0% found this document useful (0 votes)
142 views

IBM and Compatibles CD-ROM Data Card: Archon Ultra Manual

manual de archon ultra
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
142 views

IBM and Compatibles CD-ROM Data Card: Archon Ultra Manual

manual de archon ultra
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 29

ArchonDC 3/14/96 10:40 AM Page 1 (1,1)

Archon Ultra manual


Contributed by Wade for Home of the Underdogs, http://www.theunderdogs.org/

IBM and Compatibles CD-ROM Data Card

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.

CHECKING FREE BASE MEMORY


Each game included with this compilation has different requirements of free base RAM
to run. The requirement for each game is listed under the specific title information. To
check your free base RAM, type MEM from within the DOS directory. The free base
RAM is listed as LARGEST EXECUTABLE PROGRAM SIZE. Compare the listed
amount to the amount of free memory required by the game. Also listed is FREE
EXTENDED MEMORY (or free XMS). If your amount is lower than the game requires,
follow the instructions for making a boot disk given under the Memory section of this
data card, or free up additional memory (see the Memory Management section of your
DOS manual) before continuing.

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)

INSTALLING THE GAME


The CD that comes with the game is in a compressed format, and must be installed
before you can begin play.
1. To install a game, place the CD in your drive. Be sure this drive is the active drive.
(For example, to make drive D the active drive, type D: and then press Enter.
2. Type INSTALL and press Enter. You will be prompted to make a selection as to which
of the five games you would like to install. A screen listing basic system information is
displayed. If the install program detects any unmet system requirements, the problem
areas will be highlighted in red. Clicking on any item (or typing the corresponding
item number) displays additional information and/or help for that item.
3. Follow all on-screen prompts.
If you experience problems during installation, please refer to the
Troubleshooting section. Additional information regarding memory, sound,
video, and mouse setup can be found there as well.

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

TO VIEW THE GAME RULE BOOKS AND NOTES


The ARCHON ULTRA CD includes the rule book in text format (.txt) as well as Portable Document
File(.pdf) format.The text version can be read using any ASCII text reader/editor. The .pdf files
are read by a program called Adobe Acrobat. Adobe Acrobat can be installed when Install
Reference Manuals is selected from the install menu.

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).

To view game documentation using Adobe Acrobat:

1. Move to the corresponding Adobe Acrobat directory (default is C:\acrodos).


2. Type ACROBAT and press Enter.
3. When the program begins, an OPEN FILE menu is displayed. To view the game rule
book, select the ARCHON.PDF file .
4. Control icons for the Acrobat Reader program can be seen at the top of the screen. You
can navigate through the documentation by using the arrow icons; to customize your
view size for a page, use the magnifying glass icons.
5. You can print the entire document or custom sections by selecting PRINT from the FILE
pull-down menu.

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.

HOW TO MAKE A BOOT DISK


You can free more memory without changing your normal system configuration by cre-
ating a boot disk. A boot disk is the best way to temporarily change your systems con-
figuration without possible side effects.
To make a pre-configured boot disk from the install program:
1. Place a blank disk in your A: drive. (Note: It must be your A: drive.)
2. Place your ARCHON ULTRA CD into your CD-ROM drive.
3. Change the active drive to the CD-ROM drive (usually D:) by typing D: and press Enter.
4. Type INSTALL BOOT and press Enter.
5. Follow the on-screen prompts until you see the message Boot Disk Creation Successful.
6. Add the appropriate CD-ROM (and, if applicable, sound card) drivers to your boot disk.
These are in the C:\CONFIG.SYS and C:\AUTOEXEC.BAT files or hardware manuals.

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.

To Start a Game with This Boot Disk:


1. Place your boot disk in your A: drive.
2. Reboot your machine (Ctrl-Alt-Del on the keyboard, or hit the reset button).
3. Be sure that the hard disk containing the game is the active drive.
4. Change the directory to the games directory. For example, to change the default
directory type CD\ARCHON and press Enter.
5. Type ARCHON and press Enter to start the game.

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.)

To Create a Boot Disk Manually:


1. Place a floppy disk in drive A: (note that it must be in drive A:).
2. From the C: prompt type FORMAT A:/S and press Enter.
3. Go to the A: drive by typing A: and press Enter.
4. Type EDIT CONFIG.SYS and press Enter. When the blue screen appears type in the
lines just as they appear in the sample CONFIG.SYS which follows. Save this file (it
already has a name), then exit.
5. Type EDIT AUTOEXEC.BAT and press Enter. When the blue screen appears type in the
lines just as they appear in the sample AUTOEXEC.BAT which follows. Save this file (it
already has a name), and exit.
(continues on next panel)
ArchonDC 3/14/96 10:40 AM Page 4 (1,1)

To Create a Boot Disk Manually (continued)


Sample files:
CONFIG.SYS AUTOEXEC.BAT
DEVICE=C:\DOS\HIMEM.SYS PATH=C:\;C:\DOS;C:\MOUSE
DOS=HIGH,UMB PROMPT $P$G
FILES=25 MOUSE
BUFFERS=25,0
IMPORTANT: Be sure to include the necessary CD and sound card drivers in the
appropriate files. Refer to your respective CD and sound card manuals, or original
CONFIG.SYS and AUTOEXEC.BAT files, for the correct names and locations of the
drivers required.
Additional drivers will be required for some sound cards. For example, the Pro Audio
Spectrum 16 card requires a line resembling the following:
DEVICEHIGH=C:\PROAUDIO\MVSOUND.SYS D:3 Q:7 S:1,220,1,5M:0 J:1

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)

CONTACTING SSI TECHNICAL SUPPORT


If you are having problems, please consult the Troubleshooting section of this data card
before calling technical support. We have a staff of technical support specialists ready to
help you with any problem you may encounter with the game. If your problem is due to
your system configuration they will tell you of the games requirements and suggest some
possible solutions.

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:

A listing of all of your machines hardware and its settings.


The contents of your AUTOEXEC.BAT and CONFIG.SYS files.
All the information listed after the MEM command (read the To Check Your Free RAM sec-
tion for pertinent information).
The current configuration of your game.

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.

World Wide Web


http://www.ssionline.com

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.

Additional Material for ARCHON ULTRA


The Default Keyboard Configuration for ARCHON ULTRA:

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.

PLAYING ARCHON ULTRA


Note: You can save or load your game by using the menu bar at the top of the screen. Only
one game can be saved at a time. Also note that you cannot save a modem game.

Modem Play For ARCHON ULTRA


To play a game by modem, choose the modem option in the pull down Game Menu.
Note that this option is available only while the Main Menu is displayed (i.e., before a
game has started or immediately after you select New Game). For additional
information on modem use please consult the README.TXT file.

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.

1996 Strategic Simulations, Inc. All Rights Reserved.


Archon Ultra manual
Contributed by Wade for Home of the Underdogs, http://www.theunderdogs.org/
TABLE OF CONTENTS

INTRODUCTION....................................1 MAGIC SPELLS....................................12


Teleport..........................................12
PRELIMINARIES ....................................2
Heal................................................12
Game Contents.................................2
Shift Time .......................................12
Copy Protection................................2
Exchange .......................................13
Late-Breaking News ........................2
Summon Elemental........................13
Modes of Play..................................2
Revive.............................................13
The Controls Paradigm....................2
Imprison.........................................13
The Original ARCHON.........................2
Cease Conjuring.............................13
THE GAME IN BRIEF .............................3
THE OPPOSING FORCES....................14
The Game .........................................3
The Light Side ................................14
Pieces ...............................................3
The Dark Side ................................23
The Two Screens ..............................3
Elementals .....................................32
Hostilities .........................................4
PLAYING HINTS AND
MENUS, OPTIONS, AND CONTROLS....4
TIPS ON STRATEGY ............................35
The Main Menu................................4
The Board: Openings.....................35
Pull-Down Menu Options.................6
The Board: General Hints..............36
THE BOARD...........................................7 The Board: Spell Strategy..............36
The Luminosity Cycle .......................7 The Battlefield: General Hints........37
Power Points ....................................8
QUESTIONS & ANSWERS ..................39
Movement ........................................8
ABOUT THE DEVELOPERS.................42
THE BATTLEFIELD.................................9
Combat.............................................9
The Attack Interval.........................10
Obstacles and Terrain...................10
Life, Death, and Wounds ...............11
1 2

PRELIMINARIES The Controls Paradigm


Game Contents For the sake of simplicity, in the follow-
ing pages we use the joystick paradigm
Your game box should contain to explain game mechanics. If you
the following: prefer a different input device, please
Disks Rule Book Data Card translate appropriately.
This rule book explains the rules, proce- The Original Archon
dures, controls, and options in ARCHON
ARCHON ULTRA is not a sequel to ARCHON
ULTRA and offers advice on playing the
but a substantial revision. If you are a fan
game better. The disks contain the game
of the original, you should recognize the
program and associated files. The data
basic game framework: the board and
card explains how to install and start the
pieces, the goals of play, the rules and
game and how to manage modem play.
many of the mechanics. Much is new,
however, especially on the battlefield.
Copy Protection
There is no physical copy protection Even on the board, some changes are
on your disks; make backup copies obvious: a new, 3D perspective; more
if you wish, and put the originals away detailed and colorful graphics; far more
for safekeeping. See your data card extensive animation; enhanced sound and
for an explanation of our copy music. Some are subtle: the luminosity
protection procedures. cycle has been modified and lengthened
slightly, and power points are more
Late-Breaking News important than ever. You may have to
Printing schedules require the manual to modify your favorite strategies.
be written before the game is finished. Combat is very different, indeed. Battle-
Introduction... For last-minute updates, changes, or
corrections to the information contained
fields vary depending on the luminance
and location of the contested squares.
herein, read your data card, and look for The old, cycling barriers are gone. In their
a README file in your game directory. place are a variety of terrain features,
including boulders, destructible trees,
E very century, the unceasing cold war between the primal forces of Light and
Darkness heats up. The occasion is a contest, a battle game, formal but dangerous,
combining strategy and tactics, magic and mayhem: a mythic hybrid of gladiatorial
Modes of Play
You can use the keyboard, a mouse,
swamp, lava flows, and even battlefield
versions of the power points. All the
combat, Olympic games, and Super Bowl. At stake are power, prestige, influence, and or a joystick (our own preference) to pieces have a multiplicity of powers, and
bragging rights for a hundred years. As the Millennium approaches, a particularly play ARCHON ULTRA against either the many of their traditional abilities have
significant game looms. . . . computer or another person, either in been modified or replaced. Unicorns
person sharing the keyboard or using now gallop and jump; the dragon and
Theres a board. There are pieces with varying powers, squares to move into and an
any combination of keyboard, mouse, the phoenix now fly over the heads of
opponent to conquer. But the squares keep changing. And once you decide where to
and joystick(s) or at a distance, via groundlings. Attacks are more sophisti-
attack, the board explodes into a battlefield. Your pieces include unicorns, golems, and a
modem connection. For details on cated and varied, proper tactics more of
wizard, and they need all their strange powers to fight the banshees, goblins, and
modem play, see your data card. a challenge, and battles more intricate,
sorceress they face. They cast spells and missiles; they pummel, pierce, and explode in
more spectacular, and simply more fun.
flames; they move each other around, take on each others shapes, and shriek at each
other. If you square off on a spot that stays favorable, your piece will be hard to kill. If
youre smart, fast, dexterous, and far-sighted, you may win.
3 4

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

LIGHT SIDE DARK SIDE Handicapping Game Menu


By adjusting movement and missile New Game returns you to the main menu
UP RIGHT BUTTON B
speeds, attack intervals, and the to start a new game. About displays
computers apparent reaction time, credits and legal information. Quit allows
LEFT
handicapping allows you to play an you to leave the game and return to DOS.
enjoyable game even against a
significantly better (or poorer) player. Sound and Graphics (Choices)
LEFT UP DOWN RIGHT
The Choices menu lets you alter the look
If you are just learning the game, select
of the board and pieces, or turn off the
DOWN BUTTON A BUTTON B Helped for yourself. A novice opponent
games music or sound.
should also be Helped, while a player who
is much better than you are should be If you prefer playing the game with the
BUTTON A Hindered. If you have no luck playing a Dark Side on the bottom, you can turn
Normal computer opponent, you can the board around using the Board option.
DEFAULT KEYBOARD CONFIGURATION Hinder it, as well. If you find the 3D representation confus-
ing if the position of the pieces is ever
If you and your opponent are experi-
Keyboard Mouse enced and evenly matched, pick Normal unclear the Pieces option can reduce
If you use the keyboard, two keys The board uses a standard point-and-click for both of you. If one of you retains a the size of the pieces to clarify their place-
correspond to the two joystick fire interface for the mouse. The left button distinct edge, you will probably have a ment. We do not suggest you play the
buttons, and four other keys represent corresponds to the joysticks Button A; the better game if you pick Hindered for the game using Half-Size pieces, but occasion-
the four primary movement directions: right button, which accesses the overhead stronger player rather than Helped for the ally viewing the board that way may be
up, down, left, and right. Pressing menus, is the equivalent of Button B. weaker one. helpful. If you have trouble remembering
complementary pairs of movement keys which pieces belong to which side, it may
allows diagonal movement: e.g., with the
On the battlefield, the mouse has its own A Helped player is given the Simple firing help to turn on Ghosting.
default keys, pressing and would
special cursor, which is used to direct the option; Normal and Hindered players get
movements of your piece or its attacks. If Standard fire. You can change the firing Firing Options
move the Dark piece or cursor up the
the cursor is well to the left of your piece, method for either player by using the Firing settings are initiated by the
screen and to the right.
the piece will move in the general direction Firing menu. Handicapping choices in the main menu
To allow two players to share the key- of the cursor; once the piece moves but can be altered in the pull-down menu.
board, separate sections of the keyboard underneath the cursor, the cursor changes Pull-Down Menu Options
are reserved for the Light and Dark shape (from an arrow to a hollow square), The Standard setting is the traditional
While the board is displayed, you can use
sides. If you are playing against the and the piece stops. The piece does not ARCHON interface and the usual default;
Alt or Button B to access additional
computer, pressing keys belonging to necessarily move to the cursor in a single to initiate a battlefield attack, you hold
game functions from pull-down menus. To
the computers side has no effect. straight line; it is limited to moving in the down the appropriate fire button and
leave menus without changing anything,
same eight directions allowed by any push the joystick in the direction you
Warning: One of the best-kept secrets in use Esc, or press Button A while you are
other input device. Similarly, your piece want to fire.
computerdom is that keyboard capabilities in the menu bar.
launches an attack not directly at the Simple firing is easier but less flexible;
vary widely. One keyboards valid key
cursor but in the allowed direction closest simply pressing a button launches an
combination may be ignored or misin-
to the cursors position. attack in the direction the piece is facing.
terpreted by a different model of keyboard.
If you have trouble getting your keyboard For more information on the mechanics of With this method, you can make a diagonal
to cooperate, try one of the following combat, see Firing Options on page 6, or corner shot only while the firing piece
remedies: switch sides, try a different Combat on page 9, or The Opposing is moving in the targeted direction.
keyboard configuration, choose the Simple Forces on page 14.
firing option, or use a mouse or joystick.
7 8

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

Obstacles Life, Death, and Wounds MAGIC SPELLS


Obstacles prevent the passage of missiles The lifelines at the bottom of the
and pieces except for the dragon and battlefield screen indicate the current Magic is arguably the most significant strategic element in ARCHON ULTRA. Only the two
the phoenix, which can fly above them. lifespan (health/strength) of the two mages the wizard and the sorceress can cast spells, and each mage can cast each
battling pieces. When a piece is wounded, spell only once.
There are two classes of obstacles. A
its matching lifeline is reduced in
monolith or rock formation is impervious A spell may be cast instead of a regular move on the board. With the cursor beneath
proportion to the severity of the wound.
to all attacks. Trees and giant your mage, push Button A. Instead of moving the cursor, however, just push the button
When its lifeline is gone, the piece is
mushrooms, on the other hand, can be again, and you will get a new message: Select a spell.
dead and combat is over.
damaged and destroyed by fire, lightning,
and various forms of magical energy. A victorious piece returns to the board in Push the joystick up or down to survey the spells still available, and pushButton A when
Damaged trees and mushrooms are control of the disputed square. However, you find the one you want. If further actions on your part are required, additional messages
vulnerable to more weapons and are less will direct you appropriately.
a seriously wounded piece is easier to
effective barriers than they were before defeat the next time it is forced to fight. Remember that a mage cannot conjure the same spell more than once, and a spell
being harmed. Even the strongest piece can be worn cannot be cast against power points or pieces on them. Details are given below.
down by waves of attackers.
Power Points
On the board, wounded pieces heal:
On the battlefield, power points are
slowly, by the simple passage of time; Teleport Heal
active intermittently. When active, they
more quickly, by resting on a power Effect This spell moves teleports Effect This spell instantly heals any
heal at least partially the wounds of
point; or instantly and completely, by any one of your pieces any distance from piece of all wounds it has sustained on
pieces on or above them.
a Heal spell. one square on the board to another. the battlefield.
Actions Required After selecting the spell, Actions Required After selecting the
move the cursor to the piece you want to spell, move the cursor to the wounded
teleport, push Button A, and then move piece, and push Button A.
the cursor to the destination square and
Restrictions You cannot heal a piece
select that square.
resting on a power point. Be careful: it is
Restrictions You cannot move an enemy possible to waste the spell by healing an
piece. You cannot move onto a square already healthy piece.
already occupied by one of your own
pieces (as usual). You cannot teleport onto
or off a power point. You cannot teleport an
Shift Time
imprisoned piece. (See Imprison below.) Effect Two effects are possible. Most often,
the spell reverses the flow of time: i.e., the
Additional Note Do not confuse this spell
direction of the luminosity cycle of the
with either a mages normal three-square
mutable squares. Squares that had been
movement or its special battlefield ability.
growing gradually darker would now grow
Those are examples of minor magic, on the
lighter until the cycle peaked. However, if
same order as unleashing thunderbolts, and
the spell is cast when the luminosity cycle is
are not bound by the restriction of the
at either peak, Shift Time will cause the cycle
seven major board spells.
to shift abruptly to the opposite extreme
(from black to white, or vice versa).
Actions Required None after selecting
the spell.
Restrictions None.
13 14

Exchange Revive THE OPPOSING FORCES


Effect This spell causes any two pieces Effect This spell restores to the game,
on the board to trade places. fully healed, a piece previously lost In the entries that follow, a variable missile is any medium- or long-range attack whose
(killed) in combat. size, intensity, or number is affected by the length of time you hold down the appropriate
Actions Required Move the cursor to
firing button. A directable missile is any similar attack whose direction you can alter after
either one of the pieces you wish to Actions Required The procedure is
the moment of firing. A pieces lifespan is the amount of damage loosely, the number
transpose, and push Button A. Then do similar to the Teleport spell or a normal
of wounds the piece can sustain before dying.
the same to the other piece. move, except that the revived piece is
selected from a special window, and its
Restrictions Neither piece can occupy a
destination must be a vacant square next
power point; neither can be imprisoned.
to the mage.

Summon Elemental Restrictions You cannot revive a piece


unless it is dead. One of the (initially five)
Effect This spell allows you to attack any squares adjoining your mage must be
enemy piece with a new, temporary piece vacant, and you must put the revived
representing one of four elementals: piece on one of those vacant squares.
animated spirits of the ancient elements
of earth, air, fire, and water. Combat is
conducted on the battlefield as usual,
Imprison
except that the elemental vanishes after Effect This spell keeps a piece on the
the battle, win or lose. board from leaving its square. The piece
can fight its attackers on the battlefield,
Actions Required Once the spell is
but it cannot be moved off its square.
selected and the elemental appears,
Important: an imprisoned mage cannot
move it to the piece you wish to attack,
cast spells! Imprisonment is temporary and
and press Button A. On the battlefield,
based on the luminosity cycle: a Dark Side
direct the elemental just as you would
piece remains imprisoned until the mutable
any other piece. (For more information,
squares turn black; a Light Side piece is
see The Elementals on page 32.)
freed when mutable squares turn white.
Restrictions You cannot send an
Actions Required Once the spell is
elemental to attack a piece on a power
selected, move the cursor to the intended
point. You cannot direct the elemental to
victim, and push Button A.
a vacant square or to one occupied by
one of your own pieces. You cannot Restrictions You cannot imprison a piece
choose which elemental will respond to on a power point. You cannot imprison any
your summons. piece at a time when the luminosity cycle
would automatically free it.

Cease Conjuring
This is not a spell; it is a way to avoid casting a spell if you miscalculate. If you change your
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.

No. in the Game: 1 No. in the Game: 1


Board Move: Teleport 3 Board Move: Fly 4
Battle Move: Ground Battle Move: Float
Button A: Sun sphere Button A: Bolide
Attack Type: Variable missile Attack Type: Directable missile
Button B: Teleportation Button B: Transformation
Power Type: Special movement Power Type: Special movement
Lifespan: Average Lifespan: Long

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.

No. in the Game: 2 No. in the Game: 2


Board Move: Ground 3 Board Move: Fly 3
Battle Move: Ground Battle Move: Float
Button A: Crystalline rock Button A: Magic spear
Attack Type: Explosive missile Attack Type: Directable missile
Button B: Invulnerability Button B: Lightning
Power Type: Defense Attack Type: Multiple, defensive
(stationary) missiles
Lifespan: Long
Lifespan: Average

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.

No. in the Game: 2 No. in the Game: 7


Board Move: Ground 3 Board Move: Ground 3
Battle Move: Ground Battle Move: Ground
Button A: Arrow Button A: Sword
Attack Type: Missile Attack Type: Hand weapon
Button B: Magic arrow Button B: Shield
Attack Type: Homing missile Power Type: Defense
Lifespan: Short Lifespan: Short

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.

No. in the Game: 1


Board Move: Teleport 3
Battle Move: Ground
Button A: Thunderbolt
Attack Type: Variable,
directable missile
Button B: Teleportation
Power Type: Special movement
Lifespan: Average

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.

No. in the Game: 1 No. in the Game: 1


Board Move: Fly 4 Board Move: Fly 5
Battle Move: Fly (variable) Battle Move: Varies
Button A: Fire Button A: Varies
Attack Type: Variable missile Attack Type: Varies
Button B: Gas cloud Button B: Varies
Attack Type: Missile Power Type: Varies
Lifespan: Long Lifespan: Special

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.

No. in the Game: 2 No. in the Game: 2


Board Move: Fly 3 Board Move: Ground 3
Battle Move: Float Battle Move: Ground
Button A: Wail Button A: Tail spikes
Attack Type: Area effect Attack Type: Missile cluster
Button B: Cursed skull Button B: Roar
Attack Type: Independent, Attack Type: Short-range
homing missiles directional effect
Lifespan: Average Lifespan: Average

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.

No. in the Game: 7


Board Move: Ground 3
Battle Move: Ground
Button A: Club
Attack Type: Hand weapon
Button B: Crouch (duck)
Power Type: Defense
Lifespan: Short

The club works just like the knights sword.


Use Button B to duck safely below a sword slash or incoming missiles; keeping the
button down extends the crouch, but there is a time limit. The maneuver is ineffective
against the phoenix and the valkyries lightning. (It wont help against elementals, either,
but who would waste an elemental on a goblin?) D espite their individual differences, all elementals have certain things in common that
greatly affect their tactics on the battlefield. First, they cannot keep fighting
indefinitely. Reflecting not only their health but also the increasing difficulty of keeping
On dark squares the goblins gnarled clubs are more than a match for the swords of the them on the material plane, their lifelines decline over time. Eventually, even an unscathed
knights. Since it can usually avoid the deadliest attack with a well-timed crouch, a well- elemental will vanish, leaving its opponent the victor by default. So, be aggressive! (Of
directed goblin can bring down the most potent of enemies. course, if you are fighting an elemental, simple avoidance is a prime tactic.)
Where these infighters are concerned, he who hesitates . . . is dog food. Keep moving. On the attack, all elementals become their own missiles, hurtling across the screen in a
Duck below incoming missiles. Attack, attack, attack! Exchange blows with a knight only straight line until they hit an obstacle, or you release Button A. In missile form, they move
if you have the advantage in luminance. Try to get a human-controlled knight to waste faster and are harder to damage, but they cannot change direction. All elementals should
its shield on a feint, or circle around and strike at the vulnerable side. stay in the open, away from barriers.
Finally, all elementals have the power of self-destruction (Button B); they can release their
remaining energy (and more) in a powerful explosion that may well be fatal to an
opponent, as well. The longer the lifeline remaining, the more damaging is the explosion.
This ultimate weapon is a last resort; use it only if the elemental is about to vanish or if
you are certain it will kill or at least seriously wound the opposing piece. (Remember
that an elemental cannot return to the board, anyway, so its survival is irrelevant.) The
surest way to catch the opposing piece inside the blast radius is to trigger the explosion at
the moment of impact of a normal attack.
33 34

Earth Elemental Fire Elemental

Description: Description:
Lumbering and powerful, a vaguely humanoid A hovering ball of fire, self-sustaining
incarnation of earth and rock. and intelligent.

No. in the Game: 1 (maximum) No. in the Game: 1 (maximum)


Board Move: Special Board Move: Special
Battle Move: Ground Battle Move: Float
Button A: Rolling stone Button A: Fireball
Attack Type: Special missile Attack Type: Special missile
Button B: Self-destructive Button B: Self-destructive
explosion explosion
Attack Type: Area effect Attack Type: Area effect
Lifespan: Long (time-limited) Lifespan: Average (time-limited)
The earth elemental is the slowest but strongest elemental. Since it cannot leave the The fire elemental is fast and nasty. Since it is invulnerable to flame, it is a lethal
ground, it can harm fliers only by exploding (Button B) beneath them. If possible, opponent for the dragon or the phoenix.
attack floaters or ground pieces instead.

Air Elemental Water Elemental

Description: Description:
A spirit of air, embodied in the form A whirling, self-aware column of spray
of a whirlwind and mist.

No. in the Game: 1 (maximum) No. in the Game: 1 (maximum)


Board Move: Special Board Move: Special
Battle Move: Float Battle Move: Float
Button A: Tornado Button A: Waterspout
Attack Type: Special missile Attack Type: Special missile
Button B: Self-destructive Button B: Self-destructive
explosion explosion
Attack Type: Area effect Attack Type: Area effect
Lifespan: Average (time-limited) Lifespan: Long (time limited)
The air elemental is faster than the earth elemental but not as damaging. Unlike earth, The water elemental is slower than the air elemental but otherwise similar.
but like fire and water, it is as effective against fliers as it is against ground pieces.
35 36

PLAYING HINTS AND TIPS ON STRATEGY The Board: The Board:


General Hints Spell Strategy
Stay on Your Color! Teleport
The effect of a squares luminance on the This spell is handy for tossing a slow or
The Board: Magical Assault lifespan of your pieces is large often as unfavorably-placed piece into your
Openings The aim here is to wipe out the strongest much as 50%. Attack on unfavorable opponents back row to raise a ruckus.
enemy piece right off the bat, before it squares only if you have an overwhelming Alternatively, you can teleport a wounded
Conservative Opening
can do any harm. This is most surely done superiority over the defending piece. piece out of danger.
This involves moving your unfavorably with a combination of spells: Imprison,
located pieces onto more favorable Summon Elemental, Teleport, and, if Plan Ahead Heal
squares (white squares for Light pieces, needed, Shift Time. The first spell holds Most successful attacks require more Never heal the shapeshifter! Since the
black squares for Dark pieces). The idea is the victim immobile while you attack with than one move to execute. Before taking shapeshifter regenerates completely
to establish a strong, balanced position an elemental and then one of your a square, consider what you will do between battles, the spell would be
early on. Since the corner pieces (the strongest pieces teleported across the afterwards. What piece will continue the wasted.
valkyrie & banshee) are mobile and board. Shift Time may be used to prevent assault if the first attacker dies?
especially vulnerable to magical attack the imprisoned piece from getting away Shift Time
(via the Summon Elemental or Teleport before you can finish it off. Avoid Traffic Jams Use this spell to prolong an imprisonment
spells), these are often the first to be
A simple, fast, and sneaky variation for Make openings in your front line for by reversing the flow of time before the
moved. Being ground-movers, the unicorn
the Light Side is to teleport a knight ground-movers to pass. The greater your luminance cycle peaks, freeing the enemy
and basilisk will be stuck on the wrong
(either one blocking the unicorn or one on forces mobility, the greater its flexibility piece. Conversely, especially if you are
square until you clear an escape route
a black square) onto the shapeshifter, and and strength. playing second, you can free your own
either directly, by moving the
go for a double kill. (Some Dark Side imprisoned piece early by casting the
knight/goblin in front of them, or Protect Your Mage!
players find this very frustrating.) spell at the opposing luminosity peak: in
indirectly, and more slowly, by moving
The wizard and the sorceress may be that case, the cycle will jump to your
other knights/goblins and then adjacent
Monster Romp tough on the battlefield, but doom is nigh peak, and your piece will be freed. A
pieces in the back row.
This is risky but fun and sometimes sur- should you lose your mage early in the more strategic use of the spell might allow
prisingly effective. Just fly or teleport one game. Since power points are immune to you to win the game by keeping the
of your strongest pieces (the genie/ magic spells, it is a wise idea to keep your luminance favorable long enough to make
dragon or phoenix/shapeshifter) to the mage at home. a concerted attack on the power points.
other side of the board, and take it on a Exchange
rompin, stompin tour of all the occupied
squares unfavorable to the pieces stuck An enemy advance can be frustrated
on them. This procedure tends to throw temporarily by exchanging a menacing
new players into a panic, which is always intruder (e.g., an opposing dragon or
helpful. More experienced players will genie) in your territory with a weaker
either imprison the attacker or counter piece (a goblin or knight) toward the rear.
with a monster romp of their own. Rapid
attrition on both sides usually follows.
37 38

Summon Elemental The Battlefield: Watch the Shadows Feint!


Since elementals are neutral beings, General Hints Before firing, line up your shadow with Trick your opponent into attacking by
unaffected by changes in luminance, they your opponents. When directing a moving into the line of fire momentarily.
Dont Move in Straight Lines
are well suited to attacking an annoying missile, move the missiles shadow toward Then, in the interval before the enemy
enemy piece that remains on squares Monsters are tricky; you should be, the shadow of the target piece. piece can attack again, close in and loose
favorable to it. The spell is also de rigueur too. Dodge and weave. Dont become your own attack.
against mages that venture off their home predictable. Dont Overcompensate
power points. for Altitude Confuse Your Opponent
Hit and Run
A missile fired by a ground piece toward When at close range, dodge back and
Revive Dont just fire a shot and then sit there a flier moves upward automatically; forth. This is especially important when
Revive only strong pieces. Also, avoid waiting for a retaliatory strike. Take your you do not need to help by firing you cannot afford an exchange of blows,
placing a revived piece on an unfavorable finger off the button immediately after diagonally up. That causes the missile and it is vital for a knight or goblin.
square, or it may die again immediately. firing, and boogie on out of there! If you to move into the distance, not up into
hit something, it can probably hit you. the air. Just make sure your piece is Know Your Pieces Strengths
Imprison back far enough to allow the missile to and Weaknesses
Use Diagonal Shots get high enough to hit. (Faster missiles
The real trick with this spell is timing, Different pieces require different
coupled with Shift Time if necessary, Although difficult to master, angled shots need more room for altitude changes tactics sometimes radically
to prolong the effect. Imprison a will improve your performance than slower missiles.) different and the nature of your
threatening intruder to blunt an attack, dramatically. Few players manage immediate enemy should also affect
or immobilize a strong piece on a consistent diagonals. Trap Your Opponent in a Corner your course of action.
mutable square; then attack when the This is especially helpful for sluggers with
luminosity cycle is most favorable. Think in 3D slow, easily dodged missiles and for the
Remember that three dimensions are poor infighters (knights and goblins).
being displayed on the two-dimensional
screen. Pieces move at different altitudes,
which can make aiming confusing. A
dragon that seems to be next to a knight
is not really lined up to fire; it is actually
nearer to you (visibly lower) but
considerably elevated (visibly higher).
39 40

QUESTIONS & ANSWERS Q uestion Sometimes when Im firing


really fast, I dont hear the reload
sound. Am I going too fast for the
Q uestion My archer attacked the
dragon on a black square. She got
killed, but she did hit it with an arrow, so I
computer to keep up? know the dragon was wounded. On my
Q uestion Why cant I get my pieces
to fire? very next turn, I attacked the dragon again,

A nswer No. If you happen to have the


button pressed and the joystick already
but it was no longer wounded. Why not?

A nswer Youre not pushing the joystick


while the fire button is down. Under
the Standard firing option, you must hold
pointed at the end of the attack interval
(which some people call the reload time), A nswer On the battlefield, a pieces
lifespan is enhanced by favorable
the appropriate button down and push the computer wont bother sounding the luminance and boosted by the magic of
the joystick in the direction you want to bell; instead, it simply launches your attack. the power points its side controls. One of
fire. (This seems to be a particular the benefits of this magical enhancement
challenge for anyone using the keyboard.) is that nicks and scratches (a category
If you cant get the hang of it, pick Helped into which, under the circumstances, your
on the main menu, or set Firing to Simple. single arrow wound fell) are not
Q uestion Is it possible for two pieces
on the battlefield to kill each other?
If so, who gets the square?
permanent. The luminance bonus is also
the reason a badly wounded piece may
make what seems to be a miraculous (if
only partial) recovery between battles. On
Q uestion My attacks often go in the
wrong direction, and sometimes I A nswer Yes, double kills are possible.
You can even get killed by a dead
piece if it has already launched an attack.
a white square the dragon would have
lacked any luminance benefit, and the
cant seem to fire at all even though I
(Zapping an archer, for instance, would bonus for occupying power points might
know Im pushing both the button and the
have no effect on an arrow already in flight.) not cover even a single arrow wound.
joystick. Whats wrong?
In such cases, the disputed square on the Why were you attacking a dragon on a
board will be left empty. The same thing
A nswer Youre pushing the button while
youre still moving your piece. Make
sure the joystick is in neutral or at least
happens when an elemental wins a battle.
black square?

Q uestion Help! I cant move my


pieces! I push Button A to pick up a
piece, but when I try to move it, only the
pointed in the right direction before you
press the trigger. Your nonexistent attacks
Q uestion Why did you make so many
changes to the game? I liked ARCHON
might be hitting the outer walls (and
cursor goes anywhere. Whats going on?
vanishing), but youre probably pressing the
trigger before your attack interval is up.
Q uestion My missiles seem to pass
right through enemy pieces without
harming them. Why?
the way it was.

A nswer To maintain consistency while


accommodating a variety of input A nswer So did we. Although some
people wanted nothing more than a
devices, we made some changes to the
original ARCHON interface. If you look A nswer A missile cant actually pass
through an enemy piece. Because the
battlefield exists in three dimensions, how-
graphically-updated ARCHON, most people
wanted more. We thought we could use
closely, you can see that, when you select lessons we learned from ARCHON 2: ADEPT
a piece to move, the cursor changes
shape. Go ahead and move the hollow
Q uestion When my friend casts
Shift Time , the screen changes
immediately. When I do it, it waits a turn
ever, it is possible to miss not only above or
below a piece but also in front or behind. In
and our other games to make the pieces
more interesting and the battlefield more
cursor to the destination square; press before anything happens. Why? either of the latter cases, it might seem as if exciting. The extra button allowed us to
Button A, and the piece will follow. the missile is or should be hitting the make combat more elaborate without
target. Because of the 3D factor, a piece in
A nswer You had the first move. All
luminance changes take place after
the second players turns. (Thats one of
ARCHON ULTRA is harder to hit than it was in
earlier versions of ARCHON. To improve your
complicating the interface. In short, we
wanted to make the game better.

the advantages of playing second.) performance, move in closer before firing,


and make sure the shadows are lined up.
41 42

ABOUT THE DEVELOPERS


Q uestion ARCHON ULTRA has the
same board and pieces as the
original ARCHON. Why didnt you make
Q uestion Do you make up these
questions?
Paul Reiche III is not as young as he used to be. Hes married now and trying to support
more changes?
A nswer Weve collected, articulated,
reworded, and edited them, but we a family. His partner, Fred Ford, is single and trying to support Paul. Jon Freeman and
Anne Westfall are still married and trying to support each other.
A nswer Huh? We wish we could
introduce you to the last questioner.
We had several ideas for somewhat similar
havent had to make them up not
even this one.
Paul and Fred share a rented office in Novato in the same building occupied by every
other game developer in Marin County. Jon and Anne share a rented house with their
games with different boards, pieces, and
computers and horror stories with every other game developer in Silicon Valley.
objectives, but publishers were more
interested in a revised and updated All four have been in the biz a long time. Paul
version of ARCHON itself. We actually made
far more changes than were originally
Q uestion Why cant I make copies of
ARCHON ULTRA for my friends? once worked at TSR. Fred once toiled at Island
Graphics. Anne once labored at
planned; theyre summarized at the Epyx, back when it was still
beginning of the manual. Youre probably
underestimating the differences in the two
A nswer We at Free Fall Associates
live on what we earn from game
sales. Royalties quite literally pay the
called Automated Simulations.
Jon once founded Automated
games because you have unconsciously rent. If we cant pay our bills doing this, Simulations.
updated ARCHON in your imagination. we cant keep creating games for you to Recently, besides helping on
(Weve done it, ourselves.) It was a great enjoy. Even a really successful game has ARCHON ULTRA, Paul & Fred
game, but it was simpler and more to pay for a couple of years of developed STAR CONTROL 2
primitive than you recall. development time for several people, plus and have been working on a
more years of accumulated debts caused new game for another
by delays, inadequate advances, canceled publisher. Jon has also designed
projects, and wrong turns plus enough a Sega game for another
money to finance the next project. Unless
Q uestion Why did you rename
the genie? ARCHON ULTRA sells well enough to manage
all that, it may be the last Free Fall game
publisher, and Anne has been
serving on the Board of Directors of
the Computer Game Developers
A nswer We got tired of having people
think we were spelling it wrong. We
werent djinni is the original rendition
youll see for a while maybe ever.
Imitations of arcade games or other
Conference. For some reason they all
seem short of spare time, but in odd
designers ideas may be all too common, moments they read, go to movies, and
but people are used to genie. Since but our games are original products of try to stay in shape.
the genie in ARCHON ULTRA owes as much our own bizarre imaginations and many
to the movies as it does to The Book of years of work. (We first put battling
the Thousand Nights and a Night, the chesspieces in a game ten years ago.) Jon Freeman
more westernized spelling seems We cant afford to continue creating new Free Fall Associates
appropriate. So we changed it. games if half the people playing them 1993
That was part of the reason we added dont pay for their copies. We try to play
regeneration to the troll: people expected fair with others, and we appreciate your
it. Gamers who learned their fantasy from playing fair with us by purchasing a legal
role-playing games did not realize that copy of this product.
traditional trolls had no such powers. Thanks from Anne, Jon, Paul, and Fred.

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.

Compatibility Testing Top Star Computing Services


QUESTIONS OR PROBLEMS?
Graphic Design and DTP LOUIS SAEKOW DESIGN: Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call our
Dave Boudreau and Leedara Sears Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday,
holidays excluded. NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER. You can write to us for hints at:
Printing A&a Printers and Lithographers, Inc. Hints, Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a self-addressed, stamped
envelope for reply).

IBM COMPATIBLE COMPUTER INFORMATION:


Many of our games will work on IBM compatible computers. If you own an IBM compatible computer we suggest that you consult
with our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday,
(holidays excluded) to see if an SSI game you're considering purchasing is compatible with your computer. If we have insufficient
data to determine compatibility, you may wish to purchase the game and test for compatibility yourself. If the game proves to be
incompatible, you may return it within 14 days with your dated receipt and we will refund your money. Or, if you return the game
within 30 days, you may exchange the game for another.

You might also like