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Archon 
(c) 1983 Free Fall Associates           
(c) 1983 Electronic Arts, inc.          
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Run/stop pauses the game, 
Q quits demo or a game.   
F7 restarts the game after it is over.  
            
                           
THE GAME 

1. ICONS 
the various fantastic creatures at your command are represented 
by specific images - "icons" - stylized pictures of knights, 
goblins, manticores, and the like. there are twenty icons - a 
total of eight different kinds on each side, plus four 
elementals (more on these later). none of yours are identical to 
any of the icons on the other side.   

2. THE TWO SCREENS  
archon is played on two screens. on one- the strategy screen - 
you and your opponent take turns maneuvering your icons into 
favorable positions. when you place an icon on a square already 
occupied by one of your opponent's icons, the game shifts 
temporarily to the second display, the combat arena. 

3. HOSTILITIES
in old fashioned and - admit it - somewhat dull board games 
(chess, backgammon, and their ilk), the defending piece gets 
removed quietly from the board, and the "attacker" wins the 
"battle" - and the square - without a blow being struck. 
in archon, we do not allow such docility, such rank defeatism 
on the part of the defender. no! if you want that square, you 
have to fight for it!  when you try to occupy a square held by 
the enemy, the disputed square expands to fill the entire 
screen... and then, in the words of a certain orange skinned 
monster of comic book fame, "it's clobberin' time!!!"

4. THE STRATEGY SCREEN
    
    ---------------------------------------------
    |****|OOOO|****|....|..PP|....|OOOO|****|OOOO|
    |****|OOOO|****|....|....|....|OOOO|****|OOOO|
    ---------------------------------------------
    |OOOO|****|....|OOOO|....|****|....|OOOO|****|
    |OOOO|****|....|OOOO|....|****|....|OOOO|****|
    ----------------------------------------------
    |****|....|OOOO|****|....|OOOO|****|....|OOOO|
    |****|....|OOOO|****|....|OOOO|****|....|OOOO|
    ----------------------------------------------
    |....|OOOO|****|OOOO|....|****|OOOO|****|....|
    |....|OOOO|****|OOOO|....|****|OOOO|****|....|
    ----------------------------------------------
    |OOPP|....|....|....|..PP|....|....|....|**PP|
    |OOOO|....|....|....|....|....|....|....|****|
    ----------------------------------------------
    |....|OOOO|****|OOOO|....|****|OOOO|****|....|
    |....|OOOO|****|OOOO|....|****|OOOO|****|....|
    ----------------------------------------------
    |****|....|OOOO|****|....|OOOO|****|....|OOOO|
    |****|....|OOOO|****|....|OOOO|****|....|OOOO|
    ----------------------------------------------
    |OOOO|****|....|OOOO|....|****|....|OOOO|****|
    |OOOO|****|....|OOOO|....|****|....|OOOO|****|
    ----------------------------------------------
    |****|OOOO|****|....|..PP|....|OOOO|****|OOOO|
    |****|OOOO|****|....|....|....|OOOO|****|OOOO|
    ----------------------------------------------

------                     ------
|OOOO|                     |****|     
|OOOO| = white square      |****| = black square 
------    (light side)     ------    (dark side)
------                 
|....|
|....| = luminosity square    PP   = power point
------     (changing)


5. PLAYER LAYOUT  

light side                     dark side  
---------------   ---------------------- 
valkyrie archer   manticore      banshee
golem    knight      goblin        troll
unicorn  knight      goblin     basilisk
djinni   knight      goblin shapeshifter
wizard   knight      goblin    sorceress
phoenix  knight      goblin       dragon
unicorn  knight      goblin     basilisk
golem    knight      goblin        troll
valkyrie archer   manticore      banshee 


6. THE LUMINOSITY CYCLE
archon's strategy screen changes. while some squares are always 
white or always black, others - "luminance" - squares,  as 
shown above, vary in brightness throughout the game in a simple 
pattern. black - dark - barely dark - barely light - light - 
white and the reverse back and forth throughout the game, the 
cycle continues, the luminance shifting after every other turn. 
your fortunes in the game tend to ebb and flow with the 
luminosity cycle. this is because icons of the light side are 
harder to defeat on light squares than on dark ones. 
consequently, dark side icons are stronger on dark squares and 
weakest on white ones. 

7. POWER POINTS
the five "power points" are indicated on the screen by flashing 
red symbols. icons on power points heal faster than usual and 
are protected from the effects of magic spells. if your icons 
occupy all five power points, you win the game.

8. MOVEMENT
if the hollow square or "frame" is on your side, it's your turn. 
use your joystick to move the frame atop the icon you wish to 
want. once you push the button to confirm your choice, you must 
move that icon somewhere. (if the icon has nowhere to go, the 
computer won't let you "pick it up.") once you move the icon to 
its destination, push the button again, and the obedient image 
will stay in place. 

movement comes in three flavors : ground, fly, and teleport. 
ground movers cannot move through occupied squares. fliers are 
restricted only in where they land. fliers can also move 
diagonally; ground icons cannot. only the wizard and sorceress 
can teleport, but for practical purposes you can think of them 
as fliers in disguise. on any turn you can move an icon as far 
as its range allows in any direction or combination of 
directions. it can stop on any square not already occupied by 
one of your own icons.

NOTE : if you change your mind while maneuvering a ground mover, 
you must backtrack. otherwise, the computer, being very 
literal-minded, will assume you are trying to extend your move 
unlawfully.

9. COMBAT
action in the combat arena is immediate and simultaneous; there 
is no taking turns. joysticks direct movement of the icons. 
pressing the button initiates an attack - swinging a sword, 
firing an arrow, casting a fireball - in the direction the 
joystick is pointed. you can attack in any of eight directions:  
up, down, left, right, and the four diagonals. 

IMPORTANT: your icon cannot move while the button is pressed.   
     
combat is of three general types, knights and goblins are sword 
swingers and club wielders; they must be very near to an 
opponent to inflict damage. the banshee and phoenix inflict 
damage in a circular area around themselves; the longer the 
opposing icon is in that circle, the greater the damage it       
sustains. such "area" attacks need not be aimed.  

all the other icons "throw" missiles of some sort and can, 
consequently, do damage from a considerable distance. see the 
quick reference section for detailed information on attack speed 
and damage.

10. THE ATTACK INTERVAL
while combat is fast and furious, you can't just fire away as 
fast as your finger twitches. it takes a moment to raise a 
sword into position to strike; longer to conjure even a fast 
fireball; and the better part of two whole seconds(!) to rip 
a boulder out of the ground and lift it high enough to throw. 
pushing the button before your icon is ready to strike will 
accomplish nothing except to keep your icon from moving. 
at the exact instant you can launch another attack, the computer 
rings a bell - a high note for the light side, a lower one for 
the dark side - to let you know.

11. BARRIERS 
the obstacles or barriers in the arena go through luminosity 
cycles of their own. be carefull; they can be as tricky as an 
opponent!

normally a barrier is impenetrable, however when its cycle 
changes a barrier's luminance to exactly match the color of the 
background, the barrier disappears... for a few seconds. you 
can walk over it, shoot past it, anything.  it's gone.
 
furthermore, for a few seconds before a barrier vanishes and 
after it reappears, you can walk or fire a missile through it, 
but you or the missile will be slowed down. if this seems at 
all confusing, just remember the more solid a barrier "looks", 
the more solid it is. if you have any doubts, avoid the barriers 
entirely - and get out of the way of oncoming missiles.

12. LIFE, DEATH AND WOUNDS
the lifelines at either end of the arena indicate the current 
lifespan (health/strength) of the two battling icons. when an 
icon is wounded, its matching lifeline is reduced in proportion 
to the severity of the wound. when its lifeline is gone, the 
icon is "dead" and combat is over.

a victorious icon returns to the strategy screen in control of 
the disputed square. however, a seriously wounded icon is easier 
to defeat the next time it is forced to fight. even the 
strongest icon can be worn down by waves of attackers.

on the strategy screen, wounded icons are healed slowly by the 
simple passage of time; more quickly, by resting on a power 
point; or instantly and completely by a "heal" spell.

13. MAGIC SPELLS
magic is arguably the most significant strategic element in 
archon. only two mages - the wizard and the sorceress - can 
cast spells. and each mage can cast each spell only once. 
while the spells are powerful, they have one drawback: each 
spell weakens the mage casting it, leaving that mage 
progressively less able to defend itself against direct attack. 
a spell may be cast instead of a regular move on the strategy 
screen. simply move the frame atop your mage, as if you were 
going to move it, push the button and the usual message 
appears. without moving the icon, however, just push the button 
again, and you will get a new message "select your spell". 
push the joystick up or down to survey the spells still 
available, and the button when you find the one you want. 
if further actions on your part are required, additional 
messages will direct you appropriately.

remember that you can't conjure the same spell more than once, 
and you can't cast a spell against icons on power points. 
spell details are given below.

***teleport

effect: this spell moves - teleports - one of your icons any 
distance from one square on the strategy screen to another.  

actions required: after selecting the  spell, move the frame 
to the icon you want; push the button; and then move the icon 
to its destination - just as if it were a normal move. 

restrictions: you cannot move an enemy icon. you cannot move 
onto a square already occupied by one of you own icons, you 
cannot teleport onto or off a  power point. you cannot teleport 
an imprisoned icon.

additional note: do not confuse this spell with a mage's normal 
three square movement. that is a minor magic, on the same order 
as casting fireballs, and is not bound by the restrictions of 
the seven major spells.

***heal

effect: this spell instantly heals any icon of all wounds it has 
sustained in  the combat arena.

actions required: after selecting the spell, move the frame to 
the wounded icon, and push the button.

restrictions: you cannot heal an icon resting on a power point. 
you can heal an already healthy icon, but why bother?

***shift time

effect: two effects are possible. most often, the spell 
reverses the flow of time: i.e. the direction of the luminosity 
of the delta squares. squares that have been growing gradually 
darker would now grow lighter - until the cycle peaked. 
however, if the spell is cast when the luminosity cycle is at 
either peak, shift time will cause the cycle to shift abruptly 
to the opposite extreme.

actions required: none  
restrictions: none

***exchange

effect: this spell causes any two icons on the strategy screen 
to trade places.

actions required: move the frame to one of the icons you wish to 
transpose, and push the button, then do the same to the other 
icon.

restrictions: neither icon can be imprisoned on a power point.

***summon elemental

effect: this spell allows you to attack an enemy icon with a 
new, temporary icon representing one of the four elementals - 
animated spirits of the ancient elements of earth, air, fire, 
and water. combat is conducted in the combat arena as usual, 
except the elemental vanishes after the battle, win or lose.

actions required: once the spell is selected and the elemental 
appears on your side of the strategy screen, move it to the 
icon you wish to attack. in the combat arena, direct the 
elemental just as you would any other icon.

restrictions: you cannot attack an icon on a power point. you 
cannot direct the elemental to a vacant square or one occupied 
by one of your own icons. you cannot choose which elemental 
will respond to your summons.

***revive

effect: this spell restores an icon previously lost (killed) 
in combat.

actions required: the procedure is similar to a "teleport" 
spell or a normal move, except that the revived icon comes from 
a special display by the side of the strategy screen, and its 
destination must be a vacant square next to the mage.

restrictions: you cannot "revive" an icon not already dead. one 
of the initally five squares adjoining your mage must be vacant, 
and you must put the revived icon on one of those vacant squares.

***imprison
effect: this spell keeps an icon on the strategy screen from 
leaving its square. the icon can fight its attackers in the 
combat arena, but it cannot be moved off its square. 

IMPORTANT: an imprisoned mage cannot cast spells!

imprisonment is temporary, a dark side icon would remain 
imprisoned until the delta squares turn black; a light side 
icon would be freed when the delta squares turn white.

actions required: once the spell is cast, move the frame to the 
target icon and press the button.

restrictions: you cannot imprison an icon on a power point. you 
cannot imprison any icon 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 mind while selecting a spell, 
or if the spell you want is unavailable or canceled, you may 
push the button when "cease conjuring" is displayed. this will 
allow you to start your turn over.

----------------------------------------------------------
QUICK REFERENCE CARD
The Opposing Forces

THE LIGHT SIDE

1. the wizard

an ancient man of cast supernatural power, the wizard is the 
leader of the light side. in battle the wizard casts 
devastating balls of fire. he rarely ventures from the safety 
of his home power point, however, and is more commonly used 
to cast one of the seven spells.

movement        : teleport - 3          speed           : normal
attack mode     : fireball              attack force    : great
attack speed    : medium                attack interval : average
lifespan        : average               number on side  : 1 

2. the unicorn

resembling a great white horse with the tail of a lion and a 
sharp, spiral horn set on its brow, the unicorn is swift and 
agile. the beautiful creature can fire a blinding bolt of 
energy from its magical horn.

movement        : ground - 4            speed           : normal
attack mode     : energy bolt           attack force    : moderate
attack speed    : fast                  attack interval : short
lifespan        : average               number on side  : 2 

3. the archer

the archers are fearless amazon warriors of legendary skill 
with their fine, whitewood bows. they are endowed with magical 
quivers that can never be emptied.

movement        : ground - 3            speed           : normal
attack mode     : arrow                 attack force    : minor
attack speed    : medium                attack interval : average
lifespan        : short                 number on side  : 2
 
4. golem

a golem is an artificial being. shaped from stone and gleaming 
metal, and animated by magic. roughly man shaped, it is huge, 
twice the height of a man,  its weapons are boulders ripped from 
the earth and hurled with devastating force.  
                                       
movement        : ground - 3            speed           : slow
attack mode     : boulder               attack force    : great
attack speed    : slow                  attack interval : long
lifespan        : long                  number on side  : 2

5. valkyries

are beauteous blond war maidens from the legions of valhalla. 
each of these ferocious females is endowed with two great 
magical gifts: first the ability to stride the air as if it 
were solid ground; and second, an enchanted spear, which, when 
thrown, returns to her hand of its own accord.

movement        : fly - 3               speed           : normal
attack mode     : spear                 attack force    : moderate
attack speed    : slow                  attack interval : average
lifespan        : average               number on side  : 2

6. djinni

the djinni is a magical being from another dimension, a plane of 
tempest and storm. in form he is a huge, superbly muscled man 
whose body is partly flesh and partly swirling currents of air. 
a cousin to the wind itself, the djinni can raise a small 
tornado with a gesture and control it with a thought.

movement        : fly - 4               speed           : normal
attack mode     : whirlwind             attack force    : moderate
attack speed    : medium                attack interval : average
lifespan        : long                  number on side  : 1 

7. phoenix 

the phoenix is a flaming bird of immense size and power. 
in battle it can explode into a seething mass of fire, scorching 
everyone on the perimeter of the blaze, and burning severely 
any ememy unfortunate enough to be caught near the incandescent 
core. not only is the phoenix unscathed by its own flames,   
but while undergoing its fiery metamorphosis, it cannot be 
harmed by any attack known.

movement        : fly - 5               speed           : normal
attack mode     : fiery explosion       attack force    : great
attack speed    : slow                  attack interval : long 
lifespan        : long                  number on side  : 1

8. knights

the knights are foot soldiers armed and armored against foes far 
larger than themselves, although they cannot withstand more than 
one blow from many of their enemies they 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.

movement        : ground - 3         speed           : normal
attack mode     : sword              attack force    : minor
attack speed    : instant            attack interval : very short
lifespan        : short              number on side  : 7


THE DARK SIDE

1. sorceress
    
the equal of the wizard only in power, the eternally young and 
ever beautiful sorceress is his counterpart in all ways. her 
lightning bolts are swifter and surer than his fireballs, if a 
shade less potent. fierce in battle but safest on the black 
powerpoint, she is most often used to cast the seven spells.

movement        : teleport - 3          speed           : normal
attack mode     : lightning bolt        attack force    : moderate
attack speed    : fast                  attack interval : average
lifespan        : average               number on side  : 1

2. basilisk

the basilisk is a small, crested reptile with the scaly body of 
a lizard and the bulbous, glowing eyes of a gorgon. although it 
is relativly short-lived, the beast's quick movements and 
deadly glance make it a terrifying opponent.

movement        : ground - 3            speed           : normal
attack mode     : eye beam              attack force    : great
attack speed    : fast                  attack interval : short
lifespan        : short                 number on side  : 2

3. manticore

the manticore resembles a large golden lion with a human face and 
a scorpion's thorny tail. this nasty appendage bristles with great 
quills like spikes, which the fell beast can fling over its head 
with surprising accuracy.

movement        : ground - 3            speed           : normal
attack mode     : tail spikes           attack force    : minor
attack speed    : slow                  attack interval : average
lifespan        : average               number on side  : 2

4. troll

a dweller in caves and dark places, the misshappen troll is a 
shambling giant, dull but strong, clumsy but hard to slay. 
like the golem, it carries no ready made weapons; instead, it 
seizes boulders, tree trunks - whatever comes to hand - and 
catapults the massive objects at its enemies.

movement        : ground - 3            speed           : slow
attack mode     : boulder               attack force    : great
attack speed    : slow                  attack interval : long
lifespan        : long                  number on side  : 2

5. shapeshifter

the shapeshifter is a "doppleganger" (germanic term), a demonic 
creature without true shape or form, save what it steals from 
its enemies. in battle it becomes the mirror image of its 
opponent, strongest on squares where its enemies are weakest, 
turning the enemies powers against itself. it has no fixed 
lifespan; all wounds that do not prove fatal will heal as soon 
as it assumes a new form. 

movement        : fly - 5               speed           : varies
attack mode     : varies                attack force    : varies
attack speed    : varies                attack interval : varies
lifespan        : unknown               number on side  : 1

6. dragon

the dragon, a monstrous, serpentine reptile, is without peer in 
the combat arena. one bout of its flaming breath will kill many 
creatures, and a second blast is almost always fatal. highly 
mobile and very difficult to slay, its awesome powers make it 
second in value only to the sorceress.

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

7. banhsee

the banshee is an undead spirit that feeds off the souls of her 
opponents, a ghostly apparition that attacks with her keening 
wail, draining the life from anyone in the range of the sound. 
(the shaded area around her). prolonged exposure to the 
terrifying shriek can be fatal.

movement        : fly - 3               speed           : normal
attack mode     : scream                attack force    : moderate
attack speed    : instant               attack interval : long
lifespan        : average               number on side  : 2

8. goblins

goblins are hideous dwarves, twisted of limb and misshappen of 
feature, unfriendly and often violent. their mutual antagonism 
is kept in check only by the powers of the sorceress. on dark 
ground their knarled clubs are more than a match for the swords 
of the knights, and if well directed they can bring down the 
most potent of enemies.


PLAYING HINTS & Tips on Strategy

STRATEGY SCREEN: OPENINGS 

1. conservative opening 
this involves moving your unfavorably placed icons onto more 
favorable squares. (white squares for light icons, black squares 
for dark icons). the idea is to establish a strong, balanced 
position early on. since the corner icons (the valkyrie/banshee) 
are mobile and especially vulnerable to magical attack (via 
summon elemental or teleport spells), these are often the first 
to be moved. being a ground mover, the unicorn/basilisk will be 
stuck on the "wrong" square until you clear an escape route, 
either directly by moving the knight/goblin in front of it or 
indirectly, and more slowly, by moving other knights/goblins 
and then adjacent icons in the back rank.

2. magical assault ("big juju" or "major mana" opening) 
the aim is to wipe out the strongest enemy icon right off the bat, 
before it can do any harm. this is most easily done with a 
combination of spells: imprison, summon elemental, teleport, and, 
if needed, reverse time. the first spell holds the victim 
immobile while you attack with an elemental and then one of your 
strongest icons teleported across the board. shift time may be 
used to prevent the imprisoned icon from getting away before you 
can finish it off.

3. monster romp 
this is risky but fun, and sometimes surprisingly effective. 
just fly or teleport one of your icons (the djinni/dragon or 
phoenix/shapeshifter) to the other side of the board, and take 
it on a rompin', stompin', tour of all the occupied squares 
unfavorable to the icons stuck on them. this procedure tends to 
throw new players into a panic, which is always helpfull. 
more experienced players will either imprison the attacker or 
counter with a monster romp of their own. rapid attrition on 
both sides follows such a counter attack.


STRATEGY SCREEN: GENERAL HINTS

stay on your color! the effect of a squares luminance on the 
life of your icons is large-often as much as 50%. attack on 
unfavorable squares only if you have an overwhelming superiority 
over the defending icon. plan ahead. most succesfull attacks 
require more than one move to execute. before taking a square, 
consider what you will do afterwards. what icon will continue 
the assault if the first attacker dies?     

avoid traffic jams, make openings in your front line for ground 
movers to pass. the greater your forces mobility, the greater 
its flexibility and strength.  

protect your mage! the wizard/sorceress may be a tough hombre in 
the combat area, but doom is nigh should you lose your mage early 
in the game. since power points are immune to magic spells,it is 
a wise idea to keep your wizard/sorceress "at home".


STRATEGY SCREEN: SPELLS  

teleport. 
this spell is handy for tossing a slow moving or unfavorably 
placed icon into your opponent's back rank to raise a ruckus. 
alternatively,  you can teleport a wounded icon out of danger.

heal. 
never heal the shapeshifter! since it regenerates completely 
between battles, the spell would be wasted. 

shift time. 
use this spell to prolong an imprisonment by reversing the flow 
of time before the luminance cycle peaks, freeing the enemy 
icon. conversely, especially if you are playing second, you can 
free your own imprisoned icon early by casting the spell at the 
opposing luminosity peak: in that case, the cycle will jump to 
your peak, and your icon will be freed. a more strategic use of 
this spell could allow you to make a concerted attack on the 
power points and possibly win the game by keeping the luminance 
favorable.                                              

exchange. 
an enemy advance can be frustrated temporarily by exchanging a 
menacing intruder (e.g. an opposing dragon/djinni) in your 
territory with a weaker icon (a goblin/knight) from your 
opponent's rear ranks.

summon elemental. 
since elementals are neutral beings, unaffected by changes in 
luminance, they are well suited to attacking an annoying enemy 
icon that remains on squares favorable to it. the spell is also 
de rigueur against mages that venture from their home power point.

revive. 
revive only strong icons, also avoid placing a revived icon on an
unfavorable square, or it may die again immediately.

imprison. 
the real trick with this spell is timing, coupled with shift 
time, if neccessary, to prolong the effect. imprison a 
threatening intruder to blunt an attack, or immobilize a strong 
icon on a delta square; then attack when the luminocity cycle 
is most favorable.


COMBAT ARENA: GENERAL HINTS

don't move in straight lines. monsters are tricky; you should be 
too. dodge and weave. don't become predictable.

hit and run. don't just fire a shot and then sit there waiting 
for a retaliatory strike. take your finger off the button 
immediately after firing, and boogie on out of there! if you hit 
something it can probably hit you.

use diagonal shots! although difficult to master, 45 degree angle 
shots will improve your performance dramatically. few players 
manage consistent diagonals.

trap your opponent in a corner. this is especially helpfull for 
sloggers with, slow, easily dodged missiles and for the poor 
infighters (knights/goblins). 

feint! trick your opponent into attacking by moving into the line 
of fire momentarily. then, in the interval before the enemy icon 
can attack again, close in and loose your own attack.

confuse your opponent. when at close range, dodge back and forth 
to keep from being nailed. this is especially important when you 
cannot afford an exchange of blows and is vital for a 
knight/goblin.

know your icons strengths and weaknesses. different icons require 
different tactics - sometimes radically different - and the 
nature of your immediate enemy should also effect your course of 
action.


COMBAT ARENA: THE ICONS

wizard. 
avoid using the wizard in combat unless attacked. in a fight, 
approach to mid range but no closer. stay in the open; fire 
balls are easily stopped by barriers.

sorceress. 
avoid combat if possible! the speed of her lightning bolts makes 
the sorceress effective at long range. play defensively, and use 
the barriers to trap an enemy long enough to zap it.

unicorn/basilisk. 
speed and distance are their prime weapons. never close, 
especially if the opponent is in the open. try to use lines of 
barriers as alleys for fire.

archer. 
the archer's arrows are not fast, so she must get fairly close to
ensure a hit. slower targets of course allow greater range.

golem/troll. 
the advantages of these slow moving creatures are their long 
lives and deadly attacks. (those boulders hurt!) since the rocks 
travel slowly, the golem/troll must get close to the enemy. be 
aggresive!

djinni/dragon. 
you have power to spare here, so be brazen in attack. avoid the 
possible entanglements of cluttered terrain when fighting an 
icon with a fast attack.

valkyrie. 
the valkyrie is basically a tougher archer with a more damaging 
but slower-moving attack. use similar tactics.

phoenix. 
get close - the closer, the better -. trap fast foes in corners. 
avoid firing alleys, and use the explosive attack defensively 
when neccessary to keep from being hit. never sit still when 
vulnerable.                                                       

shapeshifter. 
the success of this icon is solely dependent on the proper 
battleground. avoid white squares like the plague! ignore the 
knights (why take chances on getting killed for such a small 
prize?) attack strong icons on black or dark squares.

manticore. 
this beast has the advantage of a broader attack than its 
counterparts, especially on diagonals. be bold against weak 
opponents, but remain at mid-range when fighting more dangerous 
adversaries.

banshee. 
the banshee requires - and rewards - great skill. she is worth 
the extra effort needed. stay out of firing lanes until the 
moment of attack; then come in from the side, where the area of 
effect is greatest. release the joystick button immediately 
after pressing it, and follow the opponent closely to prolong 
the exposure to the scream. avoid the golem (sometimes known 
as "the banshee's curse").

knight/goblin. 
where these infighters are concerned, he who hesitates... is dog 
food. move quickly but erratically. get in close and stay there! 
dodge back and forth or circle your enemy to avoid return fire 
and attack constantly. in a knight/goblin conflict, use feints 
and stop thrusts. accept an exchange of blows only if you have 
a significant luminosity advantage.

elementals. 
the four elements are quite different from one another. the earth
elemental should be played like a golem/troll, which it greatly 
resembles. of the other three, fire has the fastest and most 
damaging attack, and water the longest lifespan. tactically, you 
can think of fire as a wizard, air as an archer, and water as a 
manticore. regarless of which elemental you have, however, be 
aggresive!!! remember that its wounds don't matter, since it 
will outlast the battle, anyway.

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