Introduction EPILEPSY WARNING PLEASE READ BEFORE USING THIS GAME OR ALLOWING YOUR CHILDREN TO USE IT. Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing certain games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures.
Chapter 1: Before You Play System Requirements (IBM PC or 100% Compatible) CD-ROM REQUIRED: MS-DOS 5 or higher, 8Mb RAM, 486/33 or higher, VGA, 2Mb hard drive space, mouse & 100% Microsoft compatible driver. RECOMMENDED: 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.
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 the currently selected sound option. Choose your soundcard settings 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.
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.
F7: Turn shadows on/off F8: Toggle icons and map on/off F9: Toggle speed blur on/off F10: Toggle between 3D, Stereogram 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 Wizard War.
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 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.
Chapter 2: 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. Start New Game Left-click the spinning globe and you’re instantly transported to the world of Magic Carpet, rug at the ready.
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. Unwritten volumes are represented by two hyphens, but when the scroll opens you can type in a new name and press Enter.
Chapter 3 The Game Screen 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.
Enemy castle – enemy colored flag The broken line marks the route from your present position back to the castle. Hot air balloons collect mana (see Mana) and are marked on the eye by balloon icons. Teleports are windows to other parts of the current world; 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.
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 increase 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.
put, builders construct new dwellings for the expanding 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.
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.
Chapter 4: 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 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 aggressive 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: Fireball – Launch a ball of destructive fire at your enemies. Possess – Take control of any building or mana.
fingertips. Hold down the mouse for a continuous 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.
mana in your castle. Assigning 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 icon and a number; to assign a different number (up to 10), highlight the 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.
Appendix A: The Magic Carpet Bestiary 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.
Genie-Less of a threat, more a monumental 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 invisibility spell, and only attacks if you’re rash enough to fire first. Armed with lightning bolts, the Griffin becomes a formidable foe when roused.
Appendix B: 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.
15. Al Saumam-Beware, the shores of Al Saumam harbor scuttling nightmarish 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.
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.
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