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Archon II Docs
I've retained the original formatting so you may have to adjust it to get the file to display and/or print correctly. Noisy phone lines caused the occasional glitch or truncated file. I replaced some, but not all, instances of line noise with "[ERROR]" where applicable. |
************************************
* A R C H O N *
* II *
************************************
AN OVERVIEW
The Two Screens- The game is played
on two screens. On one-the main board
you and your opponent (human or comp)
take turns maneuvering your pieces
(called icons) into place.
When you move to a space already
occupied by one of your opponent's
icons the game shifts to the second
display, the battleground. There you
must fight a fast-action battle to
determine which icon will return to
the board in possession of the dis-
puted position.
The Moves- You begin the game with 4
Adepts on a side. On each turn you
may use whatever magical energy you
have left to : 1)move an Adept or 2)
use an Adept to cast a spell (includ-
ing) Summon which lets you bring new
icons into the game) or 3)move an
icon conjured up (with a Summon spell
on a previous turn.
Winning- You win if you occupy all
six power points at once or if you
triumph in the Apocalypse (evocable
with a special spell). You also win
if your opponent runs out of magical
energy or icons.
The Board- The main board is composed
of four bands representing the class-
ical elements of Earth, Water, Air &
Fire. Additionally there are four
squares representing the Void. The
others are citadels, the home squares
of Order and Chaos. While the Void
squares can be occupied by icons just
like any position in the four bands,
the citadels remain empty throughout
the game.
There are 6 flashing power points.
Two are the Void squares. The other 4
move from turn to turn through the
outermost corners of each of the four
elements. Occupation of the 6 power
points is the major goal of the game.
Movement- If the hollow square (or
frame) is on uyour side, it's your
turn. Use your joystick to move the
frame atop the icon you want, and
push the button. Next, use the joy-
stick to move the icon (or the frame
in the case of Adepts ) to your in-
tended destination and press the
button again. (If you accidentally
press the button over an icon you
don't want to move, press the button
again without moving your stick to
cancel the selection and start over.
Once you've moved an icon at all, you
cannot cancel your selection.
NOTE: the rule for cancelling an
Adept move is different. See Magic
Spells below)
Elementals and Demons (conjured up
with the Summon spell) slide freely
along the element they are on. You
may slide them as far as you like
with two restrictions: they cannot
pass another icon and they cannot end
their move atop a 'friendly'icon.
Alternately, you may jump them from
one element to an adjacent one on a
turn. No icon may slide and jump on
the same turn.
Adepts can teleport anywhere on the
board, but it costs them a bit of
magical energy to teleport from one
element to another.
Magic Spells- Instead of a move, on
any turn an Adept can cast any spell
it has enough energy for. Simply
select the Adept with the frame, pres
the button again. Instead of cancell-
ing your Adept's move, this action
produces the message'SELECT YOUR SPEL
Move the joystick forward and back-
ward to produce the different choices
described on the next page. Press the
button to select the one you want. If
you change you mind and decide you
would rather move the Adept (or an-
other icon) instead select'CANCEL
SPELL'. To cancel a spell after you'v
already selected it with a button
push,move the frame over your citadel
and press the button again. Magic
lies at the heart of the action- and
so does the fact that igt costs. The
ammount of magical energy you have
(shown by a vertical bar next to the
board when it's your turn) varies
throughout the game. You gain energy
from each power point you occupy and-
for the first few tlurns only- from
your home citadel.
Moving icons is mostlly free, but it
takes magical energy to maintain each
Demon and Elemental on your side and
substantial amounts to cast spells.
The cost of different actions is
shown by the mark which appears next
to the energy bar as you explore your
options. You will not be allowed to
take actions youou do not have enough
energy for.
The effects of spells are limited to
the element the conjuring Adept is on
Adepts cannot cast spells from a Void
square and Adepts are immune to all
spells except Heal.
THE SPELL LIST
Summon- This is far and away the spel
you will use most often. When you
select it you may choose among 4
Elementals and 4 Demons by moving the
frame from monster to monster. The
cost in energy goes up as you move up
the column of choices.
Remember, Adept magic works only
within the element of the conjuring
Adept. An Adept in Fire cannot, for
instance, summon an icon to the band
of Earth. You may summon an icon and
You may summon an icon and directly
attack an opposing icon, but it takes
extra magical energy to do so. And
Adepts are immune from such attacks.
For them, you must use icons already
on the board.
Heal- This spell cures half of an
icon's ewounds and all paralysis.
Weaken- Use this to cut an enemy
icon's current lifespan in half.
Imprison- cast this spell and the
imprisoned icon cannot be moved. The
cost of maintaining imprisoned icons
falls on the imprisoner and not the
original conjurer.
Release- Use this when you can no
longer afford to keep an icon impris-
oned or no longer need to .
Banish- Very expensive to cast. On
the other hand, an icon you can't
defeat can be very expensive to try
to live with. And occupied power
points on elements without Adepts
make very tempting targets.
Apocalpse- This spell begins a battle
that ends the game. In that apoc-
alyptic battle, your icon's lifespan,
missile power, and missile speed de-
pend on your magical energy, icons
remaining, and Adepts left, respect-
ively. Use to put hopelessly over-
whelmed enemy out of his or her
misery or as an act of suicidal
desperation.
COMBAT TIPS
Attack Methods- On the battleground
icons hurl, hammer, flame, sing,
fling stare and otherwise harass the
enemy in whatever direction you move
the joystick while simultaneously
pressing the button. (See the hints
under attack styles below for some
exceptins and variations.) The life-
lines at eather end of the arena
indicate the current lifespan (health
/strenght) of the two battling icons.
When an icon is wounded, its matching
lifeline is reduced. When its life-
line is gone, the icon is dead, the
battle over. IMPORTANT: Except for
the Juggernaut and the Wraith, you
cannot move icons while pressing the
joystick button.
The Attack Interval- Combat is fast
but you can't just fire away as
rapidly as you finger twitches. It
takes a moment after all to conjure
a whirlwind or generate a tidal wave.
At the exact moment your joystick
button can launch another attack, the
computer rings a bell-a high note for
Order, a lower one for Chaos.
Attack Styles- Each icon is most eff-
ective when its special strenghts and
weakenesses are understood and ex-
ploited. You will mostlly learn what
you need to know painfully, on the
battleground. The hints below are
intended only to help you begin think
ing about how to use the 6 icons
which have the most unusual attack
styles.
1. Adept missiles can be steered as
long as you hold the button down. Of
course, Adepts cannot move as long as
the button is down. Nothing comes
free.
2. The Gorgon does not wound; it
paralyzes. After every hit from a
Gorgon's eye beam, an icon moves more
slowly. When it can no longer move,it
dies.
3. Wraiths are not nice. They are in-
visible except when they're trying to
hurt you (and to 'reload'). They can
move even while they attack. Their
circular attack aura steals the life
force from all caught in it. Wraiths
can leave battles stronger than they
entered them. They can be devastating
in the hands of the skillfull.
4. When the Firebird explodes it can-
not be hurt nor can it move. But un-
like Archon's Phoenix, you can end
the explosion early by releasing the
button.
5. Sirens don't have to aim. Press
the button and they start singing
and their opponents start dying. If
you're attacked by one, don't waste
time wondering what to do or the
problem will be solved for you.
6. Juggernauts are in effect their
own missiles. In 'missile' mode, they
only travel in straight lines and
they are invulnerable- except to the
song of the Siren.
SPECIAL KEY COMMANDS
f3- to select one or two player game
f5- to choose who goes first, light
or dark
f7- to start the game
To restart- Press Q to return you to
the opening Board Screen and the
pre-game menu. This is also how you
stop a computer demonstration.
Restore- to return to title screen
Run-Stop- To pause or resume game
play.
|
Intro
Ailanthus Tree: Login | Users | Commands | Messages | Chat | Hang
Magpie BBS: Messages | Users | Commands
Misc BBSes: Aerogram | Bonsai Tree | Mofo | NYCENET | Riverdale | Misc Messages
ASCII Art: Nude | Jane | Femme | Spock | Kirk | Nixon
Game Docs: Archon II | Breakdance | Bruce Lee | Cutthroats | Dallas Quest | Deadline | Flight Sim 2
Hitchhikers Guide | Incredible Hulk | Infidel | Kennedy Approach | Mask of the Sun | M.U.L.E.
Pastfinder | Pinball Construction Set | Raid on Bungeling Bay | Raid over Moscow | Rescue on Fractalus
Seven Cities of Gold | Sonar Search | Spy vs Spy | Whistler's Brother
Util Docs: Blitz Compiler | Designer's Pencil | Easy Script | Kwik-Write | Micromon
Movie Maker | Paperclip | Perspectives | Wordpro 3 Plus/64 | Wolfenstein
Philes: 1541 Alignment | 976 Numbers | Mainframes | Sysops' Bible
Drugs | Knock-Out Drops | Lock Picking | Radar Jamming | Thermite
|
Copyright © 2023 by Kim Moser (email) |
Last modified: Fri 02 February 2007 13:23:42 |