=========================== --= PWA DOX DIVISION PRESENTS =-- =========================== -Dox by Chowdery- MAGIC CARPET 2:NETHERWORLDS (Bullfrog) -- FULL DOCUMENTATION ***************************************************************************** WINDOWS 95 USERS ---------------- [1] Make sure the CD is seated in the Cd-Rom drive (that's tough) and boot up your PC into Windows 95. [2] Open "My Computer" icon and double-click on your Cd-Rom drive icon. [3] Adjust sound configuration by double-clicking the NWSETUP icon. Select and configure the midi driver and digital audio driver. After setting up sound, select DONE. [4] Open NETHERW by double-clicking it's icon. The title screen appears followed by the game intro sequence. RUNNING MAGIC CARPET ON NON C: LOCAL DRIVE ------------------------------------------ If your hard drive is anything other than C:, MC2 must be run with the following command: NETHERW -HARDDRIVE X Where [drive_letter] represent the single character defining the local hard drive. If you wish to play the game with sound and music, make a copy of the batch file NWSETUP.BAT and edit it such that the sound files are copied from the MC2 CD SOUND direcotry to your local drive \NETHER\SOUND directory. The SETSOUND.EXE should had the -HARDDRIVE paramerter, eg.: SETSOUND -HADRDRIVE The following commands may be typed after NETHERW in the command line: -MUSIC2 Use alternative music from the original MC -VIO [baud rate] [port] Defines paramters for use with VIO headset -DETECT OFF Disable auto-detection of sound hardware MC2 CONTROL METHOD (for headset, joystick should be obvious) ------------------------------------------------------------ - i-Glasses (Virtual I-O) - Plug your i-Glasses into the PC as per the instruction manual. Insert the MC2 CD, then at the command line type the following: - NETHERW -VIO [buad rate] [com .port] - Refer to the hardware's instructions for further info. - In game, with your i-Glasses operational, press C to calibrate the head tracking mechanism and press S to switch to stereo mode. KEY COMMAND SUMMARY ------------------- P Pause the game (not in network play) R Change screen resolution Esc Abort current mission Return Toggle between game screen and mission map O Show current objective M Adjust music volume V Adjust sound volume 1-8 Send message (netowrk play only) F1 Toggle in-game help on/off F2 Toggle flight assistance on/off F3 Toggle speed fast/normal F4 Toggle speech on/off F5 Toggle sound on/off F6 Toggle music on/off F7 Adjust gamma correction F8 Toggle plyaer names on/off LMB Fire left assigned spell (on Left Mouse Button) RMB Fire right assigned spell Cursr Arrow U Increase speed Cursr Arrow D Decrease speed Cursr Arrow L Move left Cursr Arrow R Move right L&R Cursr Arr Barrel roll Backspace Stop moving SHFT-LMB Scroll through left assigned spells (forward) SHFT-RMB Scroll throught right assigned spells (forward) SHFT-L Destroy last castle stage SHFT-F1 Toggle reflections on/off SHFT-F2 Toggle sky on/off SHFT-F3 Toggle shadows on/off SHFT-F4 Toggle light sources on/off SHFT-F5 Toggle map icons on/off SHFT-F6 Toggle panel transparency on/off SHFT-F7 Toggle flat shading on/off ALT-LMB Scroll through the left selected spells (backwards) ALT-RMB Scroll through the right assigned spells (backwards) IN-GAME MODE ------------ [ Increase screen size ] Decrease screen size I Start text input C Calibrate headset CTRL Open Spells menu SPELLS MENU MODE ---------------- SHFT-LMB Toggle left assigned spell on/off SHFT-RMB Toggle right assigned spell on/off Left Mouse Assign highlighted spell to left mouse button Right Mouse Assign highlighted spell to right mouse button MISSION MAP MODE ---------------- ALT key Display player information OPTION PANEL MODE ----------------- D Options panel LMB Toggle options forward RMB Toggle options backward FRONT END SCREENS ----------------- F1 Toggle help mode on/off NETHERWORLDS MAP SCREEN ----------------------- O Show level objective MULTIPLAYER GAMES ----------------- In multiplayer games, all the competitors must run their own copy of Magic Carpet 2 and choose the network option independently from their own PC. The network should support NETBIOS, which you must run from the command line before you enter the game. Wizard Colours Are As Follow: You - White Belix - Blue Nyphur - Red Elyssia - Pink Rahn - Green Yragore - Brown Jark - Purple Prish - Orange Sending message during network play: I Start Text Entry mode SHFT-F1 Use message store 1 SHFT-F2 Use message store 2 SHFT-F3 Use message store 3 SHFT-F4 Use message store 4 SHFT-F5 Use message store 5 SHFT-F6 Use message store 6 SHFT-F7 Use message store 7 SHFT-F8 Use message store 8 F9 Toggle message target mode CTRL Accept message Esc Abort message All other keys Enter Text THE ALL-SEEING EYE ------------------ This displays the landscape of the current realm. You and your carpet are always at the center of the eye, where your position is marked by a cross. Other objects are colour-coded so that you can recognize the next objective, as well as the places where danger lurks and mana can be collected. Marker stone - Flashing blue dots Creature(ncl:night/cavrn levls) - White dot Creature(dlo:day levels only) - Black dot Teleport - Large pink square Fly to a point/a sign - Flashing yellow square Unpossessed mana - Yellow dot Your Possessed man - Flashing white dot Exit point - Red X Spell - Red dot Objective creature (ncl) - White dot in flashing red square Objective creature (dlo) - Black dot in flashing red square Experience spell - Flashing red and white dot Tree (night/day levels) - Green dot Mushroom (cavern levels only) - Green dot Possessed building - Colored flashing dot Unpossessed building - Pink dot Civilian - Blue dot Your balloon - White balloon Enemy balloon - Coloured balloon Direction to current objective - Flashing red arrow STONE OF KNOWLEDGE ------------------ The three Stones of Knowledge at the top the game screen are engraved with mystic runes which display your status. The white marks on the mana bars of the Castle and Sorcerer's stones display the level of your stored mana. Your stone flashes red to let you know when your mana is under threat: CASTLE STONE: The red health bar lets you know how near your castle is to destruction. On the mana bar the gray area shows the maximum amount of mana the castle can hold, and the white area is the proportion of this space currently occupied. (Going left to right, the Castle Stone is the first horizontal bar on the left). BALLOON STONE: Keep you eye on your balloon's health. (This is on the immediate right of the Castle Stone's bar.) If the balloon bursts, all the mana it's carrying is lost; the castle then immediately dispatches another balloon. The think white line in the mana bar indicates how much precious mana your balloon is currently carrying. NOTE: The Castle and Balloon stones remain blank until you cast the Castle spell. SORCERER's STONE: This shows your status, with the red bar displaying your health and the white bar beneath your mana. (This bar is to the immediate right of the Balloon Stone.) SPELL STONES: These are the two squares on the far right of the bar. The left stone is designated to your LMB and the right stone is designated to your RMB. These show your currently selected spells, and the mana bar indicates whether your have the power to cast the spell and how often. CONTROLLING THE CARPET ---------------------- The skilled maneuvering of the carpet is absolutely essential to your continued survival. You control the Magic Carpet with a combination of keyboard presses and mouse movements. Controll the altitude of your magic mount and the carpet's direction with the mouse; move the mouse forward to sink to the earth and back to soar skywards. Moving the mouse left and right turns and banks the carpet. Speed and direction are controlled using the keyboard cursor keys. Press UP to fly forward; repeat presses increases your speed. Press DOWN to reverse; repeat presses can get you out of trouble even faster. Use the LEFT and RIGHT keys to dodege incoming spells by moving the carpet sharply to either side. When playing with a joystick, the keyboard cursor keys control speed and sideways movement, while the joystick controlls altitude and direction. Also note, however hard you try and however badly you fly, it's impossible to crash into the ground, walls, or building. COLLECTING MANA --------------- This is the key to maintaining your health and spell casting power. A fixed amount of mana exists in each realm, hidden along with the spells and within possessed 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. Mana exists in three states: yours (white), enemy (enemy colour), and neutral (gold). To change the state of mana, you must cast a Possession Spell. Mana boosts your power as soon as you've possessed it. However, to keep it safe from Vissuluth's demonic forces it needs to be transferred back to your castle, although even then it can come under threat if your fortess is attacked. PEOPLE ------ When you possess a hous or tent by using the Possession Spell, 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: town people, traders, and builders. Town people like to stay put, builder construct new dwellings for the expanding population, while traders wander from town to town pedaling their wares. When a town reaches a certain size, it creates its own army of archers to protect it and if the town is in your posssession they will certainly aid your cause. However, all this potential for good can be ruined if your fire on defenseless townsfolk. The occupants will attack, causing you to lose mana rather than increase your power. It might be tempting to fire off a few spells just to test the water, but resist the urge - it will cost you. SPELL CASTING ------------- You begin the game without a single spell to your name, but can pick up the spells as Kafkar locates them in each realm. A hoard of mana is often hidden along with each spell, or it can be watch by some fiendish demon - so watch your back. Spells are held within urns; to collect a spell simply fly over the urn. The new spell is then added to the Spells menu. Spells are cast using the LMB and RMB in combinations withe the SHFT keys. SPELL EXPERIENCE ---------------- There are 25 basic spells, but each spell has three levels of power making 75 spells in all. The more powerful spell levels only become available when you've gained enough experience using a particular spell. SPELLS MENU ----------- DOX NOTE: In the section below, I'm going to make a "chart" using the pattern depicted in the book. Since I cannot show the actual spell picture, I shall use numbers which will correspond to descriptions below the chart... The Spells Are: (The most Basic Spells have a * next to them) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 To access the Spells menu during play, press and hold the CTRL key; the Spells menu opens at the bottom of the Game Screen. There's a place in the Spells menu for all the the spells available MC2. You can assign any spell in the menu by either mouse button, and also cast them in combination with the SHFT keys. 1. Fireball 14. Steal Mana 2. Possession 15. Duel 3. Castle 16. Tremor 4. Speed Up 17. Crater 5. Metamorph 18. Earthquake 6. Heal 19. Volcano 7. Shield 20. Summon Army 8. Lightening 21. Gravity Well 9. Rebound 22. Whirlwind 10. Meteor 23. Fool's Mana 11. Teleport 24. Magic Mine 12. Invisible 25. Alliance 13. Beyond Sight 1. Fireball. * Standard fireball launches a fiery ball of destructive energy at an enemy. Rapid Fireball. - A more effective version of the fireball spell. Fire Storm. - Wraps a fiery storm of enery around its target. 2. Possession. * Take control of any free mana. Mana Magnet. - Within a set radius, thsi spell possesses and attracts all the surrounding mana. Mana Lock. - Prevents another player gaining possession of your mana, except with the same mana lock spell. 3. Castle. * Creates a fortress in which all your possessed mana is gathered by hot air balloon. Additional castle spells can be cast on the same site, expanding your castle and launching more balloons. Fire Tower. - Adds outside wall turrets which launch rapid fireballs at creatures and other player who might attack your castle. Lightning Tower. - Same as Fire Tower, except the wall turrets fire bolts of lightning and have far more destructive capabilities. 4. Speed Up. * Propel yourself out of trouble at double speed forward or backward, depending on your current direction of motion. Super Speed. - Gives your 3X your ordinary rate of motion. Super Speed Plus. - This the big one! Travel at 4X your normal speed, if you can handle it. 5. Metamorph 1. * The first level of this spell turns you temporarily into a Bee (by day) or Firefly (by night). Bees are armed with stings so you must get close to infict damage. Also fly in swarms, but won't attack unless you make the first move. When they do, their poison stings can be fairly powerful, but fireflies are easy to destroy. Metamorph 2. - Alters your state into a Cymmerian. These are winged creatures that fly across the landscape in search of their prey. They are difficult to destroy and are armed with fireballs. However,when they die no mana remains but instead a group of tiny, fast moving bugs are created.These nibble at stone walls of the castle causing relentless damage. These bugs care easily destroyed with a single hit, but move so fast that very accurate spell casting needed. Metamorph 3. - Alters your state into a mighty flying 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 (see below). It attacks castles and even when beaten half to death can regerate its power in a very short time. 6. Heal. * Restoreds your health value by small increments. Aid. - Gives you AIDS. Ok, ok - it's a move powerful version of the heal spell (duh), this lasts longer and adds some health points. Constitution. - Restore your health to its maximum value for a short period. 7. Shield 1. * Reduces any attack hit by 25%. Shield 2. - As above, but last twice as long. Invulnerable. - Provides complete defense against any single hit. 8. Lightning. * Launches a bolt of lightning at an enemy. Thunderbolt. - Unleashes a storm of lightning, rather than 1 bolt. Thunderstorm. - Produces a storm of twice the magnitude of the Thunderbolt spell. 9. Rebound 1. * Returns any incoming shot to the aggressor. Rebound 2. - A double-duration version of the above. Amplify. - Doubles the damage value of any rebound shot. 10. Meteor 1. * Hurl a massive rock at any hapless foe. Meteor 2. - Same as above, but with 2X the destructive energy. Meteor 3. - Same as above, but even more so. 11. Teleport 1. * Cast this spell to immediately return to castle. Teleport 2. - As above, but cast it a second time and you will be back at your original location. Castle Port. - Repeatedly cast this spell to move instantly between your current location, your castle, and the castles of all your rival players. 12. Invisible. * Cloaks you in a mask of invisibility for a period of time. However, upon casting a spell you can be seen by other players and monsters. Possess Invisible. - You remain invisible when you use Possess Mana sp. Attack Invisible. - Lets you attack while remaining cloaked. 13. Beyond Sight. * Allows you to see the positions of other players & any castle balloons. See Invisible. - Removes any rival player's cloak of Invisibility. True Sight. - Gives your the combined power of above two spells. 14. Steal Mana. * Cast this at a rival player to steal a portion of their possessed mana. Double Steal. - Steal 2X as much. Ransack. - Robs a tenth of the target player's castle mana, leaving unpossessed mana balls surrounding your castle ripe for your Possession spell. 15. Alliance 1. * Makes all the creatures of the same species within a given radius fight on your side for a short time. Alliance 2. - Has a wider radius of effect and longer duration. Alliance 3. - Has the widest radius and longest duration. 16. Duel. * Casting this locks you onto the target player, so so that your position automatically tracks that of the target Mana Drain. - As above, but with the advantage of simultaneously draining mana and transferring it to you. Health Drain. - Drains target player's health and transfers it to your own health bar. 17. Tremor 1. * Produces an earth tremor that damages any player or creature within range. Tremor 2. - As above, with larger radius and longer duration. Tremor 3. - Produces the most violent vibrations with the largest radius and longest duration. 18. Crater 1. * Adds a big hole to the landscape, engulfing any land based foe caught in its spell. Crater 2. - Adds a great big hole to the landscape. Crater 3. - Adds an absolutely huge hole to the landscape. 19. Earthquake 1. * More effective than Tremor, Earthquake opens a huge crevice at the feet of land-bound creatures. Earthquake 2. - Longer lasting, more powerful version of the above. Earthquake 3. - To really make things shake, rattle, and roll. 20. Volcano 1. * Creates small volcano that spits out a little lava. Volcano 2. - Larger volcano that throws more lava into the air. Volcano 3. - Creates a towring inferno of a volcano that spews forth great rushing torrents of red hot lava. 21. Summon Army 1. * Cast the first level Summon Army spell and eight giant Bees (by day) or Fireflies (by night) will seek and attack rival players and their castles. Summon Army 2. - Puts four Cymmerians on your side, hunting down your opponents and damaging their castles. Summon Army 3. - You get two might Wyvrns on your side!! NOTE:> > The creatures summoned by this spell will disappear if there are no other wizards to fight in the area. 22. Gravity Well 1. * Sucks creatures and rivals alike into oblivion. Gravity Well 2. - More damaging with larger radius and duration. Gravity Well 3. - Sucks more monsters than ever down into hell. 23. Whirlwind 1. * Suck earthbound beast into a whirling vortex. Whirlwind 2. - More damaging and longer lasting version of above. Whirlwind 3. - Even more than Whirlwind 2 spell. 24. Fools Mana. * Creates a few balls of false mana that, when struck by a Possession spell from an oppponent, resonds by firing a single fireball. Rapid Fools Mana. - This next level unleashes a stream of rapid fireballs at an unwary foe instead of a single. Lightning Fools Mana- As above, but spits lightning at any deluded demon. 25. Magic Mine 1. * Launch this to deposit a Mine Node which is subsequently armed by firing an offensive spell at it (either Fireball, Lightning, Meteor, Whirlwind, etc). Once armed, the mine is invisible to other players and will fire twice at any passing wizard within range. However, the node become inactive after a short period of time. Magic Mine 2. - As above,but fires four shots and is active longer. Magic Mine 3. - Delivers eight shots and has the longest life span. ASSIGNING SPELLS ---------------- When cast, a spell homes in automatically on the nearest aggressive target, so the real trick is not aiming but selecting the right spell for the occasion. To assign a spell to a mouse button, open the Spells menu (as described in the SPELLS MENU section above) and highlight the desired icon with the cursor. As each spell has three levels, this opens three spell experience boxes; choose the level of spell power your require and then press either the LMB (left mouse button) or RMB. On the Game Screen the selected spell icon appears on the appropriate spell stone. But two spells are not nearly enough when all manner of terrors are closing in. To assign additional spells, highlight the rquired spell icon and hold down the SHFT key. Press the LMB or RMB now and a small triangle appears in the spell icon. When in flight, you can cycle through these (depending upon which button the spell was assigned). When the spell icon you want appears on either spell stone, release SHFT and cast it as normal. When a spell icon is highlighted in the Spells menu, a mana bar is revealed. A small white dot is added tot he bar for every time the spell can be cast; the whole bar must be filled in gray before a dot is added. Some of the higher spells remain inactive in teh Spells menu until you have built up a large amount of mana in your castle. BEASTS AND DEMONS (selection) ----------------------------- Bees, fireflies, Cymmerians, and Wyvrns are described above in the Spell #5 (Metamorph) section. HYDRAS. - Large, multi-headed, ground based beast that attack on sight and are among the most difficult of Vissuluth's creatures to kill. Each head must be destroyed before the whole creature dies, and each head and neck regenerates if the others arn't successfully neutralized with a short time. They launch fairly powerful fireballs from every head, making them an awesome threat. LEVIATHANS. - Water-based creatures that lurk on the surface of the sea until a target comes close. At this point, they will submerge, only to rear up out of the murky depths to attack. Leviathans can inflict serious damage and are fairly hard to kill, especially when utilizing their watery element for cover. MANA WORMS. - Compose of pure mana, these beasts drif with the air currents, cannot be destroyed and have no attack powers. A Mana Worm can be possessed by any player with a castle, making its way slowly to the possessor's fortress to be converted into castle mana. The longer the creatures exists the higher its mana value. MOON DWELLERS. - Existing high up in the atmosphere, these creatures seach for mana balls on land upon which they descend to consume causing their own mana value to increase. Whilst feeding, they will attack any player in range with powerful lightning shots. When mana is scarce, they descend to lower altitudes where they can be seen and attacked. Moon Dwellers are hard to kill, although they have a high mana value when eventually dealt with. SENTINELS. - Composed entirely of rock, Sentinels are land-bound and slow moving. The can see over great distances and may well attack players in range with a powerful volleys of firballs. Being made of stone, they are virtually indestructable. *****************************************************************************