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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


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Last modified: Fri 02 February 2007 13:23:42