magic carpet is required. The ultimate goal of the island section of the game is to collect enough gold to purchase a ship (which is usually available at only the one town closest to the northwest corner of the island) and also to collect ample magical objects and other items (mirrors, wooden planks, even a monkey or two) which will be needed later in the game. The game does not indicate how many or what particular objects might be needed (due to the random nature); it's up to the player to determine if a sufficient variety and quantity of items has been obtained before setting sail. After embarking, the player cannot return to the island. Part 2 The game then becomes a sea expedition, with the player navigating his/her vessel between several islands. Among hazards that must be dealt with: pirate attacks, unpredictable winds, whirlpools, scurvy among the crew, falling off the edge of the world, and rotting sails. How well the player is able to cope with these hazards depends upon how well stocked the player's team became on the main island. (Once Part 2 begins, the island can no longer be accessed.) Merchant vessels may also be encountered - with the player having the same options as with caravans, attack or barter. After leaving the island, this is the only easy way to obtain necessary items such as fruit, spare sails, and weapons (however the player is no longer required to be continually stocked with regular food). The group may also encounter pirates, whirlpools, birds, and other hazards that can kill men and damage the ship. The map of islands in the Sargalo Sea in which you navigate your ship consists of a ring of islands around the perimeter of the screen. Your ship starts out next to the island you just left (in the lower right of the screen) while the island of the evil wizard (your goal) is in the upper left. You may land on other islands to stock up on food and resources but for the most part these islands are not fully explorable as the first one was, and serve only as places to stock up on supplies by displaying a few lines of text after you land (with one exception—see below). Navigation is a complex scheme, as you are at the mercy of wind and currents (and whether the vessel has any