IBM and Compatibles CD-ROM Data Card: Archon Ultra Manual
IBM and Compatibles CD-ROM Data Card: Archon Ultra Manual
READ ME FIRST!
Hi! We know youre anxious to begin playing ARCHON ULTRA, but before you do, please
be sure that your system meets the following minimum system requirements:
386DX/33 MHz IBM PC or compatible
4 MB of RAM (8 MB recommended)
MS-DOS 5.0 6.22
An Uncompressed hard drive with 5 MB of free space
VGA graphics with a Color VGA Monitor (1 MB RAM recommended)
A 100% Microsoft (or Logitech) compatible mouse
Microsoft Mouse driver version 9.00 +, or Logitech Mouse driver version 6.00+
CD-ROM drive with 350 ms access and 150 KB transfer rate
The minimum amount of free base RAM required is:
563,200 BYTES OF FREE BASE RAM
1,400,000 BYTES OF FREE XMS MEMORY
Note: hard drive size and total system memory available have no bearing on free RAM.
Follow the directions below to determine if you have enough available memory to run
the game.
WINDOWS 95 DISCLAIMER
These products were developed before Windows 95 was released and have not been
compatibility tested with the Windows 95 operating system. If you have Windows 95
installed on your machine and there are problems running the game, you may need to
boot up under an MS-DOS operating system, or make a boot disk using an MS-DOS
version between 5.0-6.22. Please contact SSI Technical Support if you require assis-
tance after you have attempted to make a boot disk.
ArchonDC 3/14/96 10:40 AM Page 2 (1,1)
STARTING A GAME
1. Boot your system normally with MS-DOS 5.0 - 6.22.
2. Be sure that the hard disk containing the game is the active drive.
3. Change the current directory to the games directory. For example, to change to the
default directory of Archon Ultra, type CD\ARCHON and press enter.
4. Type ARCHON and press enter to start the game.
For complete and specific how to play information, please refer to the manual on the CD.
Critical information is included in the README.TXT file on the CD. Some changes were
made too late to include in this data card. Please read the README.TXT file on the disk
before playing ARCHON ULTRA
After you have installed one or more manuals, the installer gives you the chance to install
Adobe Acrobat to your hard drive. (At one point during the install, Adobe Acrobat will
ask for permission to modify Config.sys and Autoexec.bat files, we strongly recommend that
you tell it to skip this step).
NOTE: For more detailed information on using Acrobat Reader, pull down the HELP menu
and select Acrobat Reader Help, or open the HELPREAD.PDF file.
ArchonDC 3/14/96 10:40 AM Page 3 (1,1)
TROUBLESHOOTING
This section provides you with several easy steps to solve some common problems.
MEMORY
ARCHON ULTRA: requires 563,200 bytes of free base memory and 1,400,000 bytes of
free XMS memory to run.
Read the front page of this data card to find out how to check your free RAM. If you do
not have enough free base memory, the game may tell you in the form of an error mes-
sage or it may crash after startup or during play. Not having files and buffers set cor-
rectly for the program can result in corrupted data in saved games.
Note: Your sound card may require sound drivers to be loaded on the boot disk. Please con-
sult your sound cards manual for the necessary drivers.
This procedure works for most systems. Certain conditions, however, may prevent our
programs from successfully creating a boot disk for your particular system setup (a nonstan-
dard mouse driver or operating system other than MS-DOS, for example). If you experience
problems using this procedure, try the manual boot disk procedure below. (Note: This proce-
dure may not work with PS/1s or laptops.)
MOUSE SETUP
If your mouse is not functioning, you should make sure the driver has been loaded.
Windows and other programs of its type have built-in mouse drivers that do not func-
tion outside of their environment. Loading a mouse driver may be as simple as typing
MOUSE (and pressing Enter) before starting the game. Since the command differs
from mouse to mouse, consult your mouse users guide.
If your mouse is acting erratically, it may be due to an old mouse driver for your mouse,
or it may not be fully Microsoft or Logitech compatible. Check with the mouse
manufacturer for an updated driver.
SOUND CARDS
ARCHON ULTRA will automatically detect your sound card. ARCHON ULTRA only works with
genuine Creative Labs Sound Blasterproducts, and cards from other manufacturers
which use the exact same hardware as the Sound Blaster series of products.
If your card uses software to emulate a Sound Blaster, it may not work with ARCHON ULTRA.
if you are not getting sound with ARCHON ULTRA, or the game freezes at startup, try the
following command line switches:
ARCHON /S:BLASTER or ARCHON /S:SILENT
VIDEO CARDS
ARCHON ULTRA was tested on the following specific video cards: ATI Ultrapro 2MB; ATI
VGA Wonder Plus; Cirrus Logic CL VLB; Diamond Stealth Pro; Diamond Stealth VRAM;
Diamond Stealth 24 VLB; Diamond Viper VLB; Expert TopVGA; Glock-VGA+; Orchid
Prodesigner II; Spider VLB; STB Power View; Trident 9000; Western Digital 903.
Note: Video cards with 512k memory are not recommended you may experience
minor graphics problems using these cards (although this should not affect gameplay).
ArchonDC 3/14/96 10:40 AM Page 5 (1,1)
Because of the millions of different hardware and software combinations possible with
todays PCs, you may still have to consult with your computer dealer, hardware
manufacturer, or software publisher in order to properly configure their product to
run with our game.
If at all possible, be near your computer when you call. The technical support specialist
will need specific information about your machine and may need you to access or change
some files while you are on the phone. If it is not possible to be near your computer, be
sure to have the following information:
Our technical support number is (408) 737-6850. Our hours are 11 AM to 5 PM, Pacific time,
Monday through Friday, holidays excluded. ABSOLUTELY NO GAME PLAYING HINTS WILL
BE GIVEN THROUGH THIS NUMBER.
If you cannot get through during our normal business hours, please fax our Technical
Support Dept. at (408) 737-6814. Please include a printout of your CONFIG.SYS and
AUTOEXEC.BAT files along with a complete description of the problem.
SSI ONLINE
Strategic Simulations, Inc. is currently represented on three online networks: CompuServe,
GEnie, and America Online. We also maintain a home site on the World Wide Web. You can
reach us on these networks as stated below.
America Online
E-Mail: Stratsim ([email protected])
SSI Files/Discussion are at Keyword: SSI
CompuServe
E-Mail: 76711,250 ([email protected])
SSI Files/Discussion are at GOTO GAMAPUB
GEnie
E-Mail: SSI.TECH ([email protected])
SSI Files/Discussion are in the Game Publishers Forum (Type SCORPIA)
ArchonDC 3/14/96 10:40 AM Page 6 (1,1)
SSI BBS
We have a BBS containing patch files to update most of our products to the most cur-
rent version, as well as product demos and new product announcements. If you have a
9600, 14.4K, 21.6K, or 28.8K baud modem, call (408) 739-6137. If you have a 1200,
2400, 9600, 14.4K, 21.6K, or 28.8K baud modem, call (408) 739-6623. Your communi-
cations software needs to be set to N,8,1 and your modem must be 100% Hayes com-
patible. Demos are not available to users with modem speeds under 9600 due to file
size and download time.
Canadian customers using 240014.4K modems can call our Canadian Affiliate
board, Instant Access, at (403) 473-9131, (403) 473-2025, or (403) 472-0178 for the
latest updates/demos.
DELAYS
On certain machines, the screen may go black for several seconds, or the mouse cur-
sor may temporarily disappear and the screen remains unchanged. These delays are
due to the large amount of data being accessed. This is especially noticeable when
playing modem or link games. Machines with slow drives or slow microprocessors will
also experience delays. Please wait for at least three seconds before assuming that a
problem exists.
Archon Ultra Game Software & Rule Book 1993, Free Fall Associates. Archon is a trademark of Free Fall
Associates. Free Fall is a registered servicemark and trademark of Free Fall Associates. Licensed to Strategic
Simulations, Inc. All Rights Reserved.
BANSHEE TROLL BASILISK SHAPESHIFTER SORCERESS DRAGON BASILISK TROLL BANSHEE Hostilities battles for you. You can choose to
In old-fashioned and admit it override the computer and fight any
somewhat dull board games (chess, particular battle by pushing Button A or
backgammon, and their ilk), the defending the equivalent after the battlefield
piece gets removed quietly from the board, appears and before the action gets
MANTICORE MANTICORE
and the attacker wins the battle and underway. In this way you can learn the
the square without a blow being struck. pieces one at a time without having your
overall game suffer. (For information on
GOBLINS
In ARCHON ULTRA , we do not allow such buttons and their equivalents see the next
docility, such rank defeatism on the part section, Controls.)
of the defender. No! If you want that
KNIGHTS square, you have to fight for it! When you Controls
try to occupy a square held by the We recommend using a joystick, but you
ARCHER ARCHER enemy, the disputed square becomes a can play ARCHON ULTRA with a mouse or
screen-sized battlefield . . . and then, in the keyboard, instead.
the words of a certain orange-skinned
monster of comic-book fame, Its Joystick
clobberin time!!! If you have a joystick, either you or
another player can use it to play Dark or
MENUS, OPTIONS, Light. If you have a pair of joysticks and
AND CONTROLS either a game card with two joystick ports
or a specialized Y-cable that, in effect,
VALKYRIE GOLEM UNICORN GENIE WIZARD PHOENIX UNICORN GOLEM VALKYRIE
The Main Menu splits a single port into two, you and your
Use the four cursor (arrow) keys to move opponent can both use joysticks. (This is
the highlight around the menu, and press the best setup for a two-player game.)
THE BOARD Enter or Insert to make your choices.
In general, pushing the stick in any
When you are satisfied with the results
direction moves the cursor, highlight, or
and ready to begin the game, choose the
your piece in the analogous direction.
START that corresponds to the side you
THE GAME IN BRIEF Pieces Pressing Button A makes a choice (of
want to go first.
piece, square, or option) or initiates an
The Game You begin with eighteen pieces representing
If, after starting the game, you realize the attack. Button B gets you into the pull-
eight different sorts of fantastic creatures:
ARCHON ULTRA depicts the eternal settings are not to your liking, use the down menus or, on the battlefield,
knights, golems, unicorns, and the like. Each
struggle between Light and Darkness pull-down menus to select NEW GAME activates your pieces second attack,
type is unique; none are identical to any of
as a contest of action and strategy and start over. (See Pull-Down Menu defense, or special power.
the pieces on the other side.
between opposing forces wrought Options on page 6.)
from myth and legend. The Light Side The Two Screens Warning: Some joysticks require special
and the Dark Side are equal in number, Players
ARCHON ULTRA is played on two screens. procedures before the computer will
balanced in strength, but not identical. If you are playing against the computer,
On one the board you and your read them properly. If your joystick
Their aim, however, is the same: be sure to select Computer on the side
opponent take turns maneuvering your misbehaves, check the instructions that
conquest of the five power points or that you want it (not you) to play.
pieces into favorable positions. When you came with it.
the elimination of the opposite side.
place an piece on a square already Cyborg allows you or another person to
occupied by one of your opponents play with computer assistance. You direct
pieces, the game shifts temporarily to the strategy by moving your pieces on the
second display, the battlefield. board, while the computer fights your
5 6
A WHITE SQUARE A BLACK SQUARE A MUTABLE SQUARE A POWER POINT Power Points Movement comes in three flavors:
The five power points, indicated on the ground, fly, and teleport. Ground movers
screen by flashing red symbols, are of cannot move through occupied squares;
vital importance. Pieces on power points fliers are restricted only in where they
heal faster than usual and are protected land. Fliers can also move diagonally;
from the effects of magic spells. The more ground pieces cannot. Only the wizard
power points under your control, the and the sorceress can teleport, but for
stronger all of your pieces (not just those practical purposes you can think of them
on the power points themselves) are in as fliers in disguise.
combat. If your pieces occupy all five On any turn, you can move a piece as far
power points, you win the game. as its range allows in any direction or
combination of directions. It can stop on
Movement any square not already occupied by one
If the cursor (a large, flashing square) is on of your own pieces.
your side, its your turn. Using the mouse,
A piece landing on a square occupied by
joystick, or the appropriate keys, move
a member of the opposition initiates a
the cursor from its starting position at
battle between the two pieces for control
your mages home square to the base of
of the square.
the piece you want. Once you push the
button to confirm your choice, move the
altered cursor to the pieces intended
destination. (If a piece has nowhere to go,
the computer will not allow you to pick it
INITIAL BOARD LUMINOSITY up.) Push the button again, and the
obedient creature will walk, slither, fly or
teleport to its new position. If you pick up
a piece by mistake or change your mind,
put the cursor back underneath the piece
THE BOARD Your fortunes in the game tend to ebb and press the button again. You can then
and flow with the luminosity cycle. This freely select another piece. (If you recall
The Luminosity Cycle is because pieces of the Light Side are the strict touch-move rule of the original,
ARCHON ULTRAS chessboard changes. harder to defeat on light squares than you may find this to be a kinder, gentler
While some squares are always white or on dark ones. Conversely, Dark Side ARCHOn on the board, at least.)
always black, others the mutable pieces are stronger on dark squares and
squares vary in brightness throughout weakest on white ones. A temporarily
the game in a simple pattern: black white mutable square has the same effect
dark barely dark neutral barely on Light pieces in battle as a permanent
light light white . . . and reverse. white square; a totally dark mutable
Back and forth, throughout the game, the square gives Dark pieces the same
cycle continues, the luminance shifting benefit as a square that is always black.
after every other turn.
9 10
Attacks are of three main types. Pushing the button before your piece
is ready to strike will accomplish
Knights and goblins wield hand
nothing except to keep your piece
weapons (swords and clubs); they must be
from moving. At the exact instant you
very near an opponent to inflict damage.
can launch another attack, the computer
Some pieces, such as the banshee and rings a bell a high note for the Light
phoenix, can inflict damage in a circular Side, a lower one for the Dark Side to
area around themselves; usually, the longer let you know.
the opposing piece is within the affected
Icons at the bottom of the screen also
area, the greater the damage it sustains.
inform you of available options; if an icon
All other pieces throw missiles of some is visible, your piece can perform the
sort and can, consequently, do damage corresponding action. Some pieces even
from a considerable distance. Some change shape to indicate their readiness.
missiles travel in a straight line; some can
home in on their targets, at least to Obstacles and Terrain
some degree; some change course in The terrain of a battlefield depends on
response to pressure on the joystick. the square it represents and, especially,
Some missiles increase in strength or the current luminance of the board
number the longer you hold the fire square. Light battlefields feature grass,
button down; most have some limits to trees, and clear water. Black or nearly
THE BATTLEFIELD (ON A DARK SQUARE) their range, and some do less damage as black squares result in dark battlefields
they approach those limits. See The of volcanic rock, weird fungus, and
Opposing Forces on page 14 for details. glowing lava. Intermediate squares
produce gray rock and green swamp.
THE BATTLEFIELD temporary defense, or cause the piece The Attack Interval Despite differences in luminance, all
to perform a special move or maneuver, While combat is fast and furious, you five power points have similar magical
Combat like jumping or teleporting. (Check your cant just fire away as fast as your finger analogs on the battlefield.
Action on the battlefield is immediate pieces powers in the section headed twitches. It takes a moment to raise a
and simultaneous; there is no taking The Opposing Forces on page 14.) sword into position to strike, longer to Terrain
turns. Joysticks direct movement of the conjure even a small thunderbolt, and at Regardless of the luminance of the
You can attack or move in any of eight
pieces. Pressing Button A initiates an least a second to rip a boulder out of the square, the ground is harmless. Water
directions: up, down, left, right, and the
attack swinging a sword, firing an ground and lift it high enough to throw. slows a piece wading through it, and the
four diagonals. (Strictly speaking, some
arrow, casting a fireball in the direction The exact reload time depends on the green swamp water of neutral squares is
defenses have no real diagonal
the joystick is pointed. (If you choose the piece and the power involved. In most also dangerous. Molten lava is, of course,
counterparts, but they are still effective
Simple firing option, you do not need to cases, if your piece is manifesting a power very nasty, indeed.
against diagonal attacks.) Important: with
push the joystick; simply pressing a that can vary in duration or intensity,
only a few exceptions, your piece cannot Fliers, floaters, and hurtling missiles are
button initiates an action in the direction the longer you hold the button down, the
move while a button is pressed, but if you unaffected by the terrain beneath them.
you are facing.) Depending on your piece, longer it will be before the power is
fire while already moving, the attack will
Button B, in the same manner, may available again.
go in the direction you were moving. (With
launch a different attack, activate a
Simple fire, this is the only practical way
to get off a diagonal shot.)
11 12
Cease Conjuring
This is not a spell; it is a way to avoid casting a spell if you miscalculate. If you change your
The Light Side...
mind while selecting a spell, or if the spell you want is unavailable or canceled, you may push
Button A when Cease conjuring is displayed. This will allow you to start your turn over.
15 16
Wizard Genie
Description: Description:
An ancient man of vast supernatural A magical being from the astral
power, the leader of the Light Side. plane, half man and half cloud.
The sun sphere grows in size and power as long as you hold down Button A. Once you The genies bolide is slow but powerful, limited in range, but very maneuverable. With
release the button, the missile continues for only a short distance before dissipating. Button A down, use the joystick to steer the bolide to its target.
The wizard can change position abruptly and radically by teleporting. While Button B shrinks and speeds the genie. With the button down, the joystick moves the
holding down Button B, push the joystick in the general direction you want the mage to shrunken form around the battlefield. The genie remains small as long as you keep the
go. (Use this procedure even if you are using Simple firing.) The longer you hold the button down, but you must release it to fire the bolide.
button down before pushing the joystick, the farther the wizard teleports. Note that the
Use the speed of the miniature form not only to escape enemy attacks but also to get
wizard is vulnerable to enemy attack during the beginning and ending of the process.
close enough to the genies opponent to blast it with a bolide. Be bold; only the best of
Since the wizard is most commonly used on the board to cast one of the seven spells, the Dark Sides pieces stand a chance against the genie.
he rarely ventures from the safety of his home power point. (See Magic Spells on page
12.) Avoid using him in combat unless attacked. In a fight, stay in the open, and do not
get too close to an opponent: the sun sphere needs room to grow and is easily thwarted
by obstacles.
17 18
Phoenix Unicorn
Description: Description:
A flaming bird of great magical power. A small, white horse with a golden,
spiral horn.
No. in the Game: 1
No. in the Game: 2
Board Move: Fly 5
Board Move: Ground 4
Battle Move: Fly
Battle Move: Ground (variable)
Button A: Giant fireball
Button A: Energy bolts
Attack Type: Area effect
Attack Type: Variable missiles
Button B: Flaming feather
Button B: Jump
Attack Type: Independent,
homing missile Power Type: Special movement
Lifespan: Long Lifespan: Average
The phoenix cannot stop in mid-air; while flying over the battlefield, if you are not The longer you hold down Button A, the more energy bolts you fire. The more blasts,
pushing the joystick, the phoenix glides forward at reduced speed. the more potential damage but the longer you must wait to fire again.
Button A plunges the phoenix to earth, where it explodes in a seething mass of fire. The unicorns movement is unusual in several respects. If it keeps moving in a single
The fireball not only scorches foes caught in its flames but also protects the phoenix direction, it gradually picks up speed. It can also jump (Button B) over hindering or
from all possible harm. dangerous terrain, like swamp or lava. The faster it gallops, the farther it can jump.
Once loosed by Button B, a feather drifts slowly toward the opposing piece and bursts Note that once firing or jumping is finished, the unicorn will resume its movement even
into flame when it strikes. The damage done is small, but the feather is almost if a button is still pressed.
impossible to evade. Indeed, it is so maneuverable, and so persistent, that the initial Speed and distance are the unicorns prime weapons. Use galloping and jumping to stay
firing direction is almost irrelevant. away from opponents, and exploit the speed of the energy bolts, which is matched on
Release feathers as often as possible. Against goblins, you can keep your distance and the Dark Side only by the basilisks eyebeams. Never get closer than is necessary to hit
singe them to death with feathers. Against almost everyone else, stay close the the target. Try to use lines of obstacles as alleys for fire.
closer, the better. (They need room for their missiles to reach your altitude; dont let
them have it.) Dont hesitate to take advantage of obstacles to block their shots. Trap
foes in corners or against barriers. Use the fireball defensively when necessary to keep
from being hit. Never sit still when vulnerable.
The phoenix is a match for anything on the Dark Side. It is devastating against the
banshee. A battle with the shapeshifter is a long, unprofitable war of attrition; avoid
initiating such a fight unless the square is white and no other Light piece is within striking
distance. Because it negates the phoenixs advantage of altitude, the dragon is a
challenging opponent, but the phoenixs true nemesis is the fire elemental, which cannot
be harmed by fire! It is possible to evade and outlast an elemental, but its not easy!
19 20
Golem Valkyrie
Description: Description:
An artificial being, shaped of earth Beauteous blonde war-maiden from
and stone, and animated by magic. the legions of Valhalla.
The golems crystal missile keeps moving only as long as Button A is held down. If the Each of these ferocious females is endowed with three great magical gifts: the ability to
button is released before the rock hits the target, the crystal shatters explosively, stride the air as if it were solid ground; an enchanted spear that, when thrown, obeys
scattering dagger-like shards over a wide area. Unfortunately, an opposing piece is not her will and then reappears in her hand when needed; and the power to call down
likely to be hit by more than one or two shards, and the damage done by each fragment lightning from the heavens.
is much less than that done by the intact crystal.
The spear is not quite as maneuverable as the genies bolide, but you control it in much
The magical golem also boasts the ultimate defense. To transform it into an invulnerable the same way: hold Button A down and steer with the joystick. (The valkyrie cannot
(if immobile) pillar of granite, hold down Button B. Generally speaking, this secure state move, of course, while you are directing the spear.) Like the bolide, the spear vanishes
lasts until you release the button, but there is also an overriding time limit. when you release the button.
The advantages of this slow-moving creature are a long life and a deadly attack. (That Button B unleashes a trio of lightning strikes in an arc around the valkyrie in the
big crystal hurts!) Since its missile travels slowly, the golem must get close to the enemy. direction you are aiming.
Be aggressive!
The valkyrie is most comfortable at a moderate distance from her opponent: close, but
The golem is a reasonable match for most pieces on the Dark Side, but avoid the not too close. When battling ground-pounders, keep the valkyrie over or near danger-
basilisks eyebeams, and be wary of the lowly goblin. It can duck below the crystal, and ous terrain. Use lightning strikes to keep trolls, banshees, manticores, and goblins from
it can attack far more often than the golem can turn invulnerable. When golem does getting close enough to use their short-range weapons. (Never let anyone inside that
meet goblin, try to keep water or lava between the two pieces. arc!) Lightning is not only one of the few weapons effective against the banshees cursed
skulls but is also one of the best ways to attack the dragon. Unless the battle is on a
favorable square, avoid tangling with the fast missiles of the sorceress and the basilisk.
21 22
Archer Knight
Description: Description:
A fearless half-elf Amazon of A medieval man-at-arms, armed and
unparalleled skill in archery. armored against fearsome foes.
The archer is the simplest piece to use. Both kinds of arrows are fired in the same way; Sword strikes are among the most rapid attacks, but they do freeze the knight in
the only difference is the button used. Magic arrows do slightly more damage than the position momentarily.
standard variety and, to some extent, home in on their targets; regular arrows dont.
Use the shield to block enemy attacks. Press Button B to raise the shield, and do not
Tactics are simple: the archer must get close enough to ensure a hit with her rather release the button before the club or missile hits (or misses). The shields protection is
slow-moving arrows without getting close enough for infighters like the banshee or the limited to the front and shield side; it cannot affect attacks from the back or the sword-
goblin to employ their short-range weaponry. Use hindering terrain to keep goblins, hand side, and even an off-center, grazing shot could get past the edge of the shield. The
trolls, and the banshees skulls at bay. If the archer must battle the dragon or the shield is ineffective against gas, sonic attacks, and the shock of the trolls stomp.
sorceress, use obstacles to block incoming missiles, and try to remain inside the
effective range of dragonfire. Although they cannot withstand more than one blow from many of their enemies, knights
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. Knights can be surprisingly
effective against the dragon, because they can attack from a position (almost directly
underneath) at which the dragon cannot strike back. One wrong move, on the other
hand, and theyre flame-broiled.
Tactics for the knight are simple: get in close and stay there! Move quickly but
erratically. Stand still only to use your shield. Attack constantly; only the goblin can
keep pace, and a human player may panic. Exchange blows with a goblin only if you
have a distinct luminosity advantage. Use feints against a human-controlled goblin; try
to get the goblin to waste its crouch and then clobber it when it pops back up. The
banshee is lethal! Never attack a banshee unless one is stuck on a white square, and
think twice about it even then.
23 24
Sorceress
Description:
Eternally young and ever beautiful, the
Dark counterpart to Lights wizard.
The thunderbolt does not actually travel; instead, it quickly extends outward from the
sorceress, growing in length and strength as long as you hold down Button A, until it
reaches its maximum size. While growing, it can be directed shifted sideways at
least slightly.
Teleportation works the same as it does for the wizard. (See Wizard on page 15.)
Safest on the black power point, the sorceress is, like the wizard, most often used on the
board to cast the seven spells. (See Magic Spells on page 12.) Avoid risking her in
The Dark Side... combat unless she is attacked.
On the battlefield, tactics are similar to the wizards. Her thunderbolts, being narrower,
are less prone to being stopped by barriers, but they do need room to develop. Keep
her at a safe distance; teleport away from dangerous attacks or foes that get too close.
25 26
Dragon Shapeshifter
Description: Description:
A monstrous, serpentine reptile, flying Shapechanger, doppelgnger,
and fire-breathing. nightmare thief of form and power.
Like the phoenix, the flying dragon glides forward without joystick input; pushing the The use and effect of the buttons depend entirely on the shapeshifters current
joystick moves it faster. Like the unicorn, the dragon moves faster the longer it flies (not opponent, whose shape, powers, tactics, and control scheme it borrows in battle.
glides) in a specific direction. (It is thus the hardest piece to play well.)
Holding down Button A increases the size and potency of the dragons fiery gouts. The shapeshifter has no fixed lifespan. Instead, it darkly mirrors its opponent, being
strongest on squares where its enemy is weakest. If it survives the battle, its wounds
The dragon is without peer in the battlefield. One gout of its flaming breath will kill many
heal as soon as it resumes its normal form on the board.
creatures, and a second blast is almost always fatal. Highly mobile, hard to hit, and
harder to slay, it is second in value only to the sorceress. The success of this piece is solely dependent on the proper battleground. Avoid white
squares like the plague! Attack strong pieces on black or dark squares, but ignore the
No piece is more feared; no other piece is as effective against the phoenix. It is, in fact,
knights. Why take a chance on getting the shapeshifter killed for so small a prize?
too useful against all the Light Side heavyweights to risk chasing knights all over the
(Conversely, if you are playing Light, the best way to attack the shapeshifter on neutral
board, whatever the temptation. Although vulnerable, the pesky knights are too
ground is with a knight.)
dangerous if they get close.
In battle, keep the dragon away from its opponents; its deadly fire needs a lot of room
to reach a target on the ground. Use the gas cloud against anyone who gets too close
for the fiery breath, and then use the dragons superior speed to open up some
breathing space.
27 28
Basilisk Troll
Description: Description:
A small, crested reptile with lizard Subhuman cave-dweller, a shambling
limbs, a snakes body, and gorgon eyes. giant, dull but strong, clumsy but hard
to slay.
No. in the Game: 2
No. in the Game: 2
Board Move: Ground 3
Board Move: Ground 3
Battle Move: Ground
Battle Move: Ground (Varies)
Button A: Paralyzing eyebeams
Button A: Boulder
Attack Type: Missile
Attack Type: Missile
Button B: Poisoned breath
Button B: Shock stomp
Attack Type: Missile
Attack Type: Area effect
Lifespan: Short
Lifespan: Long
The primary effect of the basilisks fast eyebeams is gradual paralysis; the more an Traditionally, trolls were paralyzed by direct sunlight. In ARCHON ULTRA, the effect of light
opponent is hit, the slower it moves. Total paralysis is fatal. is not quite so drastic: a trolls speed depends on the luminance of the square; the
lighter the square, the slower it moves. On any battlefield, a troll regenerates, slowly
Keep your distance! The sluggish basilisk is best at moderate or long range. Use the
healing its wounds. (Death is final, however.)
poisoned breath, with its more limited range, to supplement the eyebeams to keep
infighters from closing or to finish off a badly wounded piece. Properly used, the basilisk A troll stomp jolts a nearby opponent, throwing it off balance and backward, delaying
is more than a match for slow or short-range fighters. its attack: the closer the piece, the greater the impact. It has no effect, however, on
fliers or floaters.
Use the troll to pulverize knights; it is much more effective against them than the golem
is against goblins. Against other opponents, it needs to get as close as possible to
ensure hits and do damage. Because of its long life and regenerative ability, it is the one
piece that can profitably trade attacks with any opponent. It is truly formidable,
however, only on dark squares.
29 30
Banshee Manticore
Description: Description:
Deaths herald, a ghostly apparition of A legendary beast, lion-bodied,
dreadful mien and lethal cry. human-faced, and spike-tailed.
The wail is a timed attack that affects a circular area around the banshee. While The manticores roar staggers and repels anyone in front of him. Its range is short, but,
screaming, it can pursue its victim whether Button A is up or down. unlike the troll stomp, it affects even fliers and floaters.
A cursed skull rolls along the ground in slow but inexorable pursuit of the opposing The manticore is stronger than its counterpart, the archer, but also a bigger target. Be
piece. (Dangerous terrain swamp or lava is one of the few hazards that will keep bold against weak opponents, but remain at mid-range when fighting more dangerous
the skull from reaching its target.) The skull fastens onto the victim, doing slight damage adversaries. Use the roar to keep knights away, throw off the timing of other attackers,
and, more importantly, slowing the victim down. A phoenixs fireball can burn the skull and render opponents vulnerable to a fusillade of spikes.
off, and elemental attacks can destroy it, but otherwise the attachment lasts as long as
the banshee lives. No more than three skulls can be active at any time.
The banshee fares well against lightweights and poorly against heavyweights. Its skulls
cannot reach the genie or the phoenix (unless its grounded), and the golem can render
itself invulnerable to the wail. If you want to indulge in some gratuitous pawn-bashing,
use the banshee to terrorize the knights, who have no real defense against either
banshee weapon.
The banshee requires and rewards considerable skill. Avoid firing lines. Use the
cursed skulls to slow down opponents, and then get in close for the kill. When attacking,
follow the opponent closely to prolong exposure to the scream. Circle the opponent to
avoid return fire.
31 32
Goblin ELEMENTALS
Description:
A dwarfs dark cousin, short and
squat, strong and savage, garbed in
looted armor.
Description: Description:
Lumbering and powerful, a vaguely humanoid A hovering ball of fire, self-sustaining
incarnation of earth and rock. and intelligent.
Description: Description:
A spirit of air, embodied in the form A whirling, self-aware column of spray
of a whirlwind and mist.
Star Control 2 is a trademark owned by Accolade, Inc. SEGA is a registered trademark owned by SEGA Enterprises, Ltd. TSR is a trademark owned by TSR, Inc.
CREDITS STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY
Strategic Simulations, Inc. (SSI) warrants that the diskette(s) on which the enclosed program is recorded will be free from defects
in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days of purchase the diskette(s) prove
defective in any way, you may return the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201,
Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In addition, if the diskette(s) prove defective at
any time after the first 30 days, return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00 (each disk)
plus $4.00 for shipping and handling. California residents, add applicable sales tax.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON THE
DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR
Design Jon Freeman, Paul Reiche ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD AS IS. THE ENTIRE RISK AS TO THEIR QUALITY AND
PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
Programming Anne Westfall, Fred Ford
DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF
Modem Support Dan Hite SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR
INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
Graphics George Barr, Jon Freeman, The enclosed software program and this rule book are copyrighted. All rights are reserved. This rule book may not be copied,
Douglas Herring, Mark Johnson, photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or in part,
Karen Mangum, Paul Reiche, without prior written consent from SSI. The program accompanying this rule book may be copied, by the original purchaser only,
as necessary for use on the computer for which it was purchased.
John Xu, Bill Yates
Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation and
Sound Support Fred Ford subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).
Game Software & Rule Book 1993, Free Fall Associates. ARCHON is a trademark of Free Fall Associates.
Music Dan Nicholson Free Fall is a registered servicemark and trademark of Free Fall Associates.
Licensed to Strategic Simulations, Inc. All Rights Reserved.
Rule Book Author Jon Freeman
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and correct any
errors in programming. However, due to the complex nature of our simulations, some program errors may go undetected until after
publication. In addition to errors in the program, there are occasionally problems with the disk itself. We experience the industry
standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective, make sure to check
your disk drive. Up to 95% of the disks returned to us as defective will run fine on our computer systems. Often the problem is
with a disk drive that needs servicing for alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support
Associate Producers William Dunn, Ken Humphries, Department, along with a note describing the problem you have encountered. A replacement disk will be provided upon our receipt
of the defective disk.
Jeff Shotwell
Should you uncover an error in the program, return both your game disk and any save game disks to our Customer Support
Rule Book Editors Eileen Matsumi, Andr Vrignaud Department. Please enclose a description of what was taking place in the game when the error occurred. Upon correction of the
program error, we will return an updated disk to you.
Producer Dan Cermak
Always make sure to include your name, address, and daytime telephone number with any
Testers Jason Ray, Cyrus G. Harris, John Cloud correspondence. We will do our best to see that any problems are corrected as soon as possible.