_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

ARCHON II

FILE INFORMATION

FILENAME(S): ARCHON II

FILE TYPE(S): SEQ

FILE SIZE: 8.2K

FIRST SEEN: 2025-11-30 18:12:25

APPEARS ON: 1 disk(s)

FILE HASH

a44212c29140da8371f8053636b79b62c5a5f3b096e59757c3e4a9f8b91fe5b6

FOUND ON DISKS (1 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
D01B ARCHON II SEQ Sailor, Ganheden 23 15 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00000C90: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
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00000CF0: 49 54 20 48 41 53 20 45  4E 4F 55 47 48 20 45 4E  |IT HAS ENOUGH EN|
00000D00: 45 52 47 59 20 46 4F 52  2E 20 D3 49 4D 50 4C 59  |ERGY FOR. .IMPLY|
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00000D20: 45 20 C1 44 45 50 54 20  57 49 54 48 20 54 48 45  |E .DEPT WITH THE|
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00000D40: 45 20 42 55 54 54 4F 4E  20 41 47 41 49 4E 2E 20  |E BUTTON AGAIN. |
00000D50: C9 4E 53 54 45 41 44 20  4F 46 20 43 41 4E 43 45  |.NSTEAD OF CANCE|
00000D60: 4C 4C 2D 0D 20 49 4E 47  20 59 4F 55 52 20 C1 44  |LL-. ING YOUR .D|
00000D70: 45 50 54 27 53 20 4D 4F  56 45 2C 20 54 48 49 53  |EPT'S MOVE, THIS|
00000D80: 20 41 43 54 49 4F 4E 20  20 20 0D 20 50 52 4F 44  | ACTION   . PROD|
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00000DA0: 27 D3 C5 CC C5 C3 D4 20  D9 CF D5 D2 20 D3 D0 C5  |'...... .... ...|
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00001330: 20 20 20 20 20 20 20 20  20 20 20 D4 C8 C5 20 D3  |           ... .|
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00001920: 41 4C 59 50 54 49 43 20  42 41 54 54 4C 45 2C 20  |ALYPTIC BATTLE, |
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000019A0: 41 4E 44 20 C1 44 45 50  54 53 20 4C 45 46 54 2C  |AND .DEPTS LEFT,|
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00001A60: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00001A70: 20 20 20 20 20 20 20 20  20 20 20 20 20 0D 20 20  |             .  |
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00001B20: 20 49 4E 20 57 48 41 54  45 56 45 52 20 44 49 52  | IN WHATEVER DIR|
00001B30: 45 43 54 49 4F 4E 20 59  4F 55 20 4D 4F 56 45 20  |ECTION YOU MOVE |
00001B40: 0D 20 54 48 45 20 4A 4F  59 53 54 49 43 4B 20 57  |. THE JOYSTICK W|
00001B50: 48 49 4C 45 20 53 49 4D  55 4C 54 41 4E 45 4F 55  |HILE SIMULTANEOU|
00001B60: 53 4C 59 20 20 20 20 0D  20 50 52 45 53 53 49 4E  |SLY    . PRESSIN|
00001B70: 47 20 54 48 45 20 42 55  54 54 4F 4E 2E 20 28 D3  |G THE BUTTON. (.|
00001B80: 45 45 20 54 48 45 20 48  49 4E 54 53 20 20 0D 20  |EE THE HINTS  . |
00001B90: 55 4E 44 45 52 20 41 54  54 41 43 4B 20 53 54 59  |UNDER ATTACK STY|
00001BA0: 4C 45 53 20 42 45 4C 4F  57 20 46 4F 52 20 53 4F  |LES BELOW FOR SO|
00001BB0: 4D 45 20 20 20 0D 20 45  58 43 45 50 54 49 4E 53  |ME   . EXCEPTINS|
00001BC0: 20 41 4E 44 20 56 41 52  49 41 54 49 4F 4E 53 2E  | AND VARIATIONS.|
00001BD0: 29 20 D4 48 45 20 4C 49  46 45 2D 20 0D 20 4C 49  |) .HE LIFE- . LI|
00001BE0: 4E 45 53 20 41 54 20 45  41 54 48 45 52 20 45 4E  |NES AT EATHER EN|
00001BF0: 44 20 4F 46 20 54 48 45  20 41 52 45 4E 41 20 20  |D OF THE ARENA  |
00001C00: 20 20 20 0D 20 49 4E 44  49 43 41 54 45 20 54 48  |   . INDICATE TH|
00001C10: 45 20 43 55 52 52 45 4E  54 20 4C 49 46 45 53 50  |E CURRENT LIFESP|
00001C20: 41 4E 20 28 48 45 41 4C  54 48 0D 20 2F 53 54 52  |AN (HEALTH. /STR|
00001C30: 45 4E 47 48 54 29 20 4F  46 20 54 48 45 20 54 57  |ENGHT) OF THE TW|
00001C40: 4F 20 42 41 54 54 4C 49  4E 47 20 49 43 4F 4E 53  |O BATTLING ICONS|
00001C50: 2E 0D 20 D7 48 45 4E 20  41 4E 20 49 43 4F 4E 20  |.. .HEN AN ICON |
00001C60: 49 53 20 57 4F 55 4E 44  45 44 2C 20 49 54 53 20  |IS WOUNDED, ITS |
00001C70: 4D 41 54 43 48 49 4E 47  0D 20 4C 49 46 45 4C 49  |MATCHING. LIFELI|
00001C80: 4E 45 20 49 53 20 52 45  44 55 43 45 44 2E 20 D7  |NE IS REDUCED. .|
00001C90: 48 45 4E 20 49 54 53 20  4C 49 46 45 2D 20 20 0D  |HEN ITS LIFE-  .|
00001CA0: 20 4C 49 4E 45 20 49 53  20 47 4F 4E 45 2C 20 54  | LINE IS GONE, T|
00001CB0: 48 45 20 49 43 4F 4E 20  49 53 20 44 45 41 44 2C  |HE ICON IS DEAD,|
00001CC0: 20 54 48 45 20 20 0D 20  42 41 54 54 4C 45 20 4F  | THE  . BATTLE O|
00001CD0: 56 45 52 2E 20 C9 CD D0  CF D2 D4 C1 CE D4 3A 20  |VER. .........: |
00001CE0: C5 58 43 45 50 54 20 46  4F 52 20 20 20 0D 20 54  |.XCEPT FOR   . T|
00001CF0: 48 45 20 CA 55 47 47 45  52 4E 41 55 54 20 41 4E  |HE .UGGERNAUT AN|
00001D00: 44 20 54 48 45 20 D7 52  41 49 54 48 2C 20 59 4F  |D THE .RAITH, YO|
00001D10: 55 20 20 20 0D 20 43 41  4E 4E 4F 54 20 4D 4F 56  |U   . CANNOT MOV|
00001D20: 45 20 49 43 4F 4E 53 20  57 48 49 4C 45 20 50 52  |E ICONS WHILE PR|
00001D30: 45 53 53 49 4E 47 20 54  48 45 20 0D 20 4A 4F 59  |ESSING THE . JOY|
00001D40: 53 54 49 43 4B 20 42 55  54 54 4F 4E 2E 20 20 20  |STICK BUTTON.   |
00001D50: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00001D60: 20 20 0D 20 D4 48 45 20  C1 54 54 41 43 4B 20 C9  |  . .HE .TTACK .|
00001D70: 4E 54 45 52 56 41 4C 2D  20 C3 4F 4D 42 41 54 20  |NTERVAL- .OMBAT |
00001D80: 49 53 20 46 41 53 54 20  20 0D 20 42 55 54 20 59  |IS FAST  . BUT Y|
00001D90: 4F 55 20 43 41 4E 27 54  20 4A 55 53 54 20 46 49  |OU CAN'T JUST FI|
00001DA0: 52 45 20 41 57 41 59 20  41 53 20 20 20 20 20 20  |RE AWAY AS      |
00001DB0: 0D 20 52 41 50 49 44 4C  59 20 41 53 20 59 4F 55  |. RAPIDLY AS YOU|
00001DC0: 20 46 49 4E 47 45 52 20  54 57 49 54 43 48 45 53  | FINGER TWITCHES|
00001DD0: 2E 20 C9 54 20 20 20 0D  20 54 41 4B 45 53 20 20  |. .T   . TAKES  |
00001DE0: 41 20 4D 4F 4D 45 4E 54  20 41 46 54 45 52 20 41  |A MOMENT AFTER A|
00001DF0: 4C 4C 20 54 4F 20 43 4F  4E 4A 55 52 45 20 0D 20  |LL TO CONJURE . |
00001E00: 41 20 57 48 49 52 4C 57  49 4E 44 20 4F 52 20 47  |A WHIRLWIND OR G|
00001E10: 45 4E 45 52 41 54 45 20  41 20 54 49 44 41 4C 20  |ENERATE A TIDAL |
00001E20: 57 41 56 45 2E 0D 20 C1  54 20 54 48 45 20 45 58  |WAVE.. .T THE EX|
00001E30: 41 43 54 20 4D 4F 4D 45  4E 54 20 59 4F 55 52 20  |ACT MOMENT YOUR |
00001E40: 4A 4F 59 53 54 49 43 4B  20 20 20 20 0D 20 42 55  |JOYSTICK    . BU|
00001E50: 54 54 4F 4E 20 43 41 4E  20 4C 41 55 4E 43 48 20  |TTON CAN LAUNCH |
00001E60: 41 4E 4F 54 48 45 52 20  41 54 54 41 43 4B 2C 20  |ANOTHER ATTACK, |
00001E70: 54 48 45 0D 20 43 4F 4D  50 55 54 45 52 20 52 49  |THE. COMPUTER RI|
00001E80: 4E 47 53 20 41 20 42 45  4C 4C 2D 41 20 48 49 47  |NGS A BELL-A HIG|
00001E90: 48 20 4E 4F 54 45 20 46  4F 52 0D 20 CF 52 44 45  |H NOTE FOR. .RDE|
00001EA0: 52 2C 20 41 20 4C 4F 57  45 52 20 4F 4E 45 20 46  |R, A LOWER ONE F|
00001EB0: 4F 52 20 C3 48 41 4F 53  2E 20 20 20 20 20 20 20  |OR .HAOS.       |
00001EC0: 20 0D 20 C1 54 54 41 43  4B 20 D3 54 59 4C 45 53  | . .TTACK .TYLES|
00001ED0: 2D 20 C5 41 43 48 20 49  43 4F 4E 20 49 53 20 4D  |- .ACH ICON IS M|
00001EE0: 4F 53 54 20 45 46 46 2D  0D 20 45 43 54 49 56 45  |OST EFF-. ECTIVE|
00001EF0: 20 57 48 45 4E 20 49 54  53 20 53 50 45 43 49 41  | WHEN ITS SPECIA|
00001F00: 4C 20 53 54 52 45 4E 47  48 54 53 20 41 4E 44 0D  |L STRENGHTS AND.|
00001F10: 20 57 45 41 4B 45 4E 45  53 53 45 53 20 41 52 45  | WEAKENESSES ARE|
00001F20: 20 55 4E 44 45 52 53 54  4F 4F 44 20 41 4E 44 20  | UNDERSTOOD AND |
00001F30: 45 58 2D 20 20 20 0D 20  50 4C 4F 49 54 45 44 2E  |EX-   . PLOITED.|
00001F40: 20 D9 4F 55 20 57 49 4C  4C 20 4D 4F 53 54 4C 4C  | .OU WILL MOSTLL|
00001F50: 59 20 4C 45 41 52 4E 20  57 48 41 54 20 0D 20 59  |Y LEARN WHAT . Y|
00001F60: 4F 55 20 4E 45 45 44 20  54 4F 20 4B 4E 4F 57 20  |OU NEED TO KNOW |
00001F70: 50 41 49 4E 46 55 4C 4C  59 2C 20 4F 4E 20 54 48  |PAINFULLY, ON TH|
00001F80: 45 20 20 20 0D 20 42 41  54 54 4C 45 47 52 4F 55  |E   . BATTLEGROU|
00001F90: 4E 44 2E 20 D4 48 45 20  48 49 4E 54 53 20 42 45  |ND. .HE HINTS BE|
00001FA0: 4C 4F 57 20 41 52 45 20  20 20 20 0D 20 49 4E 54  |LOW ARE    . INT|
00001FB0: 45 4E 44 45 44 20 4F 4E  4C 59 20 54 4F 20 48 45  |ENDED ONLY TO HE|
00001FC0: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00001FD0: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00001FE0: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00001FF0: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00002000: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00002010: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00002020: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00002030: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00002040: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00002050: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00002060: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00002070: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00002080: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
00002090: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
000020A0: 01 01 01 01 01 01 01 01  01 01 01 01 01 01 01 01  |................|
000020B0: 01 01 01 01 01 01 01 01  01 01 01 01 01 01        |..............  |
 ************************************. *
         A  R  C  H  O  N         *. *  
              II                *. *****
*******************************.        
     AN OVERVIEW              . THE TWO 
SCREENS- THE GAME IS PLAYED  . ON TWO SC
REENS. ON ONE-THE MAIN BOARD. YOU AND YO
UR OPPONENT (HUMAN OR COMP). TAKE TURNS 
MANEUVERING YOUR PIECES   . (CALLED ICON
S) INTO PLACE.           . WHEN YOU MOVE
 TO A SPACE ALREADY     . OCCUPIED BY ON
E OF YOUR OPPONENT'S   . ICONS THE GAME 
SHIFTS TO THE SECOND  . DISPLAY, THE BAT
TLEGROUND. THERE YOU . MUST FIGHT A FAST
-ACTION BATTLE TO   . DETERMINE WHICH IC
ON WILL RETURN TO  . THE BOARD IN POSSES
SION OF THE DIS-  . PUTED POSITION.     
                 . THE MOVES- YOU BEGIN 
THE GAME WITH 4 . ADEPTS ON A SIDE. ON E
ACH TURN YOU   . MAY USE WHATEVER MAGICA
L ENERGY YOU  . HAVE LEFT TO : 1)MOVE AN
 ADEPT OR 2) . USE AN ADEPT TO CAST A SP
ELL (INCLUD-. ING) SUMMON WHICH LETS YOU
 BRING NEW . ICONS INTO THE GAME) OR 3)M
OVE AN    . ICON CONJURED UP (WITH A SUM
MON SPELL. ON A PREVIOUS TURN.          
        . WINNING- YOU WIN IF YOU OCCUPY
 ALL   . SIX POWER POINTS AT ONCE OR IF 
YOU   . TRIUMPH IN THE APOCALYPSE (EVOCA
BLE  . WITH A SPECIAL SPELL). YOU ALSO W
IN  . IF YOUR OPPONENT RUNS OUT OF MAGIC
AL . ENERGY OR ICONS.                   
  . THE BOARD- THE MAIN BOARD IS COMPOSE
D. OF FOUR BANDS REPRESENTING THE CLASS-
. ICAL ELEMENTS OF EARTH, WATER, AIR & .
 FIRE. ADDITIONALLY THERE ARE FOUR    . 
SQUARES REPRESENTING THE VOID. THE   . O
THERS ARE CITADELS, THE HOME SQUARES. OF
 ORDER AND CHAOS. WHILE THE VOID   . SQU
ARES CAN BE OCCUPIED BY ICONS JUST. LIKE
 ANY POSITION IN THE FOUR BANDS, . THE C
ITADELS REMAIN EMPTY THROUGHOUT . THE GA
ME.                            . THERE A
RE 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. O
CCUPATION OF THE 6 POWER  . POINTS IS TH
E MAJOR GOAL OF THE GAME.. MOVEMENT- IF 
THE HOLLOW SQUARE (OR   . FRAME) IS ON U
YOUR SIDE, IT'S YOUR   . TURN. USE YOUR 
JOYSTICK TO MOVE THE  . FRAME ATOP THE I
CON YOU WANT, AND    . PUSH THE BUTTON. 
NEXT, USE THE JOY-  . STICK TO MOVE THE 
ICON (OR THE FRAME . IN THE CASE OF ADEP
TS ) TO YOUR IN-  . TENDED DESTINATION A
ND PRESS THE     . BUTTON AGAIN. (IF YOU
 ACCIDENTALLY   . PRESS THE BUTTON OVER 
AN ICON YOU    . DON'T WANT TO MOVE, PRE
SS THE BUTTON . AGAIN WITHOUT MOVING YOU
R STICK TO   . CANCEL THE SELECTION AND 
START OVER. . ONCE YOU'VE MOVED AN ICON 
AT ALL, YOU. CANNOT CANCEL YOUR SELECTIO
N.        . NOTE: THE RULE FOR CANCELLIN
G AN     . ADEPT MOVE IS DIFFERENT. SEE 
MAGIC   . SPELLS BELOW)                 
       . ELEMENTALS AND DEMONS (CONJURED
 UP   . WITH THE SUMMON SPELL) SLIDE FRE
ELY  . ALONG THE ELEMENT THEY ARE ON. YO
U   . MAY SLIDE THEM AS FAR AS YOU LIKE 
   . WITH TWO RESTRICTIONS: THEY CANNOT 
  . PASS ANOTHER ICON AND THEY CANNOT EN
D. 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  . T
HE SAME TURN.                       . AD
EPTS CAN TELEPORT ANYWHERE ON THE  . BOA
RD, BUT IT COSTS THEM A BIT OF    . MAGI
CAL ENERGY TO TELEPORT FROM ONE  . ELEME
NT TO ANOTHER.                  . MAGIC 
SPELLS- INSTEAD OF A MOVE, ON  . ANY TUR
N AN ADEPT CAN CAST ANY SPELL . IT HAS E
NOUGH ENERGY FOR. SIMPLY     . SELECT TH
E ADEPT WITH THE FRAME, PRES. THE BUTTON
 AGAIN. INSTEAD OF CANCELL-. ING YOUR AD
EPT'S MOVE, THIS ACTION   . PRODUCES THE
 MESSAGE'SELECT YOUR SPEL. MOVE THE JOYS
TICK FORWARD AND BACK-  . WARD TO PRODUC
E THE DIFFERENT CHOICES. DESCRIBED ON TH
E NEXT PAGE. PRESS THE. BUTTON TO SELECT
 THE ONE YOU WANT. IF. YOU CHANGE YOU MI
ND 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 W
ITH A BUTTON    . PUSH,MOVE THE FRAME OV
ER YOUR CITADEL. AND PRESS THE BUTTON AG
AIN. 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 NE
XT TO THE . BOARD WHEN IT'S YOUR TURN) V
ARIES    . THROUGHOUT THE GAME. YOU GAIN
 ENERGY . FROM EACH POWER POINT YOU OCCU
PY AND-. FOR THE FIRST FEW TLURNS ONLY- 
FROM  . YOUR HOME CITADEL.              
     . MOVING ICONS IS MOSTLLY FREE, BUT
 IT . TAKES MAGICAL ENERGY TO MAINTAIN E
ACH. DEMON AND ELEMENTAL ON YOUR SIDE AN
D . 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  . T
AKE ACTIONS YOUOU DO NOT HAVE ENOUGH. EN
ERGY FOR.                          . THE
 EFFECTS OF SPELLS ARE LIMITED TO . THE 
ELEMENT THE CONJURING ADEPT IS ON. ADEPT
S CANNOT CAST SPELLS FROM A VOID. SQUARE
 AND ADEPTS ARE IMMUNE TO ALL  . SPELLS 
EXCEPT HEAL.                  .         
                             .          
   THE SPELL LIST           . SUMMON- TH
IS IS FAR AND AWAY THE SPEL. YOU WILL US
E MOST OFTEN. WHEN YOU    . SELECT IT YO
U MAY CHOOSE AMONG 4     . ELEMENTALS AN
D 4 DEMONS BY MOVING THE. FRAME FROM MON
STER TO MONSTER. THE   . COST IN ENERGY 
GOES UP AS YOU MOVE UP. THE COLUMN OF CH
OICES.               . REMEMBER, ADEPT M
AGIC 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 SUM
MON 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 SU
CH ATTACKS. . FOR THEM, YOU MUST USE ICO
NS ALREADY . ON THE BOARD.              
          . HEAL- THIS SPELL CURES HALF 
OF AN    . ICON'S EWOUNDS AND ALL PARALY
SIS.    . WEAKEN- USE THIS TO CUT AN ENE
MY     . ICON'S CURRENT LIFESPAN IN HALF
.     . IMPRISON- CAST THIS SPELL AND TH
E    . IMPRISONED ICON CANNOT BE MOVED. 
THE . COST OF MAINTAINING IMPRISONED ICO
NS . 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   . T
HE OTHER HAND, AN ICON YOU CAN'T    . DE
FEAT CAN BE VERY EXPENSIVE TO TRY  . TO 
LIVE WITH. AND OCCUPIED POWER     . POIN
TS ON ELEMENTS WITHOUT ADEPTS    . MAKE 
VERY TEMPTING TARGETS.          . APOCAL
PSE- THIS SPELL BEGINS A BATTLE. THAT EN
DS THE GAME. IN THAT APOC-    . ALYPTIC 
BATTLE, YOUR ICON'S LIFESPAN,. MISSILE P
OWER, AND MISSILE SPEED DE- . PEND ON YO
UR MAGICAL ENERGY, ICONS   . REMAINING, 
AND ADEPTS LEFT, RESPECT- . IVELY. USE T
O PUT HOPELESSLY OVER-   . WHELMED ENEMY
 OUT OF HIS OR HER      . MISERY OR AS A
N ACT OF SUICIDAL      . DESPERATION.   
                      .                 
                     .              COMB
AT TIPS             . ATTACK METHODS- ON
 THE BATTLEGROUND  . ICONS HURL, HAMMER,
 FLAME, SING,     . FLING STARE AND OTHE
RWISE HARASS THE . ENEMY IN WHATEVER DIR
ECTION YOU MOVE . THE JOYSTICK WHILE SIM
ULTANEOUSLY    . PRESSING THE BUTTON. (S
EE THE HINTS  . UNDER ATTACK STYLES BELO
W FOR SOME   . EXCEPTINS AND VARIATIONS.
) THE LIFE- . LINES AT EATHER END OF THE
 ARENA     . INDICATE THE CURRENT LIFESP
AN (HEALTH. /STRENGHT) OF THE TWO BATTLI
NG 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 F
OR   . THE JUGGERNAUT AND THE WRAITH, YO
U   . CANNOT MOVE ICONS WHILE PRESSING T
HE . 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.. A
T THE EXACT MOMENT YOUR JOYSTICK    . BU
TTON CAN LAUNCH ANOTHER ATTACK, THE. COM
PUTER RINGS A BELL-A HIGH NOTE FOR. ORDE
R, A LOWER ONE FOR CHAOS.        . ATTAC
K STYLES- EACH ICON IS MOST EFF-. ECTIVE
 WHEN ITS SPECIAL STRENGHTS AND. WEAKENE
SSES ARE UNDERSTOOD AND EX-   . PLOITED.
 YOU WILL MOSTLLY LEARN WHAT . YOU NEED 
TO KNOW PAINFULLY, ON THE   . BATTLEGROU
ND. THE HINTS BELOW ARE    . INTENDED ON
LY TO HE................................
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