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Manual
Archon: The Light and the Dark 1985, Electronic Arts

Archon: The Light and the Dark - Manual

THE GAME.  ARCHON depicts the eternal struggle between Light and Darkness
as a contest of action and strategy between opposing forces wrought from
myth and legend.  The Light Side and the Dark Side are equal in number,
balanced in strength, but not identical. Their aim, however, the same,
conquest of the five "power points" or the elimination of the opposite side.

ICONS. The various fantastic creatures at your command are represented
by specific images - "icons" - stylized pictures of knights, goblins,
manticores, and the like.

THE TWO SCREENS. ARCHON is played on two screens. On one - the strategy
screen - you and your opponent take turns maneuvering your icons into
favorable positions. When you place an icon on a square already occupied
by one of your opponent's icons, the game shifts temporarily to the second
screen display, the combat arena.

HOSTILITIES.  In old-fashioned and - admit it - somewhat dull board games
(chess backgammon, and their ilk), the "defending" piece gets removed
quietly from the board and the "attacker" wins the "battle" - and the
square - without a blow being struck.
     In ARCHON, we do not allow such docility, such rank defeatism on the
part of the defender. No! If you want that square, you have to fight for
it! When you try to occupy a square held by the enemy, the disputed square
expands to fill the entire screen...and then, in the words of a certain
orange-skinned monster of comic book fame, "IT'S CLOBBERIN' TIME".

INITIAL STRATEGY SCREEN

THE LUMINOSITY CIRCLE.  ARCHON's strategy screen changes.  While some
squares are always white or always black, others - "luminance" squares
(marked with a sextagon) - vary in brightness throughout the game in a
simple patter: black - dark - barely dark - barely light - light - white...
and reverse. Back and forth, throughout the game, the cycle continues, the
luminance shifting after every other turn.

POWER POINTS. The five "power points" are indicated on the screen by
flashing read symbols. Icons on power points heal faster than usual and
are protected from the effects of magic spells. If your icons occupy all
five power points you win the game.

MOVEMENT. If the hallow square of "frame" is on your side, it's your turn.
(Simple eh?) Use your joystick to move the frame atop the icon you want.
Once you push the button to confirm your choice, you must move that icon
somewhere. (If an icon has nowhere to go, the computer will not allow you
to "pick it up".). Once you move the icon to its destination (again, with
the joystick), push the button again, and the obedient image will freeze
in place.
     Movement comes in three flavors: ground, fly, and teleport. Ground
movers cannot move through occupied squares; fliers are restricted only
in where they land. Fliers can also move diagonally, ground icons cannot.
Only the Wizard and the Sorceress and teleport, but for practical purposes
you can think of them as fliers in disguise.
     On any turn, you can move an icon as far as its range allows in any
direction or combination of directions. It can stop on any square not
already occupied by one of your own icons.
     Note: If you change your mind while maneuvering a ground mover, you
must backtrack. Otherwise, the computer, being very literal minded, will
assume you are trying to extend your move unlawfully,

THE COMBAT ARENA

COMBAT. Action in the combat arena is immediate and simultaneous; there
is no taking turns. Joysticks direct movement of the icons. Pressing the
button initiates an attack - swinging the sword, firing an arrow, casting
a fireball - in the direction the joystick is pointed. You can attack or
move in any of eight directions: up, down, left, right, and the four
diagonals. Important: your icon cannot move while the button is pressed.
    Combat is of three general types. Knights and Goblins are sword swingers
and club wielders; they must be very near an opponent to inflict damage.
    The Banshee and the Phoenix inflict damage in a circular area around
themselves; the longer the opposing icon is in that circle, the greater
the damage it sustains. Such "area" attacks need not be aimed.
    All the other icon "throw" missiles of some sort and can, consequently,
do damage from a considerable distance. See the Quick Reference Card for
a detailed comparison of the speed ("Attack Speed") of a damage done
("Attack Force") by the different missiles.

THE ATTACK INTERVAL.  While combat is fast and furious, you can't just
fire away as fast as your finger twitches. It takes a moment to raise a
sword into position to strike; longer to conjure even a fast fireball;
and the better part of two whole seconds (!) to rip a boulder out of the
ground and lift it high enough to throw.
     Pushing the button before your icon is ready to strike will accomplish
nothing - except to keep your icon from moving. At the exact instant you
can launch another attack, the computer rings a bell - a high note for the
Light Side, a lower one for the Dark Side - to let you know.

BARRIERS. The obstacles or barriers in the arena go through luminosity
cycles of their own. Be careful; they can be as tricky as an opponent!
     Normally, a barrier is impenetratable. However, when its cycle changes
a barrier's luminance to exactly match the color of the background, the
barrier disappears...for a few seconds. You can walk over it, shoot past
it, anything. It's gone.
     Furthermore, for a few seconds before a barrier vanishes and after
it reappears, you can walk or fire a missile through it, but you (or the
missile) will be slowed down.
     If this seems at all confusing, just remember that the more solid
a barrier looks, the more solid it is. If you have any doubts, avoid the
barrier entirely - and get out of the way of oncoming missiles.

LIFE, DEATH, AND WOUNDS. The "lifelines" at either end of the arena indicate
the current lifespan (health/strength) of the two battling icons. When an
icon is wounded, its matching lifeline is reduced in proportion to the
severity of the wound. When its lifeline is gone, the icon is "dead" and
combat is over.
     A victorious icon returns to the strategy screen in control of the
disputed square. However, a seriously wounded icon is easier to defeat the
next time it is forced to fight. Even the strongest icon can be worn down
by waves of attackers.
     On the strategy screen, wounded icons are healed slowly by the simple
passage of time, more quickly, by resting on a power point; or instantly
and completely, by a Heal spell.

MAGIC SPELLS

Magic is arguable the most significant strategic element in ARCHON. Only
the two mages (magicians) - the Wizard and the Sorceress - can cast spells,
and each mage can cast each spell only once. While the spells are powerful,
they have one drawback: each spell weakens the mage casting it, leaving the
mage progressively less able to defend itself against direct attack.
    A spell may cast instead of a regular move on the strategy screen.
Simply move the frame atop your mage, as if you were going to move it.
Push the button, and the usual message appears. Without moving the icon,
however, just push the button again, and you will get a new message:
"SELECT YOUR SPELL".
     Push the joystick up or down to survey the spells still available,
and push the button when you find the one you want. If further actions on
your part are required, additional messages will direct you appropriately.
     Remember that you can't conjure the same spell more than once, and
you can't cast a spell against power points or icons on them.
Details are given below.

TELEPORT

EFFECT: This spell moves - teleports - any one of your icons any distance
from one square on the strategy screen to another.

ACTIONS REQUIRED: After selecting the spell, move the frame to the icon
you want; push the button; and then move the icon to its destination -
just as if it were a normal move.

RESTRICTIONS: You cannot move an enemy icon. You cannot move onto a square
already occupied by one of your own icons (as usual). You cannot teleport
onto or off a power point. You cannot teleport an imprisoned icon.
(See IMPRISON).

ADDITIONAL NOTE: Do not confuse this spell with a mage's normal three
square movement. That is minor magic, on the same order as casting fireballs,
and is not bound by the restrictions of the seven major spells.

HEAL

EFFECT: This spell instantly heals any icon of all wounds it has sustained
in the combat arena.

ACTIONS REQUIRED: After selecting the spell, move the frame to the wounded
icon, and push the button.

RESTRICTIONS: You cannot heal an icon resting on a power point. You can
"heal" an already healthy icon, but why bother.

SHIFT TIME

EFFECT: Two effects are possible. Most often, the spell reverses the flow
of time: i.e., the direction of the luminosity cycle of the delta squares.
Squares that had been growing gradually darker now grow lighter - until
the cycle peaked. However, if the spell is cast when the luminosity cycle
is at either peak, SHIFT TIME will cause the cycle to shift abruptly to
the opposite extreme (from black to white, or vice versa).

ACTION REQUIRED: None after selecting the spell.

RESTRICTIONS: None

EXCHANGE

EFFECT: This spell causes any two icons on the strategy screen to
trade places.

ACTIONS REQUIRED: Move the frame to one of the icons you wish to transpose,
and push the button. Then do the same to the other icon.

RESTRICTIONS: Neither icon can be imprisoned or on a power point.

SUMMON ELEMENTAL

EFFECT: This spell allows you to attack any enemy icon with a new temporary
icon representing one of four elementals - animated spirit of the ancient
elements of earth, air, fire and water. Combat is conducted in the combat
arena as usual, except that the elemental vanishes after the battle,
win or lose.

ACTIONS REQUIRED: Once is the spell is selected and the elemental appears
on your side of the strategy screen, move it to the icon you wish to attack.
In the combat arena, direct the elemental just as you would any other icon.

RESTRICTIONS: You cannot attack an icon on a power point. You cannot direct
the elemental to a vacant square or one occupied by one of your own icons.
You cannot choose which elemental will respond to your summons.

REVIVE

EFFECT: This spell restores to the game an icon previously lost ("killed")
in combat.

ACTIONS REQUIRED: The procedure is similar to a TELEPORT spell or a normal
move, except that the revived icon comes from a special display by the side
of the strategy screen, and its destination must be a vacant square next
to the mage.

RESTRICTIONS: You cannot "revive" an icon not already dead. One of the
(initially five) squares adjoining your mage must be vacant, and you must
put the revived icon on one of those vacant squares.

IMPRISON

EFFECT: This spell keeps an icon on the strategy screen from leaving the
square. The icon can fight its attackers in the combat arena, but it cannot
be moved off its square. Important: an imprisoned mage cannot cast spells!
Imprisonment is temporary. A Dark Side icon would remain imprisoned until
the delta squares turn black; a Light Side icon would be freed when delta
squares turn white.

ACTIONS REQUIRED: Once the spell is cast, move the frame to the target
icon, and push the button.

RESTRICTIONS: You cannot imprison an icon on a power point. You cannot
imprison any icon at a time when the luminosity cycle would automatically
free it.

CEASE CONJURING

This is not a spell; it is a way to avoid casting a spell if you
miscalculate. If you change your mind while selecting a spell, or if the
spell you want is unavailable or canceled, you may push the button when
CEASE CONJURING is displayed. This will allow you to start your turn over.

THE OPPOSING FORCES

LIGHT SIDE

THE WIZARD:  An ancient man of vast supernatural power, the WIZARD is
the leader of the Light Side. In battle, the WIZARD casts devastating
balls of fire. He rarely ventures from the safety of his home power
point, however, and is more commonly used to cast one of the seven
spells (See MAGIC SPELLS).

THE UNICORN:  Resembling a great white horse with the tail of a lion and
a sharp, spiral horn set at its brow, the UNICORN is swift and agile.
The beautiful creature can fire blinding blots of energy from its
magical horn.

THE ARCHERS: The ARCHERS are fearless Amazon warriors of legendary skill
with their fine, whitewood bows. They are endowed with magical quivers
that can never be emptied.

THE GOLEM: A GOLEM is an artificial being shaped from a stone and gleaming
metal, and animated by magic. Roughly man-shaped, it is hugh, twice the
height of a man. Its weapons are boulders ripped from the earth and hurled
with devastating force.

THE VALKYRIES: VALKYRIES are beauteous blonde war maidens from the legions
of Valhalla. Each of these ferocious females is endowed with two great
magical gifts: first the ability to stride the air as if it were solid
ground; and, second an enchanted spear, which, when thrown, returns to
her hand of its own accord.

THE DJINNI: The DJINNI is a magical being from another dimension, a plane
of tempest and storm. In form he is a hugh, superbly muscled man whose body
is partly flesh and partly swirling currents of air. A cousin to the wind
itself, the DJINNI can raise a small tornado with a gesture and control
it with a thought.

THE PHOENIX: The PHOENIX is a flaming bird of immense size and power. In
battle it can explode into a seething mass of fire, scorching anyone on
the perimeter of the blaze and burning severely any enemy unfortunate
enough to be caught near the incandescent core. Not only is the PHOENIX
unscathed by its own flames, but, while undergoing its fiery metamorphosis,
it cannot be harmed by any attack known.

THE KNIGHTS:  The KNIGHTS are foot soldiers armed and armored against foes
far larger than themselves. Although they cannot withstand more than one
blow from many of their enemies, they need not be mere cannon (or dragon)
fodder. Provided they are swift and clever, their speed of attack gives
them a chance to survive and triumph.

DARK SIDE

THE SORCERESS: The equal of the old WIZARD only in power, the eternally
young and ever beautiful SORCERESS is his counterpart in all ways. Her
lightning bolts are swifter and surer than his fireballs, if a shade
less potent. Fierce in battle but safest on the black power point, she
is most often used to cast the seven spells (See MAGIC SPELLS).

THE BASILISK: The BASILISK is a small, crested reptile with a scaly body
of a lizard and the bulbous glowing eyes of a gorgon. Although it is
relatively short-lived, the beast's quick movements and deadly glance make
it a terrifying opponent.

THE MANTICORE:  The MANTICORE resembles a large golden lion with a human
face and a scorpion's thorny tail. This nasty appendage bristles with
great quills like spikes, which the fell beast can fling over its head
with surprising accuracy.

THE TROLL:  A dweller in caves and dark places, the misshapen TROLL is a
shambling giant, dull but strong, clumsy but hard to slay. Like the GOLEM,
it carriers no ready-made weapons; instead, it seizes boulders,
tree trunks - whatever comes to hand - and catapults the massive objects
at its enemies.

THE SHAPESHIFTER: The SHAPESHIFTER is a doppleganger, a demonic creature
without true shape or form, save what it steals from its enemies. In battle
it becomes the mirror image of its opponent, strongest on squares where
its enemy is weakest, turning the enemy's powers against itself. It has
no fixed lifespan; all wounds that do not prove fatal will heal as soon
as it assumes a new form.

THE DRAGON: The DRAGON, a monstrous serpentine reptile, is without peer
in the combat arena. One gout of its flaming breath will kill many creatures,
and a second blast is almost always fatal. Highly mobile and very difficult
to slay, its awesome powers make it second in value only to the Sorceress.

THE BANSHEE: The BANSHEE is an undead spirit that feeds off the souls of
her opponents, a ghostly apparition that attacks with her keening wail,
draining the life from anyone in range of the sound (the shaded area around
her). Prolonged exposure to the terrifying shriek can be fatal.
THE GOBLINS:  GOBLINS are hideous dwarves, twisted of limb and misshapen
of feature, unfriendly and often violent. Their mutual antagonism is kept
in check only by the powers of the Sorceress. On dark ground their gnarled
clubs are more than a match for the swords of the Knights and if well-directed
they can bring down the most potent of enemies.

PLAYING HINTS

STRATEGY SCREEN: OPENINGS
CONSERVATIVE OPENINGS. This involves moving your unfavorably located icons
onto more favorable squares (white squares for Light icons, black squares
for Dark icons). The idea is to establish a strong, balanced position early
on. Since the corner icons (the Valkyrie/Banshee) are mobile and especially
vulnerable to magical attack (via the Summon Elemental or Teleport spells),
these are often the first to be moved. Being a ground-mover, the Unicorn/Banshee
will be stuck on the "wrong" square until you clear an escape route, either
directly by moving the Knight/Goblin in front of it or indirectly, and more
slowly, by moving other Knights/Goblins and then adjacent icons in the back
rank.
MAGICAL ASSAULT ("BIG JUJU" OR "MAJOR MANA" OPENING). The aim here is to wipe
out the strongest enemy icon right off the bat, before it can do any harm.
This is most easily done with a combination of spells: Imprison, Summon
Elemental, Teleport, and if needed, Reverse Time. The first spell holds the
victim immobile while you attack with an elemental and then one of your
strongest icons teleported across the board. Shift Time may be used to
prevent the imprisoned icon from getting away before you can finish it off.
MONSTER ROMP. This is risky but fun and sometimes surprisingly effective.
Just fly or teleport one of your strongest icons (the DJINNI/DRAGON or
PHOENIX/SHAPESHIFTER) to the other side of the board, and take it on a
rompin' stompin' tour of all the occupied squares unfavorable to the icons
stuck on them. This procedure tends to throw new players into a panic,
which is always helpful. More experienced players will either imprison the
attacker or counter with a monster romp of their own. Rapid attrition on
both sides follows such a counterattack.

STRATEGY SCREEN: GENERAL HINTS
STAY ON YOUR COLOR! The effect of a square's luminance on the life of your
icon is large - often as much as 50%. Attack on unfavorable squares only
if you have an overwhelming superiority over the defending icon.
PLAN AHEAD. Most successful attacks require more than one move to execute.
Before taking a square consider what you will do afterwards.  What icon
will continue the assault if the first attacker dies?
AVOID TRAFFIC JAMS. Make openings in your front line for ground-movers to
pass.  The greater your force's mobility, the greater flexibility and
strength.
PROTECT YOUR MAGE! The Wizard/Sorceress may be a tough hombre in the combat
arena, but doom is nigh should you lose your mage early in the game. Since
power points are immune to magic spells, it is a wise idea to keep your
Wizard/Sorceress at home.

STRATEGY SCREEN: SPELLS
TELEPORT: This spell is handy for tossing a slow or unfavorably placed
icon into your opponent's back rank to raise a ruckus. Alternatively, you
can teleport a wounded icon out of danger.
HEAL: Never heal the Shapeshifter! Since it regenerates completely between
battles, the spell would be wasted.
SHIFT TIME: Use this spell to prolong an imprisonment by reversing the flow
of time before the luminance cycle peaks, free the enemy icon. Conversely,
especially if you are playing second, you can free your own imprisoned icon
early by casting the spell at the opposing luminosity peak: in that case,
the cycle will jump to your peak, and your icon will be freed. A more strategic
use of the spell could allow you to make a concerted attack on the power
points - and possibly win the game - by keeping the luminance favorable.
EXCHANGE: An enemy advance can be frustrated temporarily by exchanging a
menacing intruder (e.g. an opposing Dragon/Djinni) in your territory with
a weaker icon (a Goblin/Knight) from your opponent's rear ranks.
SUMMON ELEMENTAL: Since elementals are neutral beings, unaffected by changes
in luminance, they are well suited to attacking an annoying enemy icon that
remains on squares favorable to it. The spell is also de rigueur against
mages that venture from their home power points.
REVIVE: Revive only strong icons. Also, avoid placing a revived icon on an
unfavorable square, or it may die again immediately.
IMPRISON: The real trick with this spell is timing, coupled with Shift Time,
if necessary, prolong the effect. Imprison a threatening intruder to blunt
an attack, or immobilize a strong icon on a delta square; then attack when
the luminance cycle is most favorable.

TIPS ON STRATEGY

COMBAT ARENA: GENERAL HINTS
DON'T MOVE IN STRAIGHT LINES. Monsters are tricky; you should be too. Dodge
and weave. Don't become predictable.
HIT AND RUN. Don't just fire a shot and then sir there waiting for a retaliatory
strike. Take your finger off the button immediately after firing, and boogie
on out of there! If you hit something, it can probably hit you.
USE DIAGONAL SHOTS! Although difficult to master 45 degree - angle shots will
improve your performance dramatically. Few players manage consistent diagonals.
TRAP YOUR OPPONENT IN A CORNER. This is especially helpful for sloggers with
slow, easily dodged missiles and for the poor infighters (Knights/Goblins).
FEINT! Trick your opponent into attacking by moving into the line of fire
momentarily. Then, in the interval before the enemy icon can attack again,
close in and loose your own attack.
CONFUSE YOUR OPPONENT. When at close range, dodge back and forth to keep from
being nailed. This is especially important when you cannot afford an exchange
of blows and is vital for a Knight/Goblin.
KNOW YOUR ICON'S STRENGTHS AND WEAKNESSES. Different icons require different
tactics - sometime radically different - and the nature of your immediate
enemy should also affect your course of action.

COMBAT ARENA: THE ICONS
WIZARD. Avoid using the Wizard in combat unless attacked. In a fight, approach
mid-range but no closer. Stay in the open; fireballs are easily stopped by
barriers.
SORCERESS. Avoid combat if possible! The speed of her lightening bolts makes
the Sorceress effective at long range. Play defensively, and use the barriers
to trap an enemy long enough to zap it.
UNICORN/BASILISK. Speed and distance are their prime weapons. Never close,
especially if the opponent is in the open. Try to use lines of barriers as
alleys for fire.
ARCHER. The Archer's arrows are not fast, so she must get fairly close to
ensure a hit. Slower targets, of course, allow greater range.
GOLEM/TROLL. The advantages of these slow-moving creatures are their long
lives and deadly attacks. (Those boulders hurt!) Since the rocks travel slowly,
the Golem/Troll must get close to the enemy. Be aggressive!
DJINNI/DRAGON. You have power to spare here, so be brazen in attack. Avoid
possible entanglements of cluttered terrain when fighting an icon with a
fast attack.
VALKYRIE. The Valkyrie is basically a tougher archer with a more damaging but
slower moving attack. Use similar tactics.
PHOENIX. Get close - the closer the better. Trap fast foes in corners. Avoid
firing alleys, and use the explosive attack defensively when necessary to
keep from being hit never sit still when vulnerable.
SHAPESHIFTER. The success of this icon is solely dependent on the proper
battleground. Avoid white squares like the plague! Ignore the Knights. (Why
take a chance on getting killed for so small a prize?)  Attack strong icons
on black or dark squares.
MANITCORE. This beast has the advantage of a broader attack than its counterparts,
especially on diagonals. Be bold against weak opponents, but remain at mid-range
when fighting more dangerous adversaries.
BANSHEE. The Banshee requires - and rewards - great skill; she is worth the
extra effort needed. Stay out of firing lines until the moment of attack;
then come in from the side, where the area of effect is greatest. Release the
joystick button immediately after pressing it, and follow the opponent closely
to prolong the exposure to the scream. Avoid the Golem (sometimes known as
"the Banshee Curse").
KNIGHT/GOBLIN. Where these infighters are concerned, he who hesitates....is
dog food.  Move quickly but erratically. Get in close and stay there! Dodge
back and forth or circle your enemy to avoid return fire and fluster your
opponent. Never stand still, and attack constantly. In a Knight-Goblin conflict,
use feints and stop thrusts. Accept an exchange of blows only if you have a
significant luminosity advantage.
ELEMENTALS. The four elementals are quite different from one another. The Earth
elemental should be played like a Golem/Troll which it greatly resembles. Of
the other three, Fire has the fastest and most damaging attacks, and Water the
longest lifespan. Tactically, you can think of Fire as a Wizard, Air as an Archer,
and Water as a Manticore. REgardless  of which elemental you have, however, be
aggressive!!!! Remember that it wounds don't matter, since it will not outlast
the battle, anyway.

COMMAND SUMMARY

Notice: This product requires Kickstart version 1.1.
To Start: Kickstart your Amiga and then insert your Archon disk in the
internal drive. It will boot automatically. If your Amiga is already up and
running, insert your Archon disk and "warm boot". Pressing the SPACEBAR during
the introductory screen takes you to the introduction of the icon; pressing
it again by passes the rest of the introduction and takes you directly to the
Main Menu.
Main Menu: Select Main Menu choices with the joystick plugged into Port #2.
As you move the joystick, the selection arrow moves from box to box. Make your
selection by pressing the joystick button when the arrow is in the appropriate
box.

Options: Choose from the following options for each side:

     Human: Human makes all moves for that side.
     Computer: Computer makes all moves for that side.
     Cyborg: Human player makes the moves on the strategy board, while the
computer controls combat on the battleground. You can override the computer
by pressing the joystick button when prompted, before the battle begins.
Handcapping: The greater the difference in rank between the two players, the
greater the higher ranked player's handicap. A handicapped player's icons and
missiles move more slowly, and the missiles take longer to reload. For the
maximum possible handicap, the weaker player should choose Beginner and the
stronger player Advanced.

Start Play: To start play with the Light side moving first, move the selection
arrow into the Left (Light) Start box and press and release the joystick button.
Conversely, to start play with the Dark side moving first, press the joystick
button with the selection arrow the Right (Dark) Start box. If you make no choice,
the computer will play a demonstration game.
Joystick Control: If you are playing against the computer, plug your joystick
in Port #2. For a two-player game, you will need two joysticks. In that case,
Port #1 controls the Light Side and Port #2 controls the Dark Side.

MOVING
1. Strategy. Use your joystick to move icons and frames, and press the button
to start and finish moves. If you change your mind about moving a particular
icon on the strategy board, just move it back to the square you picked it up
from, and press the button.  You can then start your turn over by picking up
another icon.
2. Combat. Use the following instructions for each icon:

     Knight or Goblin: Move the joystick toward the enemy and press the button
to swing your weapon.
     Banshee: Press button to initiate attack. Banshee can move while screaming.
     Phoenix: Press button to initiate attack. Phoenix cannot move until the
explosion is over.
     All Others: Move joystick in the direction your wish to fire, and then
press button to fire.
Note: Because of the 3-D simulation on the battlefield, a "hit" on the lower
portion of an icon is likely to pass harmlessly in front of it. For best results,
aim at the upper portion of the icon.
Pausing or Quitting: During play, pressing the SPACEBAR at any time pauses the
game. Resume play by pressing it a second time. Pressing Q (for "Quit") ends
the game and returns you to the Main Menu.

ARCHON -- QUICK REFERENCE CARD
The Opposing Forces -- Light Side

     WIZARD                             VALKYRIE
MOVEMENT: Teleport-3               MOVEMENT: Fly-3
SPEED: Normal                      SPEED: Normal
ATTACK MODE: Fireball              ATTACK MODE: Magic Spear
ATTACK FORCE: Great                ATTACK FORCE: Moderate
ATTACK SPEED: Medium               ATTACK SPEED: Slow
ATTACK INTERVAL: Average           ATTACK INTERVAL: Average
LIFESPAN: Average                  LIFESPAN: Average
NUMBER ON SIDE: 1                  NUMBER ON SIDE: 2
     UNICORN                            DJINNI
MOVEMENT: Ground-3                 MOVEMENT: Fly-4
SPEED: Normal                      SPEED: Normal
ATTACK MODE: Energy Ball           ATTACK MODE: Whirlwind
ATTACK FORCE: Moderate             ATTACK FORCE: Moderate
ATTACK SPEED: Fast                 ATTACK SPEED: Medium
ATTACK INTERVAL: Short             ATTACK INTERVAL: Long
LIFESPAN: Short                    LIFESPAN: Very Long
NUMBER ON SIDE: 2                  NUMBER ON SIDE: 1
     ARCHER                             PHOENIX
SPEED: Normal                      SPEED: Normal
ATTACK MODE: Arrow                 ATTACK MODE: Fiery Explosion
ATTACK FORCE: Minor                ATTACK FORCE: Great
ATTACK SPEED: Medium               ATTACK SPEED: Slow
ATTACK INTERVAL: Average           ATTACK INTERVAL: Long
LIFESPAN: Short                    LIFESPAN: Long
NUMBER ON SIDE: 2                  NUMBER ON SIDE: 1
     GOLEM                              KNIGHT
MOVEMENT: Ground-3                 MOVEMENT: Ground-3
SPEED: Slow                        SPEED: Normal
ATTACK MODE: Boulder               ATTACK MODE: Club
ATTACK FORCE: Great                ATTACK FORCE: Minor
ATTACK SPEED: Slow                 ATTACK SPEED: Instant
ATTACK INTERVAL: Long              ATTACK INTERVAL: Very short
LIFESPAN: Long                     LIFESPAN: Short
NUMBER ON SIDE: 2                  NUMBER ON SIDE: 7
  ARCHON -- QUICK REFERENCE CARD

The Opposing Forces

DARK SIDE

SORCERESS                            SHAPESHIFTER
MOVEMENT: Teleport-3                 MOVEMENT: FLY-5
SPEED:    Normal                     SPEED: Varies
ATTACK MODE: Lightening Bolt         ATTACK MODE: Varies
ATTACK FORCE: Moderate               ATTACK FORCE: Varies
ATTACK SPEED: Fast                   ATTACK SPEED: Varies
ATTACK INTERVAL: Average             ATTACK INTERVAL Varies
LIFESPAN: Average                    LIFESPAN: Unknown
NUMBER ON SIDE: 1                    NUMBER ON SIDE: 1

BASILISK                             DRAGON
MOVEMENT: Ground-3                   MOVEMENT: Fly-4
SPEED: Normal                        SPEED: Normal
ATTACK MODE: Eye Beam                ATTACK MODE: Fiery Breath
ATTACK FORCE: Great                  ATTACK FORCE: Very Great
ATTACK SPEED: Fast                   ATTACK SPEED: Medium
ATTACK INTERVAL: Short               ATTACK INTERVAL: Long
LIFESPAN: Short                      LIFESPAN: Very Long
NUMBER ON SIDE: 2                    NUMBER ON SIDE: 1

MANTICORE                            BANSHEE
MOVEMENT: Ground-3                   MOVEMENT: Fly-3
SPEED: Normal                        SPEED: Normal
ATTACK MODE: Tail Spikes             ATTACK MODE: Scream
ATTACK FORCE: Minor                  ATTACK FORCE: Moderate
ATTACK SPEED: Slow                   ATTACK SPEED: Instant
ATTACK INTERVAL: Average             ATTACK INTERVAL: Long
LIFESPAN: Average                    LIFESPAN: Average
NUMBER ON SIDE: 2                    NUMBER ON SIDE: 2

TROLL                                GOBLIN
MOVEMENT: Ground-3                   MOVEMENT: Ground-3
SPEED: Slow                          SPEED: Normal
ATTACK MODE: Boulder                 ATTACK MODE: Club
ATTACK FORCE: Great                  ATTACK FORCE: Minor
ATTACK SPEED: Slow                   ATTACK SPEED: Instant
ATTACK INTERVAL: Long                ATTACK INTERVAL: Very Short
LIFESPAN: Long                       LIFESPAN: Short
NUMBER ON SIDE: 2                    NUMBER ON SIDE 7
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