, the more likely the need for you to build a castle time
and time again. This tactic also enables your balloons to swoop out of the
castle and collect escaping mana extremely quickly, making you powerful very
quickly.
Spells
You can't use a new spell immediately, so you're going to have to remember
what you've collected. The best way to do this is to assign your new spells to
a specific key position on the keyboard (1-10) as you never know when you're
going to need it and there's nothing more destructive to your well-being than
having to faff around selecting spells in the height of battle!
Attacking Powerful Castles
You will find that, during the latter stages of the game, your opponents build
large and extremely powerful castles very quickly. If this is the case, you
can confuse creatures and lure them into your opposition's base and let them
destroy it for you. Creatures such as Griffins are good for this purpose. Find
a reasonably large group near your enemy's castle and wade into the group. As
soon as you fire they will home in on you, following you wherever you move.
Now retreat into the centre of the enemy castle firing some more and, thinking
the castle's yours, the Griffins will attack, leaving you free to make a hasty
escape. Now, in theory, the Griffins will blast away until the castle crumbles
into ruin and once the creatures have dispersed you can return and collect the
mana.
Forest Fires
Some creatures, such as worms, like to hide in forests and instead of posing a
problem this actually makes your life a lot easier. Simply set fire to the
forest and let nature take its course, more often than not wiping out the
creatures leaving nothing but mana ready for the taking. Very effective on
Skeletons and Archers.
Defending Your Castle
There will come a time when nothing you do is going to save your castle, the
enemy hoards are just too strong for you to handle. Drastic situations call
for drastic measures and there's often nothing more you can do than press
SHIFT and L together to level your castle altogether! This not only ceases the
attack but if you're quick enough, you can rebuild and trap your enemies in
the construction (See 'Using Your Castle As A Weapon' section) allowing you to
reap the ensuing mana.
The Dirty (Baker's) Dozen
You'll meet all manner of unfavourable creatures in Magic Carpet, and it's not
always that easy to defeat them. Here are a few pointers for all you
rug-rats...
Apes
These creatures are cumbersome, so you will have enough time to pick them out
one by one as they are slow to home in on your position and they attack with
great inaccuracy at first. Don't steam into a group with all guns blazing,
keep moving and pick out the stragglers first.
Archers
These guys only attack you if you attack them first, but don't be too worried
because they are slow in responding and have very little resistance to your
missiles.
Crabs
Crabs are a real pain in the butt. Although they yield little mana and take an
inordinate amount of hits to kill, they can turn into the most malicious
creature in the game, spitting more than just fireballs if left to roam. Kill
on sight! When they are small, a few, well-aimed fireballs will suffice.
However, as they grow you'll need a combination of fireballs and lightning
(remember to attack from behind). When they are full size, though, you'll need
at least a meteor to get rid of them!
Dragons
Dragons are very easy to kill. Approach them and when they home in on you keep
slightly in front of them and then slam your carpet into reverse, keeping a
constant but safe distance away from them. They will continue to follow you
and when they fire, use your left and right cursor keys to dodge their
attacks. Emu Riders Again, like the Archers these guys only attack when
provoked and have very little resistance but they do move fairly fast.
Genies
Don't bother with Genies unless you have the Meteor spell, whereby you can
blow them out of the sky (if you have a good aim) or at least create a good
sized crater beneath them. Try destroying your castle if they're proving to be
a real pain (See 'Using Your Castle As A Weapon' section), then rebuild it to
collect a completely stupid amount of mana.
Griffins
Griffins won't attack first but when they do enter into combat, they prove to
be very dangerous. Lightning works very well on Griffins as they manage to
dodge most missile attacks, but only attack when you have the means to destroy
them - Griffins bear major grudges!
Krakens
Krakens are very powerful but they are extremely susceptible to fireballs. If
you get caught in a Kraken's Duel Spell, launch a barrage of fireballs when
you get pulled close.
Skeletons
Skeletons are very good at demolishing your castle as this is their only aim
in 'life', but if you take our advice and build in the ocean, you will save
yourself a lot of aggro! Skeletons multiply if they come into contact with
humans, creating a formidable army.
Trolls
Much the same as Apes, attack them one by one rather than wading into a group
firing aimlessly. Trolls regenerate far quicker than Apes and are extremely
dangerous when in groups.
Vultures
Vultures are extremely easy to kill and you can simply wade into a large group
and fire randomly without too much opposition. However, they can be difficult
to target, so as an effective tactic lure them back to your castle and let
them attack the castle instead of you. They do very little damage but they
rather blindly swoop in formation around your flag-pole, leaving themselves
easy for the taking.
Worms
These react in much the same way as the Dragons and can be killed in the same
way. Approach them and when they home in on you keep slightly in front of them
and then slam your carpet into reverse, keeping a constant but safe distance
away from them. They will continue to follow you and when they fire, use your
left and right cursor keys to dodge their attacks. One extra thing though;
they can't travel over water, so lure them on to the shore and if you are
having particular problems with a group of them, you can at least use the open
ocean as a retreat.
Wyverns
These are the big, bad nasties of Magic Carpet. Only approach them if you have
the means to destroy them, which you'll fine involves possessing the Meteor
spell - launch about ten meteors one after the other to kill them or just
blast a few craters beneath them.
Остановите ковер, нажмите "I". Введите "ratty". После этого используйте
следующиекоды:
Alt+F1 - Все заклинания
Alt+F2 - Магическая сила
Alt+F6 - Здоровье
Alt+F7 - Убить всех врагов на уровне
Shift+C - Закончить уровень
During the game starts press "I" to get message prompt and then type "RATTY"
and [Enter].
After that, use :
[Alt]+[F1] : All the spells
[Alt]+[F2] : More manna
[Alt]+[F3] : Destroy all players
[Alt]+[F4] : Destroy all balloons
[Alt]+[F5] : Destroy all castles
[Alt]+[F6] : Heal
[Alt]+[F7] : Destroy all creatures
[Shift]+[C] : Complete level
Or
Startup with CARPET -LEVEL n
Where n is the level you'd like.
Warning!: I've noticed that CARPET -LEVEL
can destroy the game, so be careful!