﻿                                     T H E

                                  A R C H O N

                              C O L L E C T I O N™


                         E L ■ C T R ● N I C  ▲ R T S™


                ARCHON                 │            ADEPT: ARCHON II,
        THE LIGHT AND THE DARK         │           BATTLE OF THE MAGES
                                       │ 
There’s a board. There are pieces with │ The age of Archon is ending. Mighty
varying powers, squares to move into   │ wars of magic rage and monsters roam
and an opponent to conquer. Once you   │ the elements, hungry for power and
decide where to attack, the board      │ prey. This is a unique blend of
explodes into a battlefield. Your      │ Strategy and Arcade Action,
pieces, which include phoenixes,       │ incorporating 4 different
golems and wizards, fight the          │ battlegrounds for Earth, Water, Fire
banshees, goblins and sorceresses.     │ and Air. Conjure up to 12 different
They cast spells and throw missiles in │ monsters, and play against a friend or
a fight to the finish. Only if you’re  │ a computer player that gets tougher as
smart, fast and dextrous will you win. │ you do.


        Mistress                   THE ADEPTS                 Master
        of Chaos    The Spellcasters. Conduits of energy.    of Order
                         Guiders of missiles and magic.


CHAOS                              ELEMENTALS                             ORDER

Behemoth – Massive as mountains. As       Giant – Earthborn cousin of Troll and
subtle as a piledriver. Reducer to        Golem. Walks slowly and carries a big
rubble.                                                                   rock.
                                         
Siren – Murderous mermaid. Singer of         Kraken – Strong, slow giant of the
songs. The voice that sank a thousand          deep. So big its tentacles cause
ships.                                                             tidal waves.
                                         
Ifrit – Dark spirit of storm and air.         Thunderbird – Skyrider, hurler of
Scion of cyclones. Genie. Raksasha.              thunderbolts. Symbol of Order,
                                                               defender of law.
                                         
Firebird – Crafty child of ARCHON’S         Salamander – Little lizard, made of
Phoenix. Fire is its weapon and its        flame. Scuttler, skulker, flinger of
armor.                                                               fireballs.


                                     DEMONS

    Juggernaut            Wraith               Gorgon              Chimera
   A melding of     Leech of the life-    Fragile paralyzer     A three-faced
    master and       force. Feeder on     of life and limb.      nightmare.
 missile, monster     wounds. Now you     Hard on everyone,    Breathes fire,
 and machine. Hell    see it, now you     especially on the  snorts poison gas,
  on wheels. Pure         don’t.            slow moving.        stings like a
      force.                                                      scorpion.

                               ┌───────┬───────┐
                               │ A R C │ H O N │
                               └───────┴───────┘

There’s a board. There are pieces with varying powers, squares to move into and
an opponent to conquer. But the squares keep changing. And once you decide
where to attack, the board explodes into a battlefield. Your pieces include
phoenixes, golems and wizards, and they use all their strange powers when they
fight the banshees, goblins and sorceresses they face. They cast spells and
missiles, they pummel, pierce and throw out flames, they move each other
around, take on each other’s shapes and shriek at each other. If you square off
on a spot that stays favourable, you’ll be hard to kill. If you’re smart, fast,
dextrous and farsighted, you may win. If you’re not, look for another game.

Jon Freeman, Paul Reiche III and Anne Westfall, the conjurers behind the
conjurers. Without them there would be no Adepts, no Chimeras, no Sirens, no
Wraiths. All reasons to be grateful to them. Except maybe for the Wraiths.

┌─────────────────────────────────────────────────────────────────────────────┐
│                             ELECTRONIC ARTS®                                │
│                          Home Computer Software                             │
│                                                                             │
│                            ABOUT OUR COMPANY                                │
│      We’re an association of electronic artists who share a common goal. We │
│ want to fulfill the potential of personal computing. That’s a tall order,   │
│ but with enough imagination and enthusiasm, we think there’s a good chance  │
│ for success. Our products, like this one, are evidence of our intent. If    │
│ you’d like a product brochure, send a stamped SAE to: Electronic Arts,      │
│ 11/49 Station Road, Langley, Slough, Berks, England.                        │
└─────────────────────────────────────────────────────────────────────────────┘

───────────────────────────────────────────────────────────────────────────────

                         E L ■ C T R ● N I C  ▲ R T S™


ENGLISH                      The Archon Collection                  Amstrad
                                                                cassette & disk

Side 1 Archon, Side 2 Archon II: Adept.

Getting Started
First switch on your machine, then follow the tape or disk instructions
accordingly.

TAPE: Fully rewind the tape then press the CTRL and small ENTER keys. Press
play on your tape recorder followed by any key, and the program will now load
and run.

DISK: Insert the disk in your drive, Type RUN "EA" and then press RETURN, the
program will now load and run.

Archon

Starting Play:
Select the game configuration from the start up menu, use the cusor Keys and
ENTER to choose your side, who goes first and specific game controls. Press
ENTER on 'Start Game' when you are ready to play. Press Spacebar and hold to
skip through the start up sequence.

Keyboard Controls:

            Left   Right  Down   Up     Fire
Light       F      H      X      W      space
Dark        F4     F6     F2     F8     small enter key

Pause Key: While in the combat arena is '0'

Moving

1. Strategy: Use joystick or keys to move icons or frames and press fire to
start or end moves. End your move on your starting square to cancel your move.

See your manual for more detailed instructions.

2. Combat: Use the following instructions for each icon:

Knight or Goblin: Move the joystick toward the enemy and press fire to swing
your weapon.

Banshee: Press fire to initiate attack, the Banshee can move while screaming.

Phoenix: Press fire to initiate attack, the Phoenix cannot move until the
explosion is over.

All others: Move the joystick or press the key in the direction you wish to
aim, then press fire.

Quitting the game: Use the escape key.

Changes to the Manual:

The Attack Interval: Instead of sounding a tone the computer places a coloured
block in the top left and right corner of the arena, this represents the ready
to attack tone.


Archon II: Adept.

Starting Play:
Select the game configuration from the start up menu, choose which side you
wish to use, who goes first and specific game controls. Press zero when you are
ready to play. Press Spacebar and hold to skip through the start up sequence.
(The player options are as shown and differ from those stated in the manual).

Keyboard Controls:

            Left   Right  Down   Up     Fire
Chaos       F      H      X      W      space bar
Order       F4     F6     F2     F8     small enter key

Handicapping:
Before starting your game, select your play level; beginner, experienced,
advanced or Adept. Beginners start with more magical energy, advanced players
start with less. The lower a player's level, as compared to an opponents, the
slower the opponents icon's, missiles and attacks will be. In the case of
Adepts not only do they move slower but their missiles are harder to control.
Choose Adept for the most skillful and Beginner for the least skillful player
to obtain the maximum possible handicap.

Moving Icons on the strategy board:
The selection frame appears on your side of the board when it's your turn to
move. Use either joystick or keys to place the frame over the icon you want and
press fire. Next, move the icon (or frame in the case of Adepts) to the desired
location and press fire again. For additional information about movement rules
refer to the manual.

Moving and Fighting on the Battleground:
You must fight for disputed territory when you enter a space occupied by an
opposing icon. Use joystick or keys to move the icon. To fire move in the
direction you wish to aim and then press fire. For additional information
please refer to the manual.

Note: Your wraiths are visible when you play against the computer, because the
computer knows where they are, so it's only fair that you know as well.

Casting Spells:
Place the frame over an Adept and press fire twice; this displays the top of a
list move up and down the list to find the spell that you require, then press
fire to cast. Choose cease conjuring if you change your mind. If you change
your mind mid-spell, move the frame over your citadel and press fire. To change
your mind during a Summon spell fire over the blank square at the end of the
line of icons.

Casting spells costs magical energy. Occupying power points increases your
energy. Your total energy is displayed on the bar that appears below the board
during your move. (This differs from the manual which states that the bar is
vertical).

Quitting, press 'escape key' to quit from the game.


                                ELECTRONIC ARTS®
                             Home Computer Software

                            ELECTRONIC ARTS LIMITED
EO3220EY      11/49 STATION ROAD, LANGLEY, BERKS SL3 8YN, ENGLAND

───────────────────────────────────────────────────────────────────────────────

                          ┌──────────────────────────┐
                          │       M A N U A L        │
                          ├──────────────────────────┤
                          │          T H E           │
                          │       A R C H O N        │
                          │   C O L L E C T I O N    │
                          │                      ™   │
                          │                          │
                          │  THE LIGHT AND THE DARK  │
                          └──────────────────────────┘


                         E L ■ C T R ● N I C  ▲ R T S ™


A R C H O N
───────────────────────────────────────────────────────────────────────────────

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, is the same:  conquest of the five "power
points" or the elimination of the opposite side.

THE TWO SCREENS
 First is the strategy screen where, by turn, the icons are manoeuvred into
 favourable positions.  When an icon moves onto a square already occupied by an
 opponent's icon, the game shifts to the battleground where both fight for that
 square.

INITIAL STRATEGY SCREEN
 The Luminosity Cycle - "Luminance" squares on the strategy screen vary in
 brightness throughout the game.  Your fortunes tend to ebb and flow with this
 cycle because Light Side icons are harder to defeat on light squares than when
 they are on the dark squares and vice versa.
 Power Points - Flashing symbols indicate the five power points.  Icons on
 power points heal faster and are protected from magic spells.  You win the
 game when you occupy all five power points.
 Movement - Move the frame atop the icon you wish to select.  Push the button
 to choose icon.  Move the frame atop the destination desired, and press button
 to move icon to that destination.
 There are three forms of movement: ground, fly, and teleport.  Ground movers
 cannot move diagonally, or through occupied squares, and fliers are restricted
 only in where they land.  Only the Wizard and the Sorceress can teleport.
 Note: If you change your mind while manoeuvering a ground mover, you must
 backtrack.

THE BATTLEGROUND
 Combat is immediate and simultaneous.  Joysticks (mouse, or direction keys)
 direct movement of the icons and the button initiates an attack while
 immobilizing your icon.  There are three forms of combat.  Knights and Goblins
 wield swords and clubs; Banshees and the Phoenix's inflict damage in a
 circular area around themselves; and all the other icons throw missiles of
 some sort.
 The Attack Interval, while fast and furious, has limits. It takes a moment to
 raise a sword or rip a boulder from the ground!  The computer will sound a
 tone when your icon is ready to launch another attack.
 Barriers go through luminosity cycles of their own.  A barrier is impenetrable
 except when it disappears (becomes nearly transparent)
 Life, Death, and Wounds affect the "lifelines" at either end of the arena
 which indicate the current lifespan of the two battling icons.  A victorious
 icon from the arena returns to the strategy screen in control of the disputed
 square.  Wounded icons heal slowly with the passage of time; more quickly on a
 power point; or instantly by a Heal spell.

MAGIC SPELLS
 Magic is the most significant strategic element.  Only the Wizard and the
 Sorceress can cast spells.  You can cast each spell only once.  Spells are
 powerful but each one weakens the mage casting it.To cast a spell, move the
 frame atop your mage and press the button twice  Push the joystick up and down
 to survey the spells still available, push the button when you find the one
 you want.  On the Macintosh, pull down the spells menu.  You'll get additional
 messages.

TELEPORT
 Effect: Moves icons any distance from one square to another.
 Actions Required: Move the frame to the icon, push the button and then move
 it to its destination.
 Restrictions: You cannot move an enemy icon, move into a square already
 occupied by your own icon, teleport onto or off a power point or teleport an
 imprisoned icon.

HEAL
 Effect: Heals any icon of all wounds.
 Actions Required: Move the frame to the wounded icon and push the button.
 Restrictions: You cannot heal an icon on a power point.

SHIFT TIME
 Effect: Two effects are possible.  Reverse the flow of time or abruptly shift
 time on the luminosity cycle.
 Actions Required: None after selecting the spell.
 Restrictions: None.

EXCHANGE
 Effect:Causes any two icons to trade places.
 Actions Required: Move the frame to the icon you wish to transpose, push the
 button.  Then do the same to the other icon.
 Restrictions: Imprisoned icons, or those icons on power points cannot be
 exchanged.

SUMMON ELEMENTAL
 Effect: Allows for attack of an enemy icon with a new, temporary icon
 representing earth, air, fire or water.  After the battle the elemental
 vanishes.
 Action Required: Move it to the icon you wish to attack.
 Restrictions: You cannot attack an icon on a power point or choose which
 elemental will respond to your summons.

REVIVE
 Effect: Restores an icon previously killed in combat.
 Actions Required: The revived icon comes from a display on your side of the
 strategy screen and its destination must be a vacant square next to your mage.
 Restrictions:You cannot revive a live icon.  One of the squares next to your
 mage must be vacant.

IMPRISON
 Effect: Keeps an icon from leaving its square.  Important: An imprisoned mage
 cannot cast spells.  Imprisonment is temporary until the luminosity cycle
 colour of the prison square matches that of the imprisoned icon.
 Actions Required: Move the frame to the target icon and press the button.
 Restrictions: You cannot imprison an icon on a power point.

CEASE CONJURING
  If you change your mind while selecting a spell or if the spell you want is
 unavailable or canceled, you may push the button while "CEASE CONJURING" is
 displayed and then start over.

THE OPPOSING FORCES

Light Side
 The WIZARD mage casts balls of fire, and other spells.
 The UNICORN is swift and agile.  Its horn fires a bolt of energy.
 The ARCHERS are endowed with quivers that are never empty.
 A GOLEM  is an artificial being and its weapons are boulders.
 VALKRIES are females who can walk on air and carry an enchanted spear.
 The DJINNI can raise a small tornado.
 The PHOENIX can explode into a mass of fire and be unscathed.  During
 metamorphosis it is invulnerable.
 The KNIGHTS are soldiers armed and armoured against far larger enemies than
 themselves.

Dark Side
 The SORCERESS mage fires her lightning bolts and casts spells.
 The BASILISK has quick movements and a deadly glance.
 The MANTICORE's tail bristles with great quills.
 The TROLL seizes whatever is handy and catapults it.
 The SHAPESHIFTER steals form from its enemies and becomes a mirror image.
 The DRAGON's flaming breath will kill many creatures.  Its awesome powers make
 it second only to the Sorceress.
 The BANSHEE attacks with her keening wail, draining the life from anyone
 within range.
 The GOBLINS have gnarled clubs that are more than a match for the swords of
 the Knights.

PLAYING HINTS AND TIPS

Strategy Openings
 Conservative: Move your unfavorably located icons onto more favourable
 squares.  Establish a strong, balanced position early.
 Magical Assault: Wipe out the strongest enemy icon right off the bat.This is
 most easily done with a combination of spells.
 Monster Romp: Risky but fun and sometimes surprisingly effective.  Just fly or
 teleport your strongest icon to the other side and take it romping' and
 stomping'.

Strategy General Hints
 Stay on your color.  Plan ahead.  Avoid traffic jams.  Protect your mage!

Strategy Spells
 Teleport: Handy for tossing a slow or unfavorably placed icon into your
 opponent's back ranks.
 Heal: Never heal a Shapeshifter since it regenerates between battles.
 Shift Time: Use to prolong imprisonment.  Strategic use could allow for a
 concerted attack on the power points.
 Exchange: Frustrate an enemy advance by exchanging a menacing intruder with a
 weaker icon.
 Summon Elemental: Unaffected by changes in luminance, they are well suited for
 attacking an enemy that remains on squares favourable to it.
 Revive: Revive only your strong icons!
 Imprison: The real trick is timing, coupled with Shift Time to prolong the
 effect.

Combat General Hints
 Don't move in straight lines.  Hit and run.  Use diagonal shots. Trap your
 opponent in a corner.  Confuse your opponent  Know your icon's strengths and
 weaknesses.  Feint!

Combat Icons
 WIZARD: Avoid using unless attacked.
 SORCERESS: Avoid combat if possible!
 UNICORN/BASILISK: Speed and distance are their prime weapons.
 ARCHER: Keep in mind that the slow nature of their attacks.
 GOLEM/TROLL: They have long lives and conduct deadly attacks.
 DJINNI/DRAGON: You have power to spare here.
 VALKRIE: Basically a tougher Archer.
 PHOENIX: Move close-the closer, the better.
 SHAPESHIFTER: Success depends on having the proper battleground.
 MANTICORE: Has the advantage of a broader attack than its counterparts.
 BANSHEE: Attacks efficiently, with great skill.
 KNIGHT/GOBLIN: Moves quickly but erratically.  Get in close and stay there.
 ELEMENTALS: The Earth elemental should be played like a Golem/Troll.
 Tactically, you can think of Fire as a Wizard, Air as an Archer and Water as a
 Manticore.


A R C H O N   I I :   A D E P T
───────────────────────────────────────────────────────────────────────────────

TWO SCREENS
 Adept uses the same Strategy and Battleground screens as does Archon.

PLAYER OPTIONS
 Adept uses the same Player Options as does Archon.

MOVES
 You begin with four Adepts.  On each turn you use whatever magical energy you
 have left to: 1. Move an Adept. 2. Use an Adept to cast a spell. or 3. Move an
 icon conjured up on a previous turn.

WINNING
 You win if you occupy all six power points, if you triumph in the Apocalypse
 or if your opponent runs out of magical energy or icons.

THE BOARD
• The main board is composed of four bands representing the classical elements
  of Earth, Water, Air and
  Fire.  There are four squares which are not part of the bands.  Two are
  black, neutral Voids.  The others are the citadels of Order and Chaos.  Voids
  can be occupied by icons but citadels cannot.
• There are six  flashing power points.  Two are the Voids and the other four
  move from turn to turn.

MOVEMENT
 If the frame is on your side, it's your turn.  Use your joystick to move it
 atop the icon you want and push the button.  Next, move it to your intended
 destination and press the button again.  (If you don't want that icon, then
 push the button again.  NOTE: The rule for cancelling an Adept move is
 different.)
 Elementals & Demons: Slide them as far as you like with two restrictions: they
 cannot pass another icon and they cannot end up atop a friendly icon.  You may
 jump from one element to an adjacent one.
 Adepts: They can teleport anywhere on the board at the cost of a bit of
 magical energy.

MAGIC SPELLS
• Instead of a move an Adept can cast any spell it has enough energy for.
  Select the Adept with the frame, press the button and press it again.  This
  produces "SELECT YOUR SPELL".
• Move the joystick forward and backwards to get the choices.  Press the button
  on the one you want.  You can change your mind with "CANCEL SPELL".  If you
  already selected the spell then move the frame to your citadel and press the
  button.

• Magic lies at the heart of the action but it costs.  The amount of magical
  energy you have is shown by the vertical bar and varies throughout the game.
• Moving icons is mostly free but its takes energy to maintain Demons and
  Elementals and lots more to cast spells.  The energy bar shows you the cost
  of your options.
• The effect of spells is limited to the element that the Adept is on.  Adepts
  cannot cast spells from a Void and are immune to all spells except Heal.

THE SPELL LIST
 Summon: Choose among four Demons and four Elementals.  NOTE: Adept magic works
 only within the element of the conjuring Adept.  You may summon an icon and
 directly attack an opposing icon at an energy cost.  For attacking Adepts you
 must use icons already on the board.
 Heal: Cures half of an icon's wounds and all paralysis.
 Weaken: Cuts an enemy icon's current lifespan in half.
 Imprison: The imprisoned icon cannot be moved but it costs energy.
 Release: When you can no longer afford or need to keep an icon imprisoned.
 Banish: Very expensive to cast but very effective.
 Apocalypse: Use to put a hopelessly overwhelmed enemy out of 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 pressing the button.
 The Attack Interval:Combat is fast but you have to wait for the attack
 interval to pass before you can attack again.
 Attack Styles: Each icon is most effective when used in friendly elements and
 well understood.  Adept missiles can be steered as long as you hold down the
 button but then the Adepts cannot move.
 The Gorgon does not wound; it paralyses.  Wraiths are not nice; they are
 invisible except when they are attacking you.
 The Firebird cannot be hurt, or move when exploding, but you can end the
 explosion by releasing the button.
 Sirens don't have to aim.  Just press the button and the singing and the dying
 starts.
 Juggernauts are like missiles.  They travel in straight lines and are
 invulnerable except to the song of the Siren.


                                     NOTICE
ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THE PRODUCT
DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT NOTICE.

THIS MANUAL, AND THE SOFTWARE DESCRIBED IN THIS MANUAL, IS COPYRIGHTED. ALL
RIGHTS ARE RESERVED. NO PART OF THIS MANUAL OR THE DESCRIBED SOFTWARE MAY BE
COPIED, REPRODUCED, TRANSLATED OR REDUCED TO ANY ELECTRONIC MEDIUM OR MACHINE-
READABLE FORM WITHOUT THE PRIOR WRITTEN CONSENT OF ELECTRONIC ARTS LIMITED,
11/49 STATION ROAD, LANGLEY, BERKS SL3 8YN, ENGLAND.

ELECTRONIC ARTS MAKES NO WARRANTIES, EXPRESS OR IMPLIED, WITH RESPECT TO THIS
MANUAL, ITS QUALITY, MERCHANTABILlTY OR FITNESS FOR ANY PARTICULAR PURPOSE.
THIS MANUAL IS PROVIDED "AS IS." ELECTRONIC ARTS MAKES CERTAIN LIMITED
WARRANTIES WITH REGARD TO THE SOFTWARE AND THE MEDIA FOR THE SOFTWARE. PLEASE
SEE THE ELECTRONIC ARTS LIMITED WARRANTY ENCLOSED WITH THIS PRODUCT.

               MANUAL © 1987 ELECTRONIC ARTS. ALL RIGHTS RESERVED


                                ELECTRONIC ARTS®
                             Home Computer Software

                            ELECTRONIC ARTS LIMITED
E03301EM      11/49 STATION ROAD, LANGLEY, BERKS SL3 8YN, ENGLAND

───────────────────────────────────────────────────────────────────────────────

Game Design - Archon/Adept: Jon Freeman & Paul Reiche III
Program Design - Archon/Adept: Anne Westfall
Music - Archon/Adept: Tommy Dunbar
Spectrum & Amstrad programming by: Lynsoft UK
Producer - Archon: Pat Marriott
Producer - Adept: Joe Ybarra
Package Illustration - Archon: Dave McMacken
Package Illustration - Adept: Eric Joyner
EuroPackage Design: Grapplegroup Ltd.

Archon is a Free Fall game.  Archon II:  ADEPT is a Free Fall game.  Software
© 1987 Free Fall Associates.  Package Design © 1987 Electronic Arts Ltd.  Amiga
is a registered trademark of Commodore - Amiga Inc.  C64 is a registered
trademark of Commodore Electronics Ltd.  Amstrad CPC 664, CPC 464, CPC 6128 &
Spectrum +2, +3 are trademarks of Amstrad Consumer Electronics plc.


Limited Warranty
────────────────
Electronic Arts warrants to the original purchaser of this computer software
product that the recording media on which the software programs are recorded
will be free from defects in materials and workmanship for 90 days from the
date of purchase.  During such period defective media will be replaced if the
original product is returned to Electronic Arts at the address below, together
with a proof of purchase, a statement describing the defects, and your return
address.

This warranty does not apply to the software programs themselves, which are
provided "as is", nor does it apply to media which has been subject to misuse,
damage or excessive wear.

This warranty is in addition to, and does not affect your statutory rights in
any way.

Media Replacement
─────────────────
Electronic Arts will replace user damaged media if the original media is
returned with a Eurocheque payable to Electronic Arts Ltd. for £5.75 (inc. VAT)
for disk or £3.45 (inc. VAT) for cassette.

Electronic Arts Ltd., 11/49 Station Road, Langley, Berks SL3 8YN, England.
