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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 18:23:42 |