Magic Carpet 2: The Netherworlds HEX-code Magic Carpet 2: The Netherworlds Hint Magic Carpet 2: The Netherworlds Hint #2 Magic Carpet 2: The Netherworlds Hint #3 Magic Carpet 2: The Netherworlds Cheat-code Magic Carpet 2: The Netherworlds Cheat-code

See Magic Carpet 2: The Netherworlds HEX-code, Hint, Hint #2, Hint #3, Cheat-code here!

HEX-code for Magic Carpet 2: The Netherworlds


Edit an *.GAM file. You need to activate a spell and set its experience
at the maximum to get all 3 spells.
Change the byte at the Activation offset in sector 1 to activate the spell
Change the bytes at the Experience offsets in sector 0 to get all 3 spells
                                        
Spell   Activation      Experience
Fireball        92      214 et 215
Possesion       93      218 et 219
Castle  94      222 et 223
Speed Up        95      226 et 227
Metamorph       96      230 et 231
Heal    97      234 et 235
Shield  98      238 et 239
Lightning       99      242 et 243
Rebound 100     246 et 247
Meteor  101     250 et 251
Teleport        102     254 et 255
Invisible       103     258 et 259
Beyond Sight    104     262 et 263
Steal Mana      105     266 et 267
Duel    106     270 et 271
Tremor  107     274 et 275
Crater  108     278 et 279
Eathquake       109     282 et 283
Volcano 110     286 et 287
Summon Army     111     290 et 291
Gravity Well    112     294 et 295
Whirlwind       113     298 et 299
Fools Mana      114     302 et 303
Mine Node       115     306 et 307
Alliance        116     310 et 311

Modify byte at offset 207 in sector 0 to FF to get all the world places
PYGMALION project: the ultimate game



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Hint for Magic Carpet 2: The Netherworlds


Written by Ira Cummings (nalesnwbrd@aol.com)

The Basics:

-Attack all creatures by flying backwards (how fast depends on how fast
the creature moves), strafing one way and turning the other so that you
are always facing the creature.  This makes you rotate in a circle
around your target.  On most creatures, excluding other wizards and very
powerful monsters, this works very well.  If you are hit at all it will
be very rare.

-Build a castle as soon as possible.  If you die without one you will
have to start again and that sucks.  Building castles in a large body of
water or lava avoids many land-based creatures.  If you have a lot of
mana possed and you castle is full, but you still can't build a
Lightening Tower, build a regular size castle and wreck it when you have
enough mana collected.  If your castle is full make it bigger as soon as
possible.

-To banish wizards kill them first then destroy their castle.  If you
can't destroy it, lower it a couple of levels and take the mana.  At
least that wizard won't get it back.  Fireball III is the best spell for
building destruction.  If you don't have that, try the Meteor spells and
then Fireball II.

-Use the spell speed select.  It will save your life.  To do it hold
Shift while you select a spell.  To change to that spell, hold Shift and
fire with the button you selected the spell with.

The Monsters:  (for all monsters use the attack method described above
useless told otherwise)

Archers and Skeletons:  No problem.  Meteor III is by far the funnest
spell to use on hordes on these.

Bees and Fireflies:  The most annoying creature in the beginning of the
game until you get better spells just fly backwards way from them and
shoot as fast as you can.  Fireball 2 makes them easier to kill and so
does any Meteor spell.

Cymmerians:  They are easy to destroy in their initial stage, but then
they are the most annoying monsters of the whole game.  They break into
3 smaller " bug things."  I don't know what they are, but they go right
for your castle.  They can swim and 3 of them can total you castle if
left unattended.  Use Meteor.

Devils:  Relatively easy.  They die after one hit with Meteor (which
works the best).

Dragons:  They aren't too hard to kill but they can dodge your shots.
Just make sure they are in your sights.  Meteor works well.

Goats:  Do I really need to say anything?

Hydras:  Wait until you have more mana to attack these creatures they
are definately the hardest creatures in the whole game.  The only chance
you have is to lure them close to your castle so that it can help
destroy the hydra.  If they start teleporting that means they are
weakening.

Leviathans:  Not that bad.  They can be killed with Fireball 2 if you
have to.  Just fly backwards, strafe and turn every once and a while,
then shoot them when they pop up.  Try not to get hit by them cause they
cause a good amount of damage.

Mana Worms:  Possess 'em.

Manticores:  I really hate these creatures.  Attack by going backwards
as fast as possible with the standard attack method and shoot the hell
out of 'em.  Don't worry about the green things they shoot at you.  They
just slow you down for a second, it's hardly noticable unless you get by
five at the same time.

Moon Dwellers:  They will appear on your map but you won't be able to
see them until the come closer to the ground.  Just shoot some Meteors
at their general location on the map.  It might take several shots to
kill them but they'll die eventually.  If you can see them and they see
you kill them fast.  Their lightning attack hurts.

Sentinels:  Really tough to kill.  The best way to kill them is with a
powerful attack spell while Rebound is in effect.  If you can't use
rebound, fire at them for a while until you think they are going to
shoot and Speed Up backward while strafing.

Spiders:  Things things are pretty annoying when starting off.  Just use
the tactic described above, and using a relatively weak attack spell
should finish these guys off.

Troglodytes:  They are ususally located in a cavern.  Fly into the
cavern, fire off some shots, fly out.  It's teadious but your trying to
stay alive.

Worms:  These things are just annoying at the early stages of the game!
Use the standard attack, and you will beat these without getting
touched.

Wyvern:  I hate Wyverns.  They are tougher than Sentinels and shoot a
very powerful fireball spell.  It says that Rebound doesn't work on it
but use it anyway, at least its shots aren't hitting you!  Then attack
it with Meteor III.  Otherwise watch out!

Zombies:  Easy to kill but keeping your mana is a pain.  Wait 'til they
are visible then blast them.  If they are draining your mana and spells
try to lead them to a corner of a room then go to the opposite corner
and wait for your mana to recharge.  Then blast them, one by one,
repeating the process if necessary.
                                        

Spells

Fireball:  Your basic weapon.  Use Fireball III on castles and anything
else that moves slowly.

Possession:  Be careful with Possession II & III.  While they are
working you mana doesn't recharge.

Metamorph:  I haven't figured out the point to this spell.  Tell me if
you do.

Heal:  I don't use it much, since you just heal slowly anyway.

Sheild:  Use Rebound instead.  Otherwise, don't bother.

Lightning:  Use Meteor or Fireball instead, they are just so much more
effective.

Rebound:  One of the best spells, use it on monsters with range attacks
except lighning.

Meteor:  Good for destroying a lot of annoying things.

Teleport:  This is a savior if you are in a lot of trouble.  Use it when
ever you are in a hot spot.

Invisible:  I don't really use it, but I can see how it would be helpful
especially the later stages of the spell.  Use it if you want.

Beyond Sight:  A very useful spell, you can see your enemies and their
ballons on the map with it.

Steal Mana:  Too much of a pain.  This spell sucks!  DON'T USE IT!!
EVER!!  YOU WILL DIE!!

Duel:  A good spell if your opponent is using Speed Up to get back to
his castle.  You can follow him with it.

Tremor:  Not that effective except on castles, don't do it near your
own.

Crater and Earthquake:  Basically the same spell, great for making holes
in caverns or your own tunnels.

Volcano:  I don't use it, might be good if you put it next to your
opponents castles.

Summon Army:  I don't use it, it's kinda pointless until you can summon
Wyverns.  Then use it.

Gravity Well:  Great for those annoying land-based monsters (Sentinels
in 1 shot), plus it looks cool!

Whirlwind:  Pointless, can't even kill an archer at its lowest level.
But, it can buy you some time by shocking your opponent for a short time
while they're up in the stratasphere.

Fool's Mana:  Also pointless except in a network game.

Magic Mine:  Not that great of a spell.  Not worth the effort.

Alliance:  I've never had an opportunity to use it, so don't bother to
use it.

Cave In (hidden):  Causes the roof to collapse where you fire it.  It's
hidden on Demon Lord level 20, inside of the tall castle. Plus, it looks
awesome.


Demon Lord's Levels:

There are Demon Lord levels on the levels 5, 8, 12, 18, and 20.  Most
levels are found by razing a building or destroying all the monsters in
a level.  Demon levels are very beneficial, but have an average-hard
difficulty.

For additional info download the UHS hint file for Magic Carpet 2, but
I've given you the basics that you'll need to know.

For comments e-mail:  nalesnwbrd@aol.com                       METEOR
RULES!!!!!!!!!!!!



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Hint #2 for Magic Carpet 2: The Netherworlds


Although it can be very satisfying to complete a game under your own steam,
sometimes it helps if you get a few pointers in the right direction!

For this reason the programmers of Theme Park, Magic Carpet and Magic Carpet
II have put together



The Important thing is to keep in mind, when making the transition from Magic
Carpet to Magic Carpet 2 is that while the newer game is an improved and
enhanced version of the original, it's still at heart the same game. While you
may be firing different spells to different monsters, the actual tactics of
flying and spell casting remain pretty much the same

Objectives
If you're busy cleaning out a level and the exit is visible, be careful not to
get too close the exit mark - it might pull you right through before you are
ready to leave. Hanging around after the world is finished also increases your
chance of finding experience scrolls. In fact, on many worlds the switch to
reveal extra experience scrolls isn't even set until all your objectives are
completed. Even then the experience just appear - you have to fly around and
do something to get it. Entrances to secret worlds also often don't appear
until late in the world - often about the same time that the main exit appears
- and when they do appear, they are camouflaged and need to be ferreted out.
In short, don't be in a hurry to leave the level until you're convinced that
you've got everything you might want out of it.

Secret Worlds
Hidden along your route through the netherworlds are five secret worlds. You
don't have to visit them to visit the game, and their entrances are usually
concealed. Each secret world can only be accessed through one specific
"regular" world. You can play through the entire game without even noticing
they exist. The secret worlds are treasure-houses. They're loaded with extra
experience scrolls, and even allow you to pick up a couple of high-power
spells several levels earlier than you would have on the normal corse of
things. Visiting and beating a secret world is a guaranteed power boost. They
usually involve a tough fight, and a few puzzles, but they're not loaded with
traps and they're never visited by other wizards. The entrances to the secret
worlds usually don't appear until late in the world, and even then they're
hidden, often by a building. If you can encounter a larger and sinister -
looking building that you're pretty certain didn't exist a minute ago, it's a
pretty good idea to blast away at it for awhile, just in case it happens to
conceal the entrance to a secret world.

NETHERWORLDS

* Use your fireball spell extensively. The more you use each spell, the more
experience you gain in that spell and the more rapidly youll achieve higher
spell levels. The Fire Storm (Fireball level 3) is one of the most powerful
offensive spells in the game and is superb when combined with other offensive
spells.

* Once youve completed all the objectives, stick around. Dont fly immediately
to the exit point. Kill creatures, gain mana, and gain experience in your
spells.
You may find a hidden exit, leading to a hidden realm, which may reward you
with experience scrolls or even a new spell (Use the Netherworlds map to
provide you with clues as to the location of the hidden realms).

* For economic recharging of your mana, fly fast toward your castle (assuming
you have one, of course. If you don't, build one now, you pathetic excuse for
a video games player) and hit the Backspace key when over the centre of your
castle. Press F3 to change the game speed to Fast, and wait until you are
echarged. Press F3 again to toggle back to Normal speed, and continue on your
way, (Master Wizard).

* Use the Barrel Roll (a distinctly underrated feature). Use this move
(hitting the left and right cursor keys simultaneously) to prevent all kinds
of creatures getting a target lock on you.
* The MetaMorph spell renders you one of them. That is, if you, say, come
across a huge swarm of bees, use your BeeMorph (MetaMorph level 1) spell to
mingle with them they wont attack you. Very useful indeed.

* If you DO decide to concentrate on Fireball experience, as mentioned
earlier, use your Castle Fire Tower as much as possible. Not a lot of people
know this, but every fireball the Fire Tower chucks out (successful hits only)
will contribute to your Fireball experience, therefore leading you toward the
Storm of blazing Fire.

* Use Speedup as much as you can, because EVERY time you use this spell you
will gain valuable experience, until you eventually become faster than light
(almost!) with SuperSpeed Plus. (Speedup level 3). It is not necessary to
speedup in any particular way or under any particular circumstances, to gain
experience, so if you have cleared a level: Charge up with mana at your
castle, and speedup up repeatedly around your castle until your mana has run
down. Return to the centre of your castle and charge up again (use [Backspace]
to stop, and [F3] to change game speed.

* Repeat this flying in circles like a nutter technique to gain Speedup
experience quickly and economically. It will be worth it when you can fly at
seventeen trillion miles per hour around the landscape, laughing at the slow,
inept enemy wizards. You may have realised by now that gaining experience in
the important spells is essential to progress in Magic Carpet 2.

* Concentrate on using your Rebound spell against Sentinels. Its the best
method of killing them, and will help you gain experience in this spell, until
you have one of the most powerful spell levels in the game: Amplify (Rebound
level 3). Once you have this, Sentinels will drop like flies at your command.

* The best tip of all: Get really good at the game and win. Don't die.

New Monsters
If you've played Magic Carpet you will recognise and will be able to deal with
some of the old favourites; bees archers etc. Here is a guide to some of the
new monsters.

MONSTERS

Cymmerian:
Life 7500/80 Mana 3750 X 3 Damage 300/castle damage 60
One of the most aggressive monsters in the game. Persistent and annoying, but
not extremely dangerous unless encountered early on in large numbers.Far more
vexing that the cymmerians proper, however, are the three little castle-eating
bugs the creatures turn into when it's "killed". The bugs seem tohave a second
or two of invulnerability after they're created, to let them disperse rather
than just being wiped out by an extra Meteor after you killed their "parent".

Devil:
Life 1000 Mana 4500 Damage 500
Although only really dangerous in very large groups in very close quarters,
devils are extremely aggressive, and on any world that has them you'll have to
periodically clear them out of your way and off your castle. They are
surprisingly good at hitting you from ambush. Small and agile, the preferred
weapon against devils is Meteor or another area-effect spell.

Firefly:
Life 600 Mana 300 Damage 300
Like bees, only nocturnal and less aggressive - fireflies never attack first.
Once they are riled, they do have a much longer-range attack than bees, but
they're more sluggish and easier to hit and evade.

Goat:
Life 600 Mana 300 Damage none
Mana-on-the-hoof. Goat exist for only one reason: to be harvested for their
mana. They're completely harmless.

Hydra:
Life 920 to 1840 Mana 20,000 Damage 850
While the good-old wyvern may still be the single most efficiently destructive
monster in the game, the hydra is, hands down, no contest, the toughest to
kill. The life score given above is per head, of which there are seven, and
they regenerate fast. To kill a hydra, you have to get all seven heads reduced
to 0 at the same time. Once you have a hydra in range, it's merely a matter of
keeping the pressure on until it's dead. A good offensive strategy against a
hydra is to put Meteor on one button, Lightening Storm the on other, both at
the highest possible level. Then hit it with a continuos rotation of two
Meteors, one Lightening Storm (pausing as needed to rebuild your castle, of
course).

Leviathan:
Life 8000 Mana 4000 Damage 2000
Leviathans are the only exclusively aquatic monster in Magic Carpet 2. They
spend most of their time submerged, with only a tiny hump showing on the
surface. Every so often, especially when they're angry, they'll raise
themselves out of the water to strike at whatever happens to be handy (usually
you). They're only really vulnerable in those couple of seconds they're
partially out of the water. The only reliable way to hunt levathans is to use
yourself as bait. Follow the hump around at a low attitude, harassing the
creature with offensive spells (which won't do much damage while the thing is
submerged, but which will annoy it). When it rears to attack, blast it with
the most devastating thing you have - Meteors is preferred.

Mana Worms:
Life N/A Mana ????+ Damage N/A
Mana worms are completely immune to all of your attacks, so don't waste your
time. They can, however, be possessed, which will cause the creature to
undulate to your castle and be absorbed by the central tower. If you don't
have a castle, you can't Possess a worm, and if your castle is destroyed, you
loose all the unabsorbed worms you currently have possessed.

Manticore:
Life 10000 Mana 5000 Damage 350
Manticores are tough, mean, fast and travel in packs. Their green stun-rays
are more of an annoyance than a menace, but they can leave you vulnerable to
the monsters' leaping attacks, which can be devastating, particularly when
multiple monsters are involved. The important thing is to remember when
fighting manticores are keep firing and try to run ahead of the pack - don't
let yourself get surrounded. It also helps to fly high and attack from long
range, to make it harder for a manticore to hit you with a leap.

Moon Dweller:
Life 10000 Mana 100(initial) Damage 500 (auto)
Moon dwellers spend most of their time floating in the upper stratosphere, far
beyond the ceiling of your carpet. They show up on the all-seeing eye, but if
it's not too high the moon dweller won't be visible to the naked eye or within
range of any spells. They only descend to eat mana, and every mana ball they
eat adds to their mana total. A moon dweller has one of the most devastating
offensive attacks in the game - a high-power barrage of lightening bolts that
will rip right through most defences (an Invulnerability spell is preferred,
provide your energy levels are high). Your best bet is to hit first and to hit
hard, and with luck take it out before it gets a shot.
                                        
Sentinel:
Life 36000 Mana 18000 Damage 500 (auto)
These floating stone heads are tough, but they have a glass jaw in the form of
the Rebound spell. The best attack against a sentinel is it's own attack
thrown right back at it. A Rebound spell backed up by a reasonable level of
personal mana makes sentinels almost embarrassingly easy to take out.

Spider:
Life 5500 Mana 2250 Danger 100
Spiders are surprisingly hard to kill, due to their speed and their excellent
camouflage abilities. They try to pull you down to the ground with webs, then
sink their fangs into you. The worse thing about spiders is the tenancy to
attack from your blind spot right under the carpet. You'll have to do some
fancy maneuvering or use the Speed-up spell to lure the stalking spider onto
your line of fire. They also like to attack from dark, rocky areas where
they're most impossible to see. An area-effect spell like Meteor is extremely
handy against a camouflaged spider.

Troglodyte:
Life 16000 Mana 8000 Damage 1500
Big, tough and nasty, but slow. The biggest danger while attacking a
troglodyte is that another trog will blind side you while you're distracted.
Their attacks are severe, if they do manage to hit you. Staying high is a good
way to avoid these creatures.

Vissuluth:
Life 30000 Mana N/A Danger Lightening, Fireball 800 (auto) 1 Meteor 4500
In the final encounter of the game you go up against Vissuluth himself. It's
not particularly tricky - just a long, tough fight. Vissuluth is stationary
during your battle, so your tactics are simple. Go in with your best defence
spell up (Invulnerability is recommended), your best offensive spell ready,
and your personal mana levels high. Blast away until your Mana or life gets
dangerously low, then run or teleport back to your castle. As soon as you
recharge, do it again.

Zombie:
Life 4400 Mana 2200 Damage (auto):14
These strange and frustrating creatures do not physically damage, but their
eldritch moaning can drain away all your personal mana reserves and leave you
completely defenceless in a very short time. They also have the ability to
strip your spells from you, leaving them behind as a spell- jar you have to go
back and reclaim them later. There's no particular trick to fighting them -
just try to come in fast and blast them before can drain you.

For more hints, tips, advice and loads of other information, go to the Magic
Carpet II page.



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Hint #3 for Magic Carpet 2: The Netherworlds


Ok, here is what I consider a complete list of instructions on how to get to
each of the 5 secret levels of Magic Carpet 2 (If I'm wrong, correct me!)
                                        
I)   Level 5: Here, the hidden exit is quite easy to find. If it doesn't
     show up immediatly after you defeat both enemies, just fly around,
     kill some more creatures and collect some more mana until it does...

II)  Level 8: After destroying the 4 structures that are your mission
     objective, don't enter the regular exit, but leave the room via the
     teleporter. A building appears directly in front of you. Destroy
     and Enjoy...

III) Level 12: After picking up the Crater spell, use it to explore all the
     rooms you can't normally reach... especially the one with the flashing
     blue circle. Entering the circle reveals a teleporter that will take you
     directly to the room with the hidden exit...

IV)  Level 18: I wasn't able to pinpoint exactly what you have to do to reveal
     the secret exit here... either you have to kill some more Wyverns than
     just the one that is a mission objective, or you have to collect a large
     amount of mana... but since to do one, you'll have to do the other,
     that doesn't matter much, right?

V)   Level 20: After killing the Hydra, fly to the lake; a building will
     appear; destroy it! Nice and easy (except for that Hydra part,
     maybe :-) )

     anba@cscip.uni-sb.de (Andreas Baus)



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Cheat-code for Magic Carpet 2: The Netherworlds


Äëÿ àêòèâèçàöèè íàæìèòå i è íàáåðèòå windy, íàæìèòå Enter.
Alt-F1   - âñå çàêëèíàíèÿ
Alt-F2   - ìíîãî ìàíû
Alt-F3   - óáèòü âñåõ èãðîêîâ è ìàãîâ
Alt-F4   - óíè÷òîæèòü âñå çàìêè
Alt-F5   - óíè÷òîæèòü âñå âîçäóøíûå øàðû
Alt-F6   - èçëå÷åíèå
Alt-F7   - óáèòü âñåõ ñóùåñòâ
Alt-F8   - áîëüøå îïûòà
Alt-F9   - ñâîáîäíîå ïðèìåíåíèå çàêëèíàíèé
Alt-F10  - íåóÿçâèìîñòü
Shift-D  - äîñòèæåíèå öåëè
Shift-C  - îêîí÷àíèå óðîâíÿ
                                        



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Cheat-code for Magic Carpet 2: The Netherworlds


To activate these, bring your carpet to a complete stop. Press the I key, then
type the word windy and press Enter. After doing so you can enter the cheat
codes, which include:
                                        

Code       Result


ALT+F1       accesses all spells
ALT+F2       grants player more mana
ALT+F3       eliminates all players
ALT+F4       eliminates all castles
ALT+F5       eliminates all balloons
ALT+F6       heals player
ALT+F7       kills all monsters
ALT+F8       grants additional spell experience points
ALT+F9       toggles free spell usage on and off
ALT+F10      toggles invincibility on and off
SHIFT+D      completes current mission objective
SHIFT+C      completes current level



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