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                        Archon II : Adept                     
                             For The                          
                         Commodore-AMIGA!                     
     Getting Starting: Plug a joystick into port 2 for a one  player game, or plug joysticks into port 1 and 2 for two      player games. joystick 1 controls Order and joystick 2        controls Chaos.                                                    Using the Main Menu: Use the koystick to move the        onscreen pointer and make selections from the main menu.      Press the jotstick button when the pointer is on the correct  choice. You can from the following player options for each    side.                                                         
     Human: You make all the moves for your side.             
     Cyborg: You control your icons on the strategy board and the computer controls combat on the battleground. You can     override the computer by pressing the joystick button when    prompted, before the battle begins.                           
     Computer: The computer makes all the moves for its side. 
     Handicapping: Before starting your game, select your     play level; BEGINNER,STANDARD,or ADVANCED. Beginners start    with more magical energy, Advanced players start with less.   The lower a player's level, as compared to an opponent's the  slower the opponent's icons, missiles, and attacks will move. In the case of Adepts, missiles not only move slower, they're also harder to control. Choose Advanced for the skillful      player to obtain the maximum possible handicap.               
     Start the Game: Select the START option for the side you want to move first. If you wait for a little while without    making any menu selections, the computer will begin playing a game against itself. Press Q to interrupt a computer-against  computer game.                                                
     Note: Because the player who moves first has an          advantage, the player who moves second receives additional    energy to maintain evenly balanced play.                      
                             Winning!                         
     You win if you occupy all six power points at once or if you triumph in the Apocalypse (evocable with a special        spell). You also win if your opponent runs out of magical     energy or icons.                                              
                           THE BOARD!!                             The maine board is composed of four bands representing   the classical elements of Earth, Water, Air and Fire.         Additionally there are four squares which are not part of any band. Two are black, neutral squares representing the Void.   The other are citadels, the home squares of Order and Chaos.  While the Void squares can be occupied by icons just like any position in the four bands, the citadels remain empty         throughout the game. There are 6 flashing power points. Two   are the Void squares. The other 4 move from turn to turn      through the outermost corners of each of the four elements.   Occupation of the 6 power points is the major goal of the     game.                                                         
                            MOVEMENT!!                             If the frame is on your side, it's your turn. Use your   joystick to move the frame atop the icon you want, and push   the button. Next use the joystick to move the icon to your    intended destination and press the button again.              
     Elementals and Demons... Side freely along the element   they are on. You may slide them as far as you like with two   resteictions: they cannot pass another icon and they cannot   end their move atop a friendly icon. Alternately, you may     jump them from one element to an adjacent one on a turn. No   icon may slide and jump on the same turn.                     
     Adepts... Can teleport anywhere on the board, but it     costs them a bit of magical energy to teleport from one       element to another.                                           
                           MAGIC SPELLS                       
     Instead of a move, on any turn an Adept can cast any     spell it has enough energy for. Simply select the Adept with  the frame, press the button, and then press then press the    button again. Instead of canceling your Adept's move, this    action produces the message "SELECT YOUR SPELL".                   Move the joystick forward and backward to produce the    different choices. Press the button to select the one you     want. If you change your mind and decide you would rather     move the Adept instead, select "CANCEL SPELL". To cancel a    spell after you've already selected it with a button push,    move the the frame over your citadel and press the button     again.                                                        
     Magic lies at the heart of the action-and so does the    fact that it costs. The amount of magical energy you have     varies throughout the game. You gain energy from each power   point you occupy and for the first few turns only from your   home citadel.                                                      Moving icons mostly free, but it takes magical energy to maintain each Demon and Elemental on your side and            substantial amounts to cast spells. the cost of different     actions is shown by the mark which appears next to the energy bar as you explore your options. You will not be allowed to   take actions you do not have enough energy for.                   The effects of the are limited to the element the        conjuring Adept is on. Adepts cannot cast spells from a Void  square and Adepts are immune to all spells except HEAL.       
                           SPELL LIST!!                       
     SUMMON... This is far and away he spell you will use     most often. When you select it you may choose among 4         Elementals and 4 Demons by moving the frame from monster to   monster. The cost in energy goes up as you move up the column of choices.                                                        Remember, Adept magic works only within the element of   the conjuring Adept. An Adept in Fire cannot, for instance,   summon an icon to band of Earth.                                   You may summon an icon and directly attack an opposing   icon, but it takes extra magical energy to do so. And Adepts  are immune from such attacks. For them, you must use icons    already on the board.                                         
     HEAL... This spell cures half of an icon's wounds and    all paralyis.                                                 
     WEAKEN... Use this to cut an energy icon's current       lifespan in half.                                             
     BANISH... Very expensive to cast. On the other hand, an  icon you can't defeat can be very expensive to try to live    with. And occupied power points elements without Adpts make   very tempting targets.                                        
     APOCALYPSE... This spell begins a battle that ends the   game. In that apocalyptic battle, your icons lifespan,        missile power, and missle speed depend on your magical        energy, icons remaining, and Adepts left, respectively. Use   to put a hopelessly overwhelmed enemy out of his or her       misery or as an act of suicidal deperation.                   
                        HOPE THESE HELP!!                                                  Made by                                                    Cobra Leader.                       