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			%  ARCHON DOCUMENTATION  %

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			       INTRODUCTION

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THE GAME.  ARCHON depicts the eternal struggle between Light and Darkness as a

contest of action and stategy 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, is 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.  There are 18 icons - a total of eight different kinds on each

side.  None of yours are identical to any of the icons on the other side.



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 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!!!"



THE LUMINOSITY CYCLE.  ARCHON's strategy screen *changes*.  While some squares

are always white or always black, others - "luminance" squares - vary in

brightness throughout the game in a simple pattern:  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.  Your

fortunes in the game tend to ebb and flow with the luminosity cycle.  This is

because icons of the Light Side are harder to defeat on light squares than on

dark ones.  conversely, DarkSide icons are stronger on dark squares and weakest

on white ones.



POWER POINTS.  The five "power points" are indicated on the screen by flashing

red 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 hollow square or "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 can 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 comtination 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.



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 a 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 icons "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 of and damage done 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, and 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 impenetrable.  However, when its cycle changes a barrier's

luminosity 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 barriers 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 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.



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			      ARCHON - MAGIC SPELLS

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Magic is arguably the most significant strategic element of ARCHON.  Only the

two mages - 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 that mage

progressively less able to defend itself against direct attack.



A spell may be 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.



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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 NOTES:  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.



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HEAL



EFFECT:  This spell instantly heals any icon of all wounds it has sustained in

the cambat 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?



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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 would 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).



ACTIONS REQUIRED:  None after selecting the spell.



RESTRICTIONS:  None.



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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 wis h 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.



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SUMMON ELEMENTAL



EFFECT:  This spell allows you to attack any enemy icon with a new, temporary

icon representing one of four elementals-animated spirits 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 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.



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REVIVE



EFFECT:  This spell restores to the game an icon previously lost 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

squares adjoining your mage must be vacant, and you must put the revived icon

on one of those vacant squares.



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IMPRISON



EFFECT:  This spell keeps an icon on the strategy screen from leaving its

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.



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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.



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			 ARCHON - THE OPPOSING FORCES

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LIGHT SIDE



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 on of the seven spells.



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 a blinding bolt of energy from its magical horn.



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.



GOLEM.	A GOLEM is an artificial being, shaped from stone and gleaming metal,

and animated by magic.	Roughly man-shaped, it is huge, twice the height of a

man.  Its weapons are boulders ripped from the earth and hurled with

devastating force.



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.



DJINNI.  The DJINNI is a magical being from another dimension, a plane of

tempest and storm.  In form he is a huge 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 smnall tornado with a gesture and control it with a

thought.



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 severly 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.



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.



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DARK SIDE



SORCERESS.  The equal of the old Wizrd 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.



BASILISK.  The BASILISK is a small, crested reptile with the 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.



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.



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, if carries no

ready-made weapons; instead, it seizes boulders, tree trunks-whatever comes to

hand-and catapults the massive objects at its enemies.



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.



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.



BANSHEE.  The BANSHEE is an undead spirit that feeds off the souls of her

opponents, a ghastly 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.



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.





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			  ARCHON QUICK REFERENCE CHART

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THE LIGHT SIDE





WIZARD	      MOVEMENT: 	Teleport-3

	      SPEED:		Normal

	      ATTACK MODE:	Fireball

	      ATTACK FORCE:	Great

	      ATTACK SPEED:	Medium

	      ATTACK INTERVAL:	Average

	      LIFESPAN: 	Average

	      NUMBER ON SIDE:	1



UNICORN       MOVEMENT: 	Ground-4

	      SPEED:		Normal

	      ATTACK MODE:	Energy bolt

	      ATTACK FORCE:	Moderate

	      ATTACK SPEED:	Fast

	      ATTACK INTERVAL:	Short

	      LIFESPAN: 	Average

	      NUMBER ON SIDE:	2



ARCHER	      MOVEMENT: 	Ground-3

	      SPEED:		Normal

	      ATTACK MODE:	Arrow

	      ATTACK FORCE:	Minor

	      ATTACK SPEED:	Medium

	      ATTACK INTERVAL:	Average

	      LIFESPAN: 	Short

	      NUMBER ON SIDE:	2



GOLEM	      MOVEMENT: 	Ground-3

	      SPEED:		Slow

	      ATTACK MODE:	Boulder

	      ATTACK FORCE:	Great

	      ATTACK SPEED:	Slow

	      ATTACK INTERVAL:	Long

	      LIFESPAN: 	Long

	      NUMBER ON SIDE:	2



VALKYRIE      MOVEMENT: 	Fly-3

	      SPEED:		Normal

	      ATTACK MODE:	Magic spear

	      ATTACK FORCE:	Moderate

	      ATTACK SPEED:	Slow

	      ATTACK INTERVAL:	Average

	      LIFESPAN: 	Average

	      NUMBER ON SIDE:	2



DJINNI	      MOVEMENT: 	Fly3

	      SPEED:		Normal

	      ATTACK MODE:	Whirlwind

	      ATTACK FORCE:	Moderate

	      ATTACK SPEED:	Medium

	      ATTACK INTERVAL:	Average

	      LIFESPAN: 	Long

	      NUMBER ON SIDE:	1



PHOENIX       MOVEMENT: 	Fly-3

	      SPEED:		Normal

	      ATTACK MODE:	Fiery explosion

	      ATTACK FORCE:	Great

	      ATTACK SPEED:	Slow

	      ATTACK INTERVAL:	Long

	      LIFESPAN: 	Long

	      NUMBER ON SIDE:	1



KNIGHT	      MOVEMENT: 	Ground-3

	      SPEED:		Normal

	      ATTACK MODE:	Sword

	      ATTACK FORCE:	Minor

	      ATTACK SPEED:	Instant

	      ATTACK INTERVAL:	Very short

	      LIFESPAN: 	Short

	      NUMBER ON SIDE:	7



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THE DARK SIDE





SORCERESS     MOVEMENT: 	Teleport-3

	      SPEED:		Normal

	      ATTACK MODE:	Lightning Bolt

	      ATTACK FORCE:

 Moderate

	      ATTACK SPEED:	Fast

	      ATTACK INTERVAL:	Average

	      LIFESPAN: 	Average

	      NUMBER ON SIDE:	1



BASILISK      MOVEMENT: 	Ground-3

	      SPEED:		Normal

	      ATTACK MODE:	Eye beam

	      ATTACK FORCE:	Great

	      ATTACK SPEED:	Fast

	      ATTACK INTERVAL:	Short

	      LIFESPAN: 	Short

	      NUMBER ON SIDE:	2



MANTICORE     MOVEMENT: 	Ground-3

	      SPEED:		Normal

	      ATTACK MODE:	Tail spikes

	      ATTACK FORCE:	Minor

	      ATTACK SPEED:	Slow

	      ATTACK INTERVAL:	Average

	      LIFESPAN: 	Average

	      NUMBER ON SIDE:	2



TROLL	      MOVEMENT: 	Ground-3

	      SPEED:		Slow

	      ATTACK MODE:	Boulder

	      ATTACK FORCE:	Great

	      ATTACK SPEED:	Slow

	      ATTACK INTERVAL:	Long

	      LIFESPAN: 	Long

	      NUMBER ON SIDE:	2



SHAPESHIFTER  MOVEMENT: 	Fly-5

	      SPEED:		Varies

	      FORCE:		Varies

	      ATTACK SPEED:	Varies

	      ATTACK INTERVAL:	Varies

	      LIFESPAN: 	Unknown

	      NUMBER ON SIDE:	1



DRAGON	      MOVEMENT: 	Fly-4

	      SPEED:		Normal

	      ATTACK MODE:	Fiery breath

	      ATTACK FORCE:	Very great

	      ATTACK SPEED:	Medium

	      ATTACK INTERVAL:	Long

	      LIFESPAN: 	Very long

	      NUMBER ON SIDE:	1



BANSHEE       MOVEMENT: 	Fly-3

	      SPEED:		Normal

	      ATTACKMODE:	Scream

	      ATTACK FORCE:	Moderate

	      ATTACK SPEED:	Instant

	      ATTACK INTERVAL:	Long

	      LIFESPAN: 	Average

	      NUMBER ON SIDE:	2



GOBLIN	      MOVEMENT: 	Ground-3

	      SPEED:		Normal

	      ATTACK MODE:	Club

	      ATTACK FORCE:	Minor

	      ATTACK SPEED:	Instant

	      ATTACK INTERVAL:	Very short

	      LIFESPAN: 	Short

	      NUMBER ON SIDE:	7

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Enjoy!