Secrets of Aladdin. Aladdin and the Magic Skull Walkthrough

Site arrangement 24.09.2019

Nice cartoon game. It was first made for SEGI, where it earned a bunch of prizes. If you like beautiful adventure games, then you will find what you wanted in Aladdin.

So, the evil wizard Jafar kidnapped Princess Jasmine. Aladdin went to rescue his beloved (does this game remind you of "Prince"). Along the way, he will come across guards, prizes, etc. Well, let's start...

After starting the game, a menu will appear in front of you:

START GAME- start a new game

OPTIONS- enter the options menu

EXIT TO DOS- exit to DOS

If you want to reprogram the keyboard, then enter the second step. Here select REDEFINE KEYS and set the keys of your choice.

LEFT- to the left

RIGHT- to the right

LOOKUP- look up

CROUCH- duck down

Slash- hit with a sword

THROW- throw an apple

JUMP- jump

In the same menu you can turn on / off music, special effects and joystick.

If you have made all the necessary settings, then select START GAME in the main menu.

You must go through 11 levels, and on the last one, fight with Jafar himself. Collect prizes along the way:

Laughing genie head- the more you collect, the more times you can win bonuses at a special level.

Apples- these need to be thrown

Rubies- lives and continuations are bought on them in the merchant's shop.

Aladdin's head- extra life

Abu head- the ability to play at the bonus level.

blue heart- additional health.

The level of remaining life is shown in the form of an hourglass. Follow them. You will come across jugs along the way. After passing by them, you will automatically save and after death you will start the level from this place. At the beginning you have 3 lives. Then you can gain additional lives, but not more than 9.

Now let's talk about levels.

Level 1: AGRABAH MARKET

The easiest level. Just run and jump, collect lives, rubies, etc. If you have scored enough a large number of genie prizes, then try your luck in the "one-armed bandit".

Level 2: THE DESERT

Collect all the lamps and go to the exit. Beware of thorns and snakes.

Level 3: AGRABAH ROOFTOP

Very similar to the first level. At the end of the level, kill the dude with daggers and the main boss throwing barrels.

Level 4: SULTAN'S DUNGEON

Dungeon... Beware of exploding skeletons bats and stakes...

Level 5: CAVE OF WONDERS

At this level, you must destroy all the statues with the image of rubies. After that, destroy the ghost, who strives to get you with his sword. A flying carpet will appear. Get on it and go...

Level 6: THE ESCAPE

Jump through the lava flows to the end of the level. You will have to run away from healthy stones, one blow of which will take almost a lifetime. At the end, take a running jump into the void and land on the carpet.

Level 7: RUG RIDE

Flying on a magic carpet. Management is messed up. In order to go up, you need to press the key LOOKUP. Collect lives, fruits, etc. along the way.

Level 8: INSIDE THE LAMP

We speak with Ali and drag the basket to the barrels. We take the staff and climb the barrels to the window.

Using the staff, open the window and climb through it. We are on the arch.

We go down the stairs and talk to the guard. He asks to feed Karkadan.

On the table with books we find a scroll in which there is some information about karkadans.

We find baskets with apples, pears and peaches. We move them to the indicated points.

Open the chest and take the sleeping powder. We throw it at the guard and go into the tent.

We speak with the skull, which lies in a cage. Use the staff to slightly open the jaw of the dragon's skull and take the key.

We take a magic wand and use it on the iguana. It seems that without a special word, the wand will not work correctly.

We move the barrel and look at the sheet lying on the floor. Now you know the special word - Cucumber.

We take a magic wand, saying a special word, we use it on a crab.

We climb onto the barrel and open the chest with the key. We pick up the seal and go down.

We insert the seal into the lock on the cage and, following the instructions of the skull, open it.

We leave the tent and run to the market. We take some lemons from the basket and give them to the skull.

We select the trajectory and the strength of the throw so that the lemon hits the pot located above the egg.

We sit on the Rukh and go flying. You have to get to the bird's nest, flying around obstacles along the way.

We substitute one of the feathers to the nest and collect the branches. Put them in the fire pit.

We approach the deposits of silicon and, using the staff on them, we get several stones.

With the help of silicon, we set fire to the branches. We take a burning branch and scare off the griffin.

We pass to the left, to the ship. We speak with the skull and ask him to lie down on the springboard.

We jump to the other side of the springboard and send the skull to the deck of the ship.

We speak with the golem, he will ask you to find his eyes. We break all the barrels and, having found two eyes, we give them to the golem.

We rise to the deck. We move the box and open the hatch. We go down into the hold.

We examine the wreckage and collect the golem from them. We talk to him.

We collect pieces of parchment and collect them. We examine the parchment.

We turn the wheel and the shield on the wall to set the symbols as shown in the parchment.

We take the compass from the cache in the floor. We speak with the skull and ask him to break the pot.

We select the arrow and insert it into the compass. We give the compass to the golem.

To fix the sail, you need to play a mini-game. Your goal is to fill all the cells on the field with the puzzle pieces that appear in the window on the right.

Once at the entrance to the city, we speak with the warrior. We select the mortar, the bone of the skeleton and the claw of the griffin.

We speak with the chicken and take out the sword from the stone. We cut the ivy with a sword.

We look at the bag hanging under the ledge. On the ship we take the rope and tie it to the wreckage at the ledge.

We go down on it and pick up the bag. We get the berries from the bag.

We put the claw, ivy and berries in a mortar and mix them with a bone. We give the powder to the chicken.

The chicken turned into a magician, and he gave you his ID. We show this document to the soldier.

We use halberds as stilts and take out the horn hanging on the wall. Use the horn on the monkey.

We select the key and open the chest. We show the certificate to the released Sultan.

We leave the city and give the certificate to Rufus. Let's go to the Sky Reefs.

You have to get to the top of the ledge by jumping on the moving platforms.

We speak with the skull. We ask him to hit the gong and break the boards of the old door.

We select a chain and a bowstring. We pass through the archway and pick up the spear.

We pull the bowstring on the ballista and put the spear into it. We shoot from it.

We move to the other end of the broken stairs, using the spear in the wall. We take the lever.

We return to the ground and insert the lever into the head of the griffin. We press the lever.

We ask the skull to hold the lever. We tie the chain to the brick and go down to the treasury.

We find two bowls and cover them with scorpions. We examine the drawing on the wall of the crypt.

We place the statues of griffins as shown in the picture. Let's look at the keys.

We remove the same keys and find the one that does not have a pair. We take it.

We find the tablets and place them in the recesses on the walls of the crypt. Open the chest with the key.

We take the ring from the chest and climb up the chain. We leave for the Heavenly workshop.

We are talking to an engineer. We find a team and a twig, we take them.

We harness the karkadin and climb into the cart. We hit the karkadin with a twig.

We select the sign and jump back into the cart. Let's pick another board.

We climb the stairs, take the sign and pickaxe. We go down.

We examine the chests, one of them will have to be opened with a pickaxe. We find a plate and a wheel.

We put the wheel on the axle of the trolley and push it. We select the last plate.

We give the drawings to the engineer and start building the lighthouse. You need to arrange the blocks from the largest (30) to the smallest (1).

We speak with the blacksmith and the skull. We take an oiler and fill it with oil from the barrel.

Lubricate the oven bolt and raise it. We take a poker and use it to drive the mice out of the hole.

We examine the hole and find a match. We set fire to firewood in the stove and fan the fire using furs.

We select the ring near the barrel of water and insert it into the stuffed bull. We take a piece of magic metal.

We put a piece of magic metal in the furnace. We take ticks and take it out.

We put a piece of hot metal on the anvil and get a saber. We sharpen it.

Take the broken pointer and the tip of the shovel, combine them. We select a pirate flag.

With a shovel we dig out two fragments of the gate a. We scoop out the sand from the sink and climb into the ship's hole.

We put the flag on the hive and go forward to the deck. We take a fragment of the gate.

We put the gate in its rightful place and raise the bridge. Let's go ahead.

We take the board and put it through the hole in the bridge. We cross the bridge.

Throw the piece into the abyss and pick up the coin. We throw it to the pirate, who is standing next to the cannon.

We select a baton, a core and a wick. We turn the cannon and put the core into it.

We set fire to the wick from the coals and insert it into the cannon. We shoot from a cannon.

We throw a baton at bananas on a palm tree. We pick up the fallen peel and put it in the place where the pirate walks.

We go to the lair of pirates. We look at the combination of three symbols that is displayed in the center of the door, and click on them. After all the symbols are pressed, the door will open.

We speak with the princess and with the sword we cut the ropes with which she is bound. We speak with Rottenbus.

We fight with Rottenbus - you can strike by pressing LMB, and to dodge you need to press RMB.

We take keys and a hammer. Use the keys to open the chest and take the lever.

We break the barrels and find the gear. Raise the skin of the bear and find another gear.

We insert the gears into the mechanism and turn them using the lever. We open the cell.

1-1. Aladdin steals a loaf, then rolls away from the guards, jumping over the barrels.
1-2. Later, Jasmine, secretly walking around the city, gives the child someone else's apple, Aladdin saves her from an embittered merchant, then they race across the roofs of Agrabah. Here I will immediately note a brilliant pseudo 3D effect, simply incredible for 8 cue balls! Then a little romance, and then our heroes are captured by the guards. Jasmine demands from Jafar to let her new friend go, but he lied that he had already been executed. Meanwhile, in the dungeon, a bald old man (Jafar) tells Aladdin about the treasure cave and even takes him to the entrance.
2-1. The labyrinths in the cave are small, but dangerous and will require dexterity and skill. And here are the treasures! Countless mountains of yellow metal sparkle and burn. But this is not what attracts the attention of our hero.
2-2. The flying carpet, languishing here for a long time, wants to show the way further. It is very important here not to touch other people's treasures, or be in trouble. Aladdin finds a magic lamp, but his friend Abu is seduced by a huge ruby...
2-3. The cave is flooded with hot lava, and only thanks to the rug it is possible to escape from the fiery labyrinth, by the way, it is quite simple. At the exit, an old man is waiting, demanding a lamp. Aladdin naively gives it away and flies into the abyss. Fortunately, Abu manages to grab the lamp and jumps after him. The rug is already down, picks up both, and then there is an acquaintance with the Genie. He admits that he wants to get freedom, and Aladdin wants to dress up as a prince, because there is no other way to get to the princess.
3-1. The palace is spacious, but getting to the Sultan is not so easy - stairs, passages, aggressive guards, locked doors, secrets. Ali, as he calls himself now, asks for Jasmine's hand, but Jafar clearly does not approve of this gesture.
3-2. However, Ali, thanks to his personal charm, achieves a meeting with the princess, then a real romantic, flying on a magic carpet, holding hands and kissing goodbye. After that, Aladdin, bound hand and foot, sinks to the bottom of the sea, but, thanks to the Genie, he is instantly rescued from there.
3-3. The vizier's intrigues are revealed and he rolls away from Aladdin, actively shooting back. This level is the most difficult. At the end, Jafar learns the secret of Aladdin's indestructibility and disappears. But his faithful parrot Iago steals the lamp a little later.
BOSS. Jafar gains unprecedented power, but Aladdin manages to stop him with a sword in the guise of a huge snake, and then lure him into a lamp with cunning. This is how this beautiful story ends - the genie gets free, and Aladdin and Jasmine live happily ever after... Animated dialogues are shown between levels, which immerses us even more into the world of Aladdin.


Platform game based on the Disney cartoon of the same name. It has little in common with the SNES and Genesis versions, in this game you will have to run the first couple of levels, after which a completely ordinary walker follows.

Start looking for adventure and you will certainly find Aladdin. He, with his inseparable friend, the monkey Abu, is always where it is hottest, in the center of the city crowd of Agrabah. The streets of the ancient capital are teeming with fakirs, juggling knives, snake charmers, merchants, basket thieves and, of course, the brave guardsmen of the Sultan...

While our pet is having fun, clouds begin to gather in the palace around Princess Jasmine and the fate of the entire Sultanate. The greedy sorcerer Jafar hatches evil plans under his turban and is about to seize power in his greedy hands. Aladdin does not even know about it, but soon he will be drawn into a fast-paced pursuit full of the magic of the east, mysteries and unspeakable dangers. Only the fastest of the street rats is able to grab his luck by the tail! Aladdin will have to make his way through the streets and roofs of Agrabah to the palace, and then escape from his dungeon, survive in the fiery hell of the Cave of Wonders, get a magic lamp and defeat Jafar in his secret lair. Our hero has a few street tricks and a sharp saber in store, and maybe later he will have allies and even true love? You will know everything soon.

I would like to note the graphics and animation: they are made just fine! Music for 8 bits is decent, the sounds are weaker. Management is easy, and in general the game is simple. Therefore, I recommend it to everyone, from young to old, because. it will take no more than 2 hours to complete the passage, and the expert will run in less than an hour.

Level 3: The streets of Agrabah, the Cave of Wonders and the Palace are divided into 2, 3 and 3 stages respectively. At the end of the game there will be another battle with the main villain, obviously, it must also be counted as a level. In total, there are 9 of them.

Level switching.
To switch the level, enter pause mode and type A, B, B, A, A, B, B, A.
Debug menu.
Enter the OPTIONS menu, set the sword to the DIFFICULT line and press A, C, A, C, A, C, A, C, B, B, B, B.
Secret options.
Press A, B(4), C(4) on the title screen. Secret room. In the cave of miracles, at the bottom of the rock, on which the genie's lamp stands, there is a secret passage. Try to go to the right and you will find a bunch of prizes, life and energy. Helpful Hints and recommendations.
- From the seller for 5 (five) emeralds you can buy life, and for 10 - "CONTINUE".
- At the first level, if you can't climb higher by jumping on a camel, try to go further, then you can safely climb the rope, taking some apples with you.
- On the third level, you will meet pots along the way. Try to break them - for this you will be rewarded with a gem.
- At the fourth level, try to often return to the place where you have already passed - you will find new lives and apples.
- On the fifth level, to kill the monster, you need to stand on the bedside table and press the "B" button without interruption.
- At the ninth level, to kill a parrot, you need to stand behind him and throw apples at him, not forgetting to chop ghosts with your sword.
- In the cave of miracles, where the genie lamp stands, there is a secret passage. Try to go there and you will find energy and life.
- Jafar at the end of the game can only be killed with apples, and the first 10-12 pieces are used to turn Jafar into a snake.
- At the sixth level, you can only run away from fire stones, you cannot jump over them!
Useful tips for completing levels.
Streets of Agrabah.
1. Make the guards "warm their feet" by making them run over hot coals.
2. Not to get out of apples applesauce drop them on time.
3. There is no clock in the game, so don't rush. Fight all enemies and pick up all gadgets. The more you search, the more you will find.
4. If you push off from the flagpole (button C), you can fly twice as high.
5. Above the Peddler shop, and life is hidden in the wall. You can get there in the way described above.
Desert.
1. It's too hot to run across the sands. Make your way slowly, being always ready to attack.
2. Leafy tops of palm trees are good for more than just growing coconuts. Find out what for.
3. Find the bug, but watch it fly away! Keep searching.
4. Jump on the pillar with "Goofy" painted on it. At the top will be Peddler. After killing the first snake, go back - there will be life.
Roofs of Agrabah.
1. Beat all the flying flutes and you will take possession of their magic.
2. Get the palace guards to drop their pants and they'll be too embarrassed to fight.
3. Use flagpoles and ropes to get around quickly.
4. Find the thief Gazim. Make him give you what you are looking for.
5. Defeat Razuli, the commander of the guards, to get down from the roof.
6. Find a place where a jug hangs on the wall (smoke rises from it) and knock it down with apples. A hole is formed in the floor through which you can get to the Peddler's shop. Using button C, push off the flagpole, which is located under the clothesline. Then you will take the prize - the bonus level. Sultan's Dungeon.
1. Welcome to Jafar's "rest home" for thieves and other swindlers.
2. Destroy annoying bats in advance so that they don't get into your hair.
3. Spikes! Careful! Accurately time your steps and jumps and perform them in rhythm with sliding spikes and rocks. Do not hurry!
4. And be careful next to the swinging destructive balls-weights.
5. When you pass a row of weights swinging on chains, and go down the rope, go back - there will be life.
Magic Cave.
1. Are you wondering when you will finally come out of this huge cave with the most beautiful treasures in the whole world... The most unusual, but also the most dangerous!
2. Beware of ambushes by "armed" and dangerous Shiva statues. Destroy them to find a way to other parts of the cave.
3. You will need all your skill, swordsmanship and speed to overcome the sword-wielding, four-armed Monkey Shiva.
4. You must find Genie's lamp before you can leave the cave.
5. Destroy the menacing monkey statues to make magic platforms appear.
6. Prize - the bonus level is where the stones fall.
The escape.
1. Strong tremors shake the collapsing and flaming tunnel. You must jump over the burning lava. Hot times have come for you.
2. A seething volcano spits out burning balls. Can you save yourself from them? You can only run away from the fiery stones, you cannot jump over them!
3. In the corridor, where three stones roll in turn, you can go back and take prizes.
Flight on the Carpet.
1. Rush away on a magical super speedy magic carpet and you will be saved from a blazing wave of boiling lava. Follow Jin's fingers as he guides you around the huge boulders blocking the way. 2. Try to pick up as many special items and lotions as possible. Four apple slices give one extra apple. Try, too, to grab the Symbols of the Genie and Aladdin.
Inside Lamp.
1. Have you ever wondered what's inside the Magic Lamp? Now you will find out!
2. Roll down the smoke rings that Gene blows, bounce like a ping-pong ball from his click and fly on balloons but be careful.
3. Using the C button, when Aladdin is repelled from some spring, in some places you can take lives.
At the Sultan's Palace.
1. Let the flamingos keep screaming and let you cross the water lily pond. Don't fall into it!
2. Flying carpet - your faithful assistant! Fly it to the terrace. Now you are in the Sultan's Palace. It's full of guards - walk on tiptoe.
3. Iago has prepared a cool surprise especially for you, which will make your head spin.
4. Huge ropes will lead you upstairs to the penthouse of the Sultan's Palace and to a gathering of guards who are constantly eating something.
5. Find secret door, leading to the Chambers of Jafar, and do not let Iago warn Jafar of your arrival.
6. Don't forget to release Abu.
7. If, when buying lives and "Continue" from Peddler, one gem was not enough, you can take it downstairs, where the descent to the basement is located.
8. To kill a parrot, you need to stand behind him and throw apples at him, while not forgetting to chop ghosts with your sword.
Palace of Jafar.
1. You are close to the solution, because you are at the source of the problem - the villain Jafar! His palace is full of various traps, such as hissing floors, swinging balls, and hiding guards who fight like lions.
2. Accurate calculation is very important here! Do not rush and do not get excited - and you will not lose!

We speak with Ali and drag the basket to the barrels. We take the staff and climb the barrels to the window.

Using the staff, open the window and climb through it. We are on the arch.

We go down the stairs and talk to the guard. He asks to feed Karkadan.

On the table with books we find a scroll in which there is some information about karkadans.

We find baskets with apples, pears and peaches. We move them to the indicated points.

Open the chest and take the sleeping powder. We throw it at the guard and go into the tent.

We speak with the skull, which lies in a cage. Use the staff to slightly open the jaw of the dragon's skull and take the key.

We take a magic wand and use it on the iguana. It seems that without a special word, the wand will not work correctly.

We move the barrel and look at the sheet lying on the floor. Now you know the special word - Cucumber.

We take a magic wand, saying a special word, we use it on a crab.

We climb onto the barrel and open the chest with the key. We pick up the seal and go down.

We insert the seal into the lock on the cage and, following the instructions of the skull, open it.

We leave the tent and run to the market. We take some lemons from the basket and give them to the skull.

We select the trajectory and the strength of the throw so that the lemon hits the pot located above the egg.

We sit on the Rukh and go flying. You have to get to the bird's nest, flying around obstacles along the way.

We substitute one of the feathers to the nest and collect the branches. Put them in the fire pit.

We approach the deposits of silicon and, using the staff on them, we get several stones.

With the help of silicon, we set fire to the branches. We take a burning branch and scare off the griffin.

We pass to the left, to the ship. We speak with the skull and ask him to lie down on the springboard.

We jump to the other side of the springboard and send the skull to the deck of the ship.

We speak with the golem, he will ask you to find his eyes. We break all the barrels and, having found two eyes, we give them to the golem.

We rise to the deck. We move the box and open the hatch. We go down into the hold.

We examine the wreckage and collect the golem from them. We talk to him.

We collect pieces of parchment and collect them. We examine the parchment.

We turn the wheel and the shield on the wall to set the symbols as shown in the parchment.

We take the compass from the cache in the floor. We speak with the skull and ask him to break the pot.

We select the arrow and insert it into the compass. We give the compass to the golem.

To fix the sail, you need to play a mini-game. Your goal is to fill all the cells on the field with the puzzle pieces that appear in the window on the right.

Once at the entrance to the city, we speak with the warrior. We select the mortar, the bone of the skeleton and the claw of the griffin.

We speak with the chicken and take out the sword from the stone. We cut the ivy with a sword.

We look at the bag hanging under the ledge. On the ship we take the rope and tie it to the wreckage at the ledge.

We go down on it and pick up the bag. We get the berries from the bag.

We put the claw, ivy and berries in a mortar and mix them with a bone. We give the powder to the chicken.

The chicken turned into a magician, and he gave you his ID. We show this document to the soldier.

We use halberds as stilts and take out the horn hanging on the wall. Use the horn on the monkey.

We select the key and open the chest. We show the certificate to the released Sultan.

We leave the city and give the certificate to Rufus. Let's go to the Sky Reefs.

You have to get to the top of the ledge by jumping on the moving platforms.

We speak with the skull. We ask him to hit the gong and break the boards of the old door.
We select a chain and a bowstring. We pass through the archway and pick up the spear.

We pull the bowstring on the ballista and put the spear into it. We shoot from it.

We move to the other end of the broken stairs, using the spear in the wall. We take the lever.

We return to the ground and insert the lever into the head of the griffin. We press the lever.

We ask the skull to hold the lever. We tie the chain to the brick and go down to the treasury.

We find two bowls and cover them with scorpions. We examine the drawing on the wall of the crypt.

We place the statues of griffins as shown in the picture. Let's look at the keys.

We remove the same keys and find the one that does not have a pair. We take it.

We find the tablets and place them in the recesses on the walls of the crypt. Open the chest with the key.

We take the ring from the chest and climb up the chain. We leave for the Heavenly workshop.

We are talking to an engineer. We find a team and a twig, we take them.

We harness the karkadin and climb into the cart. We hit the karkadin with a twig.

We select the sign and jump back into the cart. Let's pick another board.

We climb the stairs, take the sign and pickaxe. We go down.

We examine the chests, one of them will have to be opened with a pickaxe. We find a plate and a wheel.

We put the wheel on the axle of the trolley and push it. We select the last plate.

We give the drawings to the engineer and start building the lighthouse. You need to arrange the blocks from the largest (30) to the smallest (1).

We speak with the blacksmith and the skull. We take an oiler and fill it with oil from the barrel.

Lubricate the oven bolt and raise it. We take a poker and use it to drive the mice out of the hole.

We examine the hole and find a match. We set fire to firewood in the stove and fan the fire using furs.

We select the ring near the barrel of water and insert it into the stuffed bull. We take a piece of magic metal.

We put a piece of magic metal in the furnace. We take ticks and take it out.

We put a piece of hot metal on the anvil and get a saber. We sharpen it.

Take the broken pointer and the tip of the shovel, combine them. We select a pirate flag.

With a shovel we dig out two fragments of the gate a. We scoop out the sand from the sink and climb into the ship's hole.

We put the flag on the hive and go forward to the deck. We take a fragment of the gate.

We put the gate in its rightful place and raise the bridge. Let's go ahead.

We take the board and put it through the hole in the bridge. We cross the bridge.

Throw the piece into the abyss and pick up the coin. We throw it to the pirate, who is standing next to the cannon.

We select a baton, a core and a wick. We turn the cannon and put the core into it.

We set fire to the wick from the coals and insert it into the cannon. We shoot from a cannon.

We throw a baton at bananas on a palm tree. We pick up the fallen peel and put it in the place where the pirate walks.

We go to the lair of pirates. We look at the combination of three symbols that is displayed in the center of the door, and click on them. After all the symbols are pressed, the door will open.

We speak with the princess and with the sword we cut the ropes with which she is bound. We speak with Rottenbus.

We fight with Rottenbus - you can strike by pressing LMB, and to dodge you need to press RMB.

We take keys and a hammer. Use the keys to open the chest and take the lever.

We break the barrels and find the gear. Raise the skin of the bear and find another gear.

We insert the gears into the mechanism and turn them using the lever. We open the cell.

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