ARCHON THE 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
