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Move:
Health:
Attack:
Side:
Varies
Weak
Average
Tough
Light
Dark
? ? ?
<Melee>
<Area>
<Varies>
<Ranged>
Player is:
First turn:
Difficulty:
Are you sure you
want to quit?
N E W  G A M E
C A S T  S P E L L
M A I N  M E N U
A B O U T
C O N F I R M
R E S U L T
Instructions
Use the direction keys or numbers 2 and 8 to navigate the menus. Select an option by using the action key, 'OK' button or 5. Press the 'Back' button to go back to the previous screen.
Options
Summon Elemental
Imprison
Heal
Teleport
Exchange
Revive
Shift Time
Enemy: Summon
E: Teleport
E: Exchange
E: Heal
E: Imprison
E: Revive
E: Shift Time
<Teleport>
<Exchange>
<Heal>
<Imprison>
<Imprisoned>
<Summon>
<Revive>
Stalemate in
 turns
You win after
The enemy wins after
You draw the game after
 turns. ||
It looks like a stalemate...
The Army of Light triumphs...
The Dark Horde triumphs...
YOU DRAW
YOU WIN
YOU LOSE
Production:
Artwork:
Music:
Development:
Porting:
Testing:
Special Thanks:
Special Thanks To:
Press any key to continue
Press '5' to select
Press '5' to start
P A U S E D
S A V I N G
Occupy all 5 of
these to win
Current game will
be lost. Continue?




Pick a destination
Pick an allied unit
Pick an allied unit to send
Pick an injured allied unit
Pick an enemy unit
Pick an enemy unit to attack
Pick any unit
Pick an empty square
Pick an empty square to fill
Pick next to caster
Teleport unit to?
Exchange unit with?
Square is empty
Square is occupied
Not on Power Points
Must be own unit
Health already full
Must be next to caster
Square must be empty
Can't Imprison own unit
Can't attack own unit
Deselected
No spells left!
Imprisoned!
Friendly unit
Out of range
Path blocked
Imprison who?
Heal who?
Teleport who?
Exchange who?
Attack who?
Revive where?
No room near caster
Nothing to revive
Shifting colour cycle...
Summons an elemental to attack an enemy unit. The Light and dark versions summon a Fire and Water Elemental respectively. After combat, the elemental will vanish forever.
Holds an enemy unit, preventing it from acting until the light cycle matches that unit's side. For example, a Light unit will remain held until the changing squares all become light.
Restores an injured unit to full health. Battle damage is always taken from bonus health first, so a Light unit hurt in a battle on a light square might not remain injured afterwards.
Teleports a friendly unit to an empty or enemy square. This spell cannot be used to move a unit to or from a Power Point.
Swaps the positions of any two units, be they friend or foe. The only condition is that neither unit can be standing on a Power Point.
Resurrects a friendly unit. You must first pick the unit to revive, then choose an empty square next to your spell caster to place it in. Units cannot be revived onto Power Points.
Inverts the current colour and direction of the light cycle. If the cycle was going towards darkness, it will go towards light instead. A good way to free Imprisoned creatures.
Endowed with magical quivers that can never be emptied. |
A mysterious and powerful being from the astral plane, half man and half cloud. |
A lumbering hulk, the Golem rips boulders from the earth and hurls them with devastating force. |
Can stride the air as if it were solid ground. Her spear returns to her hand of its own accord. |
Can explode into a mass of fire, scorching anyone in the perimeter of the blaze. During this attack, the Phoenix cannot be harmed. |
Swings a sword. Must be near opponent to inflict damage. Cannot withstand more than one blow from many of his enemies. |
Swift and agile. Fires a blinding bolt of energy from its magical horn. |
Leader of the Light Side. Devastating in battle, but rarely ventures from the safety of his home power point. Can cast magic spells. |
The game is over when either side controls all five of these. Units standing on Power Points heal faster, and are immune to magic spells. |
Undead spirit that feeds off the souls of her opponents. Attacks with her wail, damaging anyone within range of her sound. |
A crested reptile, with quick movements and a deadly glance. |
Without peer in combat. Destroys with freezing breath. Very mobile and difficult to slay. Second in value only to the Sorceress. |
On dark ground, its club is more than a match for the knight's sword. Must be near opponent to inflict damage. |
Can fling spike-like quills over its head with surprising accuracy. |
Dull and clumsy, but strong and hard to destroy. Seizes boulders, tree trunks - whatever comes to hand - and hurls them at enemies. |
No shape of its own. In battle it becomes the mirror image of its opponent. No fixed lifespan. Its wounds will heal when it assumes a new form. |
Equal to the Wizard in power. Her lightning bolts are swifter and surer than his fireballs. Safest on the power point. Can cast magic spells. |
Creatures on the Light Side get health bonuses on light squares and vice versa. Some squares cycle their shading at the end of every turn. |
Enemy
Archer
Genie
Golem
Valkyrie
Phoenix
Soldier
Unicorn
Wizard
Water
Power Point
Banshee
Basilisk
Dragon
Goblin
Manticore
Troll
Shapeshifter
Sorceress
Fire
Shading Cycle
English
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Navigation
Use the directional keys or 2, 4, 6 and 8 to move the cursor over the grid select a unit by using the action key or 5. Press the 'Help' button for information on the currently selected game square. Press the 'Menu' button to save your game and enter the pause menu.
Battle
Control your piece with the direction keys (diagonal movement is possible). Press 'Fire' or '5' to strike at your opponent but be aware that this requires a full energy bar. Use trees and rocks for cover but watch out - the terrain changes regularly!
Casting spells
You can cast spells by selecting your spell caster twice. The spells will be shown in a new window. Each spell can only by cast once.
<Ground 3>
<Ground 4>
<Fly 3>
<Fly 4>
<Fly 5>
<Tele 3>
