Fun School 2: For the Under-6s
DOSEducational
How it plays
The player pilots a flying carpet through enclosed but expansive fantasy landscapes from a first-person perspective. Missions generally require collecting mana, defeating enemies, rescuing or protecting people, and returning safely while managing the carpet’s position and spell resources.
Mana is used to cast spells and develop the player’s stronghold. Exploration reveals new areas and objectives, while combat involves selecting suitable spells for monsters, buildings, and opposing wizards. The campaign progresses through linked missions with an expanding spell arsenal and increasing enemy resistance.
Plan your run
Learn each map before spending mana aggressively. Secure nearby mana sources, rescue objectives when practical, and keep moving rather than hovering over hostile groups.
Use the spell that matches the target instead of relying on one attack. Build and improve the castle when the mission allows it, and retreat to safety when health or mana becomes scarce.
Before you begin
Explore the edges of each map; objectives and mana sources are not always near the starting point.
Avoid long stationary fights, especially when several enemy types can attack at once.
Save powerful spells for elite monsters and rival wizards.
Magic Carpet 2: The Netherworlds is a first-person fantasy action game developed by Bullfrog Productions and published by Electronic Arts for DOS in 1995. It combines free-flight combat, spellcasting, exploration, and light strategic management in a three-dimensional world viewed from the player wizard’s carpet. The campaign follows a wizard seeking power across hostile realms while gathering mana and confronting monsters, rival wizards, and environmental hazards. Its large open maps, numerous spells, and unconventional aerial perspective gave it a distinctive identity. Reception praised its atmosphere, scale, and technical ambition, although the controls and complexity could be demanding for newcomers.
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