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DARK
RANDOM
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Move:
Health:
Attack:
Side:
Varies
Weak
Average
Tough
Light
Dark
? ? ?
Melee
Area

Ranged
Player is:
First turn:
Difficulty:
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CAST SPELL
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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. ||
YOU


WIN
LOSE
DRAW
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 otherworldly creature to attack an enemy unit. The Light version of this spell summons a Fire Elemental, the Dark version summons a Water Elemental. After combat, the elemental will vanish forever.
Holds an enemy creature, preventing it from moving or casting spells until the light cycle becomes whatever extreme matches that creature's side. For example, a Light unit will remain held until the changing squares all become light.
This spell restores an injured creature to full health. Note that combat damage is always taken from bonus health points first, so a Light unit injured in a battle on a light square might not still be injured after the battle.
Teleports a friendly unit to an empty or enemy square. This spell cannot be used to move a unit from or onto a Power Point. Please note that this spell is different to the Wizard and Sorceress 'Teleport' movement ability.
This spell allows you to swap the positions of any two creatures, be they friend or foe. The only condition is that neither unit can be standing on a Power Point.
Brings any creature back from the dead. After selecting this spell you must first pick the unit you wish 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, or to hold enemy prisoners for longer than is normally possible.
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>
<Teleport 3>
Ground 3
Ground 4
Fly 3
Fly 4
Fly 5
Teleport 3
Your band of heroes repels the slavering herd, staving them off with the bite of steel and the kiss of flame. || The Dark forces are routed, but for how long?
With these five Power Points in hand, your forces find themselves in a position of absolute supremacy. || In the name of peace and freedom, the wretched races that provoked the conflict are rounded up and placed in labour camps to work off the damage they have wrought. || While those interned are initially distressed, after several generations they learn to perform their penance diligently, and in silence.
The glorious victory of your Army of Light shakes the world to its very core. Throughout the Eastern wastes, shafts of supernatural light pierce the roiling clouds, searing Dark survivors in their mountain strongholds. A few manage to flee to underground dens, but soon these too are cleansed and consumed by the flames of advancing Light forces. In a dozen generations, the story of the Dark Sorceress becomes a legend. || In a few dozen more, it becomes a myth.
Though the odds were stacked in your favour, a series of unfortunate events leads to your defeat at the hands of the Dark warband. || The battle may be lost, but the war has only just begun...
After this bleak struggle, the forces of Darkness prevail everywhere. The coming months bring pain and tragedy as scores of innocent creatures are swept from their homes by the nesting of goblins and trolls, returning from their exile in the Eastern wastes. Harried and preyed upon, your broken band of followers is driven into the former refuge of their enemies. || It is not long before that fell and fallen place warps their bodies and minds into a mocking semblance of the Dark brutes they hated so...
The Dark Horde bellows in collective triumph, before turning its rage and savage hunger on the shattered remains of what was once the mighty Army of Light. For a time the world sinks into total darkness as the ash from burning forests blots out the sun. || You and your fellow warriors are annihilated.
Surveying the carnage, you cannot help but smirk as you watch some goblins squabbling over the remains of a fallen archer. || Flushed with delight, and drunk on your heady victory, you think you finally understand the meaning of the term 'war party'...
Giddy with bloodlust, you are not content to let your victory end with the lives of your crusading foes. || Instead you bring the battle to their heirs, your vengeance to their cities and villages. Nourished by the tender screams of simple folk, your legions tear across the land, leaving nests and vulgar hives in their wake. || A new age dawns as Darkness reigns unfettered.
At the helm of the Dark Horde, you deal a fatal blow to the sanctimonious Army of Light. || Shattered and scattered, your fleeing foes make easy pickings for your predatory host. With the mewling Wizard dead, there is little resistance to your rise to power. Humbled, your enemies sink into submission, praising you and kissing your feet even as your minions devour their young. || With all resistance crushed, you set your sights on distant stars - impertinent glimmers of Light in your new world of Darkness...
Though it was ripe for the picking, victory eludes you on this day. || Death comes swiftly, as zealous Light troops hack your fleeing raiders limb from beastly limb.
Your legions are overrun, and butchered by Light forces. The domination does not end on the battlefield, but soon extends into the Eastern homelands of your allies. || Whole species are condemned to servitude and subjugation, forced to work off the debts of the war - long after it is forgotten. || As centuries pass, these enslaved Dark souls fade to apathy as memories of chaos dim, and instincts wither into crumbs...
The Dark Horde falls in a cataclysmic defeat, their enemies spurred on by centuries of bitter hatred. Reveling in the bloodshed, Light forces invade the Eastern wastes, seeking to cleanse the world of the last of their wicked and sinful foes. || Only a handful of Dark ones escape the carnage, scurrying deep underground to places too dank and fetid to sustain the flames of their tormentors. || In time the creatures of Dark are forgotten, but they themselves do not forget...
In the end, both sides have to settle for something less than victory. || Splattered with blood and ichor, your surviving troops return home downcast, mourning the deaths of their sisters and brothers in arms.
There is debate among your allies as to the wisest course of action, but all wish to avoid another Dark incursion. || Over the coming months, you work hard to seek an end to the conflict, turning to diplomacy and compromise to make peace with your enemies. In time there grows a glimmer of trust, and trade opens up between East and West. || For a while, there is balance...
This deadlock between the Light and Dark forces halts the Cycle in a state of perpetual twilight. The resulting strife lasts for decades - a chain of gloomy pitched battles in which countless lives are lost. As the war drags on, even the Power Points start to falter as their mystic energies are steadily exhausted. || Faced with the wasting of these life-sustaining places, both sides concede an uneasy truce until the Cycle is restored...
A fine little skirmish this turned out to be, with many lives lost on both sides - and nothing accomplished. || It may take some time to re-staff your wicked warband, but you take solace in the fact that you'll sleep while your enemies work, and plot while your enemies sleep.
Both sides withdraw from the conflict, carrying their dead back to their camps to mourn them and honour them with funerary rituals. As you chew thoughtfully on the thigh of a martyred goblin, you recognize this deadlock as a chance to take a different tact. || In three months you are signing a treaty with the Light alliance, a model of sincerity and sober resignation as your Dark soul broods, and bides its time...
This deadlock between the Light and Dark forces halts the Cycle in a state of perpetual twilight. The resulting strife lasts for decades - a chain of gloomy pitched battles in which countless lives are lost. As the war drags on, even the Power Points start to falter as their mystic energies are exhausted by the strain. || Heedless of the consequences, both sides continue to draw on the essence of these primal places. When the Power Points finally give way the world collapses with a sigh, and Life itself is snuffed out like a candle in the dark.
