500 lines
22 KiB
Plaintext
500 lines
22 KiB
Plaintext
This document is provided by HARDWARE HEISTER and input by BELLE STARR, for
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your playing pleasure.
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%%%%%%%%%%%%%%%%%%%%%%%%%%
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% ARCHON DOCUMENTATION %
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%%%%%%%%%%%%%%%%%%%%%%%%%%
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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INTRODUCTION
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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THE GAME. ARCHON depicts the eternal struggle between Light and Darkness as a
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contest of action and stategy between opposing forces wrought from myth and
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legend. The Light Side and the Dark Side are equal in number, balanced in
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strength, but not identical. Their aim, however, is the same: conquest of the
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five "power points" or the elimination of the opposite side.
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ICONS. The various fantastic creatures at your command are represented by
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specific images - "icons" - stylized pictures of knights, goblins, manticores,
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and the like. There are 18 icons - a total of eight different kinds on each
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side. None of yours are identical to any of the icons on the other side.
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THE TWO SCREENS. ARCHON is played on two screens. On one - the strategy
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screen - you and your opponent take turns maneuvering your icons into favorable
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positions. When you place an icon on a square already occupied by one of your
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opponent's icons, the game shifts temporarily to the second display, the combat
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arena.
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HOSTILITIES. In old-fashioned and - admit it - somewhat dull board games
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(chess, backgammon, and their ilk), the "defending" piece gets removed quietly
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from the board, and the "attacker" wins the "battle" - and the square -without
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a blow being struck. In ARCHON, we do not allow such docility, such rank
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defeatism on the part of the defender. No! If you want that square, you have
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to fight for it! When you try to occupy a square held by the enemy, the
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disputed square expands to fill the entire screen ... and then, in the words
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of a certain orange-skinned monster of comic-book fame, "IT'S CLOBBERIN'
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TIME!!!"
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THE LUMINOSITY CYCLE. ARCHON's strategy screen *changes*. While some squares
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are always white or always black, others - "luminance" squares - vary in
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brightness throughout the game in a simple pattern: black-dark-barely
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dark-barely light-light-white... and reverse. Back and forth, throughout the
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game, the cycle continues, the luminance shifting after every other turn. Your
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fortunes in the game tend to ebb and flow with the luminosity cycle. This is
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because icons of the Light Side are harder to defeat on light squares than on
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dark ones. conversely, DarkSide icons are stronger on dark squares and weakest
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on white ones.
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POWER POINTS. The five "power points" are indicated on the screen by flashing
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red symbols. Icons on power points heal faster than usual and are protected
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from the effects of magic spells. If your icons occupy all five power points,
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you win the game.
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MOVEMENT. If the hollow square or "frame" is on your side, it's your turn.
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(Simple, eh?) Use your joystick to move the frame atop the icon you want. Once
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you push the button to confirm your choice, you >must move that icon
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somewhere<. (If an icon has nowhere to go, the computer will not allow you to
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"pick it up".) Once you move the icon to its destination (again with the
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joystick), push the button again, and the obedient image will freeze in place.
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Movement comes in three flavors: ground, fly, and teleport. Ground movers
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cannot move through occupied squares; fliers are restricted only in where they
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land. fliers can also move diagonally; ground icons cannot. Only the Wizard
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and the Sorceress can teleport, but for practical purposes you can think of
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them as fliers in disguise. On any turn, you can move an icon as far as its
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range allows in any direction or comtination of directions. It can stop on any
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square not already occupied by one of your own icons. Note: If you change
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your mind while maneuvering a ground mover, you must backtrack. Otherwise, the
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computer, being very literal-minded, will assume you are trying to extend your
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move unlawfully.
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COMBAT. Action in the combat arena is immediate and simultaneous; there is no
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taking turns. Joysticks direct movement of the icons. Pressing the button
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initiates an attack - swinging a sword, firing an arrow, casting a fireball -
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in the direction the joystick is pointed. You can attack or move in any of
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eight directions: up, down, left, right, and the four diagonals. Important:
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your icon cannot move while the button is pressed. Combat is of three general
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types. Knights and Goblins are sword-swingers and club-wielders; they must be
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very near an opponent to inflict damage. The Banshee and the Phoenix inflict
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damage in a circular area around themselves; the longer the opposing icon is in
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that circle, the greater the damage it sustains. Such "area" attacks need not
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be aimed. All the other icons "throw" missiles of some sort and can,
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consequently, do damage from a considerable distance. See the Quick Reference
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Card for a detailed comparison of the speed of and damage done by the different
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missiles.
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THE ATTACK INTERVAL. while combat is fast and furious, you can't just fire
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away as fast as your finger twitches. It takes a moment to raise a sword into
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position to strike; longer to conjure even a fast fireball; and the better part
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of two whole seconds (!) to rip a boulder out of the ground and lift it high
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enough to throw. Pushing the button before your icon is ready to strike will
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accomplish nothing - except to keep your icon from moving. At the exact
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instant you can launch another attack, the computer rings a bell - a high note
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for the Light Side, and lower one for the Dark Side - to let you know.
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BARRIERS. The obstacles or barriers in the arena go through luminosity cycles
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of their own. Be careful; they can be as tricky as an opponent! Normally, a
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barrier is impenetrable. However, when its cycle changes a barrier's
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luminosity to exactly match the color of the background, the barrier disappears
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... for a few seconds. You can walk over it, shoot past it, anything. It's
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gone. Furthermore, for a few seconds before a barrier vanishes and after it
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reappears, you can walk or fire a missile through it, but you (or the missile)
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will be slowed down. If this seems at all confusing, just remember that the
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more solid a barrier looks, the more solid it is. If you have any doubts,
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avoid the barriers entirely - and get out of the way of oncoming missiles.
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LIFE, DEATH, AND WOUNDS. The "lifelines" at either end of the arena indicate
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the current lifespan of the two battling icons. When an icon is wounded, its
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matching lifeline is reduced in proportion to the severity of the wound. When
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its lifeline is gone, the icon is "dead" and combat is over. A victorious icon
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returns to the strategy screen in control of the disputed square. However, a
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seriously wounded icon is easier to defeat the next time it is forced to fight.
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Even the strongest icon can be worn down by waves of attackers. On the
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strategy screen, wounded icons are healed slowly by the simple passage of time;
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more quickly, by resting on a power point; or instantly and completely, by a
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Heal spell.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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ARCHON - MAGIC SPELLS
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Magic is arguably the most significant strategic element of ARCHON. Only the
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two mages - the Wizard and the Sorceress - can cast spells, and each mage can
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cast each spell only once. While the spells are powerful, they have one
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drawback; each spell weakens the mage casting it, leaving that mage
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progressively less able to defend itself against direct attack.
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A spell may be cast instead of a regular move on the strategy screen. Simply
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move the frame atop your mage, as if you were going to move it. Push the
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button, and the usual message appears. Without moving the icon, however, just
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push the button again, and you will get a new message: SELECT YOUR SPELL."
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Push the joystick up or down to survey the spells still available, and push the
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button when you find the one you want. If further actions on your part are
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required, additional messages will direct you appropriately. Remember that you
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can't conjure the same spell more than once, and you can't cast a spell against
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power points or icons on them. Details are given below.
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--------------------
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TELEPORT
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EFFECT: This spell moves-teleports-any one of your icons any distance from one
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square on the strategy screen to another.
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ACTIONS REQUIRED: After selecting the spell, move the frame to the icon you
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want; push the button; and then move the icon to its destination-just as if it
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were a normal move.
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RESTRICTIONS: You cannot move an enemy icon. You cannot move onto a square
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already occupied by one of your own icons (as usual). You cannot teleport onto
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or off a power point. You cannot teleport an imprisoned icon. (See IMPRISON.)
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ADDITIONAL NOTES: Do not confuse this spell with a mage's normal three-square
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movement. That is minor magic, on the same order as casting fireballs, and is
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not bound by the restrictions of the seven major spells.
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------------
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HEAL
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EFFECT: This spell instantly heals any icon of all wounds it has sustained in
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the cambat arena.
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ACTIONS REQUIRED: After selecting the spell, move the frame to the wounded
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icon, and push the button.
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RESTRICTIONS: You cannot heal an icon resting on a power point. You can
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"heal" an already healthy icon, but why bother?
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------------
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SHIFT TIME
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EFFECT: Two effects are possible. Most often, the spell reverses the flow of
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time: i.e., the direction of the luminosity cycle of the delta squares.
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Squares that had been growing gradually darker would now grow lighter-until the
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cycle peaked. However, if the spell is cast when the luminosity cycle is at
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either peak, Shift Time will cause the cycle to shift abruptly to the opposite
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extreme (from black to white, or vice versa).
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ACTIONS REQUIRED: None after selecting the spell.
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RESTRICTIONS: None.
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--------------
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EXCHANGE
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EFFECT: This spell causes any two icons on the strategy screen to trade
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places.
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ACTIONS REQUIRED: Move the frame to one of the icons you wis h to transpose,
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and push the button. Then do the same to the other icon.
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RESTRICTIONS: Neither icon can be imprisoned or on a power point.
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--------------
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SUMMON ELEMENTAL
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EFFECT: This spell allows you to attack any enemy icon with a new, temporary
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icon representing one of four elementals-animated spirits of the ancient
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elements of earth, air, fire, and water. Combat is conducted in the combat
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arena as usual, except that the elemental vanishes after the battle, win or
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lose.
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ACTIONS REQUIRED: Once the spell is selected and the elemental appears on your
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side of the strategy screen, move it to the icon you wish to attack. In the
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combat arena, direct the elemental just as you would any other icon.
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RESTRICTIONS: You cannot attack an icon on a power point. You cannot direct
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the elemental to a vacant square or one occupied by one of your own icons. You
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cannot choose which elemental will respond to your summons.
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-------------
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REVIVE
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EFFECT: This spell restores to the game an icon previously lost in combat.
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ACTIONS REQUIRED: the procedure is similar to a Teleport spell or a normal
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move, except that the revived icon comes from a special display by the side of
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the strategy screen, and its destination must be a vacant square next to the
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mage.
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RESTRICTIONS: You cannot "revive" an icon not already dead. One of the
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squares adjoining your mage must be vacant, and you must put the revived icon
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on one of those vacant squares.
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------------
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IMPRISON
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EFFECT: This spell keeps an icon on the strategy screen from leaving its
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square. The icon can fight its attackers in the combat arena, but it cannot be
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moved off its square. Important: an imprisoned mage cannot cast spells!
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Imprisonment is temporary. A Dark Side icon would remain imprisoned until the
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delta squares turn black; a Light Side icon would be freed when delta squares
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turn white.
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ACTIONS REQUIRED: Once the spell is cast, move the frame to the target icon,
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and push the button.
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RESTRICTIONS: You cannot imprison an icon on a power point. You cannot
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imprison any icon at a time when the luminosity cycle would automatically free
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it.
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---------------
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CEASE CONJURING
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This is not a spell; it is a way to avoid casting a spell if you miscalculate.
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If you change your mind while selecting a spell, or if the spell you want is
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unavailable or canceled, you may push the button when CEASE CONJURING is
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displayed. This will allow you to start your turn over.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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ARCHON - THE OPPOSING FORCES
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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LIGHT SIDE
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WIZARD. An ancient man of vast supernatural power, the WIZARD is the leader of
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the Light Side. In battle, the Wizard casts devastating balls of fire. He
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rarely ventures from the safety of his home power point, however, and is more
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commonly used to cast on of the seven spells.
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UNICORN. Resembling a great white horse with the tail of a lion and a sharp,
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spiral horn set at its brow, the UNICORN is swift and agile. The beautiful
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creature can fire a blinding bolt of energy from its magical horn.
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ARCHERS. The ARCHERS are fearless Amazon warriors of legendary skill with
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their fine whitewood bows. They are endowed with magical quivers that can
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never be emptied.
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GOLEM. A GOLEM is an artificial being, shaped from stone and gleaming metal,
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and animated by magic. Roughly man-shaped, it is huge, twice the height of a
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man. Its weapons are boulders ripped from the earth and hurled with
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devastating force.
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VALKYRIES. VALKYRIES are beauteous blonde war maidens from the legions of
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Valhalla. Each of these ferocious females is endowed with two great magical
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gifts: first, the ability to stride the air as if it were solid ground; and,
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second, an enchanted spear, which, when thrown, returns to her hand of its own
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accord.
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DJINNI. The DJINNI is a magical being from another dimension, a plane of
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tempest and storm. In form he is a huge superbly muscled man whose body is
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partly flesh and partly swirling currents of air. A cousin to the wind itself,
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the Djinni can raise a smnall tornado with a gesture and control it with a
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thought.
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PHOENIX. The PHOENIX is a flaming bird of immense size and power. In battle
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it can explode into a seething mass of fire, scorching anyone on the perimeter
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of the blaze and burning severly any enemy unfortunate enough to be caught near
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the incandescent core. Not only is the Phoenix unscathed by its own flames,
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but, while undergoing its fiery metamorphosis, it cannot be harmed by any
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attack known.
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KNIGHTS. The KNIGHTS are foot soldiers armed and armored against foes far
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larger than themselves. Although they cannot withstand more than one blow from
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many of their enemies, they need not be mere cannon (or dragon) fodder.
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Provided they are swift and clever, their speed of attack gives them a chance
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to survive and triumph.
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-------------------------
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DARK SIDE
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SORCERESS. The equal of the old Wizrd only in power, the eternally young and
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ever beautiful SORCERESS is his counterpart in all ways. Her lightning bolts
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are swifter and surer than his fireballs, if a shade less potent. fierce in
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battle but safest on the black power point, she is most often used to cast the
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seven spells.
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BASILISK. The BASILISK is a small, crested reptile with the scaly body of a
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lizard and the bulbous, glowing eyes of a gorgon. Although it is relatively
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short-lived, the beast's quick movements and deadly glance make it a terrifying
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opponent.
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MANTICORE. The MANTICORE resembles a large, golden lion with a human face and
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a scorpion's thorny tail. This nasty appendage bristles with great quills like
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spikes, which the fell beast can fling over its head with surprising accuracy.
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TROLL. A dweller in caves and dark places, the misshapen TROLL is a shambling
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giant, dull but strong, clumsy but hard to slay. Like the Golem, if carries no
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ready-made weapons; instead, it seizes boulders, tree trunks-whatever comes to
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hand-and catapults the massive objects at its enemies.
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SHAPESHIFTER. The SHAPESHIFTER is a doppleganger, a demonic creature without
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true shape or form, save what it steals from its enemies. In battle it becomes
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the mirror image of its opponent, strongest on squares where its enemy is
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weakest, turning the enemy's powers against itself. It has no fixed lifespan;
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all wounds that do not prove fatal will heal as soon as it assumes a new form.
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DRAGON. The DRAGON, a monstrous, serpentine reptile, is without peer in the
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combat arena. One gout of its flaming breath will kill many creatures, and a
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second blast is almost always fatal. Highly mobile and very difficult to slay,
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its awesome powers make it second in value only to the Sorceress.
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BANSHEE. The BANSHEE is an undead spirit that feeds off the souls of her
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opponents, a ghastly apparition that attacks with her keening wail, draining
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the life from anyone in range of the sound (the shaded area around her).
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Prolonged exposure to the terrifying shriek can be fatal.
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GOBLINS. GOBLINS are hideous dwarves, twisted of limb and misshapen of
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feature, unfriendly and often violent. Their mutual antagonism is kept in
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check only by the powers of the Sorceress. On dark ground their gnarled clubs
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are more than a match for the swords of the Knights, and if well-directed they
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can bring down the most potent of enemies.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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ARCHON QUICK REFERENCE CHART
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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THE LIGHT SIDE
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WIZARD MOVEMENT: Teleport-3
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SPEED: Normal
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ATTACK MODE: Fireball
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ATTACK FORCE: Great
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ATTACK SPEED: Medium
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ATTACK INTERVAL: Average
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LIFESPAN: Average
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NUMBER ON SIDE: 1
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UNICORN MOVEMENT: Ground-4
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SPEED: Normal
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ATTACK MODE: Energy bolt
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ATTACK FORCE: Moderate
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ATTACK SPEED: Fast
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ATTACK INTERVAL: Short
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LIFESPAN: Average
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NUMBER ON SIDE: 2
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ARCHER MOVEMENT: Ground-3
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SPEED: Normal
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ATTACK MODE: Arrow
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ATTACK FORCE: Minor
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ATTACK SPEED: Medium
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ATTACK INTERVAL: Average
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LIFESPAN: Short
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NUMBER ON SIDE: 2
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GOLEM MOVEMENT: Ground-3
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SPEED: Slow
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ATTACK MODE: Boulder
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ATTACK FORCE: Great
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ATTACK SPEED: Slow
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ATTACK INTERVAL: Long
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LIFESPAN: Long
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NUMBER ON SIDE: 2
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VALKYRIE MOVEMENT: Fly-3
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SPEED: Normal
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ATTACK MODE: Magic spear
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ATTACK FORCE: Moderate
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ATTACK SPEED: Slow
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ATTACK INTERVAL: Average
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LIFESPAN: Average
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NUMBER ON SIDE: 2
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DJINNI MOVEMENT: Fly3
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SPEED: Normal
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ATTACK MODE: Whirlwind
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ATTACK FORCE: Moderate
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ATTACK SPEED: Medium
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ATTACK INTERVAL: Average
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LIFESPAN: Long
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NUMBER ON SIDE: 1
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PHOENIX MOVEMENT: Fly-3
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SPEED: Normal
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ATTACK MODE: Fiery explosion
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ATTACK FORCE: Great
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ATTACK SPEED: Slow
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ATTACK INTERVAL: Long
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LIFESPAN: Long
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NUMBER ON SIDE: 1
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KNIGHT MOVEMENT: Ground-3
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SPEED: Normal
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ATTACK MODE: Sword
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ATTACK FORCE: Minor
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ATTACK SPEED: Instant
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ATTACK INTERVAL: Very short
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LIFESPAN: Short
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NUMBER ON SIDE: 7
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---------------------------------------------
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THE DARK SIDE
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SORCERESS MOVEMENT: Teleport-3
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SPEED: Normal
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ATTACK MODE: Lightning Bolt
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ATTACK FORCE:
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Moderate
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ATTACK SPEED: Fast
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ATTACK INTERVAL: Average
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LIFESPAN: Average
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NUMBER ON SIDE: 1
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BASILISK MOVEMENT: Ground-3
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SPEED: Normal
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ATTACK MODE: Eye beam
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ATTACK FORCE: Great
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ATTACK SPEED: Fast
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ATTACK INTERVAL: Short
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LIFESPAN: Short
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NUMBER ON SIDE: 2
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MANTICORE MOVEMENT: Ground-3
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SPEED: Normal
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ATTACK MODE: Tail spikes
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ATTACK FORCE: Minor
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ATTACK SPEED: Slow
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ATTACK INTERVAL: Average
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LIFESPAN: Average
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NUMBER ON SIDE: 2
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TROLL MOVEMENT: Ground-3
|
||
SPEED: Slow
|
||
ATTACK MODE: Boulder
|
||
ATTACK FORCE: Great
|
||
ATTACK SPEED: Slow
|
||
ATTACK INTERVAL: Long
|
||
LIFESPAN: Long
|
||
NUMBER ON SIDE: 2
|
||
|
||
SHAPESHIFTER MOVEMENT: Fly-5
|
||
SPEED: Varies
|
||
FORCE: Varies
|
||
ATTACK SPEED: Varies
|
||
ATTACK INTERVAL: Varies
|
||
LIFESPAN: Unknown
|
||
NUMBER ON SIDE: 1
|
||
|
||
DRAGON MOVEMENT: Fly-4
|
||
SPEED: Normal
|
||
ATTACK MODE: Fiery breath
|
||
ATTACK FORCE: Very great
|
||
ATTACK SPEED: Medium
|
||
ATTACK INTERVAL: Long
|
||
LIFESPAN: Very long
|
||
NUMBER ON SIDE: 1
|
||
|
||
BANSHEE MOVEMENT: Fly-3
|
||
SPEED: Normal
|
||
ATTACKMODE: Scream
|
||
ATTACK FORCE: Moderate
|
||
ATTACK SPEED: Instant
|
||
ATTACK INTERVAL: Long
|
||
LIFESPAN: Average
|
||
NUMBER ON SIDE: 2
|
||
|
||
GOBLIN MOVEMENT: Ground-3
|
||
SPEED: Normal
|
||
ATTACK MODE: Club
|
||
ATTACK FORCE: Minor
|
||
ATTACK SPEED: Instant
|
||
ATTACK INTERVAL: Very short
|
||
LIFESPAN: Short
|
||
NUMBER ON SIDE: 7
|
||
-----------------------------------------------
|
||
Enjoy! Edited By The Slipped Disk
|
||
|