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Welcome to the Journey Through the World of Magic Tower!

Help&FAQ about "Flying Doughman"

Breadie Boy Breadie Girl
Breadie Doughman and his beloved

Contents:

Story - behind the scene
Controls - how to...
Obstacles - tons of baffles
Bonuses - what if...
Monsters - they have a character?!
Tips and FAQ

Story:

Once upon a time, an old childless woman decided to make something that could relieve her dull days. So, she made dough and cooked two pretty koloboks - a girl and a boy. She called them Doughmans. The lady wanted them to be raised together and then marry. Everything was good - the old woman was very happy when she was watching the smiling faces of her grandchildren who always played together, and kids enjoyed the company of each other. Once an evil wind sprang up and carried off the Doughman - girl. That wind was a servant of a Wicked Sorcerer who put the girl in a guarded room at the top of the tallest Dungeon to make her serve himself.

On the long and hard way up, tons of magic obstacles will be waiting for our hero. Only dexterity, quick though and smartness will help Doughman to overcome all the obstacles and to defeat many enemies on his way to rescue his beloved. A great number of different artifacts that should be collected on the way will help Breadie Doughman.

All the time brave Doughman will be walking on the edge of the abyss: one false move and he is done for. Dozens of dungeon levels each of which is unique and one-of-a-kind, hundreds of traps, obstacles, pits, stairs, ladders, and secret rooms - all this is just a tiny part of the things that fill up the 3D space of the Magic Tower.

Controls:

Welcome to the old Magic Tower. Guide your courageous Doughman with the help of arrow keys. Your task is to help Doughman to climb the Magic Tower from the very first floor, come through all the rooms and gather all the magic things that will help little brave Doughman save his girl-friend.

It could be hard to make Doughman jump to the right or to the left, but this is easily overcome by trying again and again.
You cannot enter the next room or the next floor if you did not collect all the magic things in the room. Remember that you are in the Magic Tower and all the doors that are closed should be opened with a magic lantern - key. To open the magic door - turn the lantern into the door color.

During this quest, Doughman will learn a lot while reading books and drinking magic water - all this will help to overcome the obstacles further on the way. These books will give little Doughman different kind of magic weapon to defeat monsters in the Magic Tower. To choose the weapon - press 1, 2 and 3. To make Doughman shoot - press Ctrl+Left or Ctrl+Right on the keyboard.

Pay a lot of attention to the great number of baffles. There are sliding, vanishing, pushing, moving, collapsing and alike (see Obstacles).

If you are trapped in a magnet or an electric baffle, just push down key. And of course, any player will appreciate one of the most exciting features of this game - at any room the game can be saved. This allows passing the most difficult places by repeated trials. Mind that if you are in the middle of the room or have even almost passed it, and you quit the game and save it, the next time you will start from the beginning (not from the very place you quitted) of the room you were in when you saved the game.

We are now working on the joystick controls. It's coming soon!

Tips and FAQ

Q: What if I enter the license info that I received from you and it says "Wrong Code!"
A: It seems that you mistyped the code. Try again or write to our Support Team. They will send you the *.reg file which will autoregister your game.

Q: My Doughman turned upside down! What to do?
A: It is a feature of the room. Challenge yourself to pass this stage!

Have any tips to add? We welcome your additions! Please write to our Support Team to have your tips added here.

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