Archon ][ FAQ
Copyright 1999,2002 by Andrew Schultz schultza@earthlink.net
Version 2.0.0

Please do not redistribute this FAQ for profit without my consent. I 
enjoy keeping alive the memory of old games but only want sites I can 
trust to profit from it(potentially)--I do not. However if you send a 
polite e-mail asking me(by my first name) for a specific game then I 
will be friendly--IF indeed I remember to answer my e-mail at all. I can 
be quite bad at that.

Disclaimer--there may be a lot of opinion in this FAQ(I'm not a big 
fighting game FAQ writer) and a lot may be outright wrong or just biased 
due to certain restrictions in my abilities. But it was fun to write and 
hopefully brings back fun memories and that is often very important as 
well.

This FAQ is intended for the Apple version but should work for Commodore 
64 version of the game as well.

     ** AD SPACE **

My home page:
http://www.geocities.com/SoHo/Exhibit/2762

Old Apple games page:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm

================================

        OUTLINE

  1. INTRODUCTION

  1.1. GENERAL

  1.2. VERSUS ARCHON (OP-ED)

  1.3. EMULATION

  2. RULES

  3. THE BOARD

    3.1. POWER SQUARES

    3.2. VARIOUS PLANES

  4. OPENING

  5. MONSTERS

  5.1. ADEPTS

    5.1.1. SPELLCASTING MODE

    5.1.2. REGULAR

    5.2. THE ORDER-ONLY GUYS

      5.2.1. GIANTS(EARTH)

      5.2.2. KRAKEN(WATER)

      5.2.3. THUNDERBIRD(AIR)

      5.2.4. SALAMANDER(FIRE)

    5.3. THE CHAOS-ONLY GUYS

      5.3.1. BEHEMOTHS(EARTH)

      5.3.2. SIRENS(WATER)

      5.3.3. IFRITS(AIR)

      5.3.4. FIREBIRD(FIRE)

    5.4. DEMONS

      5.4.1. JUGGERNAUT

      5.4.2. WRAITH

      5.4.3. GORGON

      5.4.4. CHIMERA

    5.5. CASTLES[THE APOCALYPSE]

  6. APOCALYPSE FIGHTING

    6.1. WHEN TO PICK A FIGHT

    6.2. HOW TO STEER TOWARDS ONE

    6.3. WHAT TO DO IN THE FIGHT

  7. THE BIG FIGHT CHART

    7.1. BASIC STATISTICS AND NOTES

    7.2. MY ASSESSMENTS(APPROXIMATE)

    7.3. BY MONSTER-VS.-MONSTER

    7.4. COMBAT TACTICS BY PLANE

    7.5. ADJUSTMENTS FOR VS. COMPUTER

  8. GENERAL STRATEGIES

    8.1. INTRODUCTORY

    8.2. GOOD-SENSE STRATEGIES

    8.3. KILLING THE OPPOSING ADEPTS

    8.4. SHOESTRING BUDGET(ADVANCED VS. BEGINNER) WINNING

  9. QUIRKS

    9.1 DOUBLE KILLS

    9.2. DOUBLE LOSSES

  10. VERSIONS/CREDITS

     10.1. VERSIONS

     10.2. CREDITS

================================

  1. INTRODUCTION

  1.1. GENERAL

    Archon II is an extension of the idea pioneered in Archon. You have 
chess pieces that can summon each other onto a board and challenge each 
other when one walks onto another's square, after which an arcade 
sequence begins. Different monsters have different attacks and there are 
even different terrains where you can try out your weapons and skills. 
Unlike chess there are many different pieces for Chaos and Order but 
like chess the winning objective is not necessarily to take all your 
opponent's pieces--and even if you do take all your opponent's pieces 
you can still lose.

  1.2. VERSUS ARCHON (OP-ED)

    Archon II boasts some splendid features Archon did not have, and I 
think it is as such the superior game. One, there are as many spells but 
with much more variety and usefulness, and not just one piece can use 
them. You can also set relative difficulty levels; I found it tough to 
win when playing advanced versus the computer's beginner. As in Archon 
you still have a bit of bias for the 'bad guys'(never official, but 
there's Light/Order vs. Dark/Chaos, who have eerier names to boot.) But 
in this case both sides have their own armies(and it is neat to summon 
and custom-tailor your own army) with monsters unique to each side and 
those usable by each side. Also the different elements provide a more 
magical backdrop and also allow for many different types of randomly 
generated combat scenes as opposed to the vanishing/reappearing bushes 
in Archon.
    You still have the grab for power squares, but the possibility of a 
final confrontation is neat, and Archon II has successfully disengaged 
from Archon's chessboard-copying persona. Archon was a fun little game 
but Archon II incorporates a degree of skill.

  1.3. EMULATION

    Archon II can be emulated on Commodore 64 or Apple emulators. The 
major problem is using keyboard controls. This adds challenge to the 
game in and of itself. With Archon I wound up losing a Djinni to a 
goblin but got better with practice. Archon II is a bit tougher to 
master as the computer AI is much better and the various combatants to 
control are more sophisticated.

    Sorry, but I can't recommend what sort of joystick to use. I 
actually haven't bought one for my own computer.

  2. RULES

    Order on the right, Chaos on the left. Either one can start and each 
has four adepts to start. Adepts can move anywhere but it costs energy 
to move out of the current element. Elementals/demons that are summoned 
cannot be summoned onto adepts or onto void squares but can be summoned 
onto enemy elementals for a modest reduction in cost. You can also cast 
other spells but one small nuisance is that if you click on an 
elemental/demon you have to move it(adepts can cast a spell and 'cease 
conjuring.') You gain spell energy when you have a piece on an energy 
square, but each elemental costs energy--as do spells.

    Power squares alternate between four-corner sets for each element, 
starting on the outside strip(fire) and working in(air, water, earth.) 
Below are the ways to win the game:

--the opponent runs out of spellcasting energy.
--you control all six power squares.
--you win 'apocalypse,' a final battle which results from 1)all one 
side's adepts dying or 2) one side casting a spell as a heavy-handed way 
to win the game outright and immediately.

  3. THE BOARD

  [ spaced and lined for readability ]

F F F F F F F F F F F F F F F F F
 +-------------+-+-------------+
F|A A A A A A A|V|A A A A A A A|F
 | +---------+ +-+ +---------+ |
F|A|W W W W W|A A A|W W W W W|A|F
 | | +-----+ +-----+ +-----+ | |
F|A|W|E E E|W W W W W|E E E|W|A|F
 | | |     +---------+     | | |
F|A|W|E C E E E E E E E O E|W|A|F
 | | |     +---------+     | | |
F|A|W|E E E|W W W W W|E E E|W|A|F
 | | +-----+ +-----+ +-----+ | |
F|A|W W W W W|A A A|W W W W W|A|F
 | +---------+ +-+ +---------+ |
F|A A A A A A A|V|A A A A A A A|F
 +-------------+-+-------------+
F F F F F F F F F F F F F F F F F

F = fire
A = air
V = void
W = water
E = earth
C = castle of chaos
O = castle of order
(monsters can't step on the castle squares.)

    The adepts start out on the center horizontal line, four chaos ones 
on the far left and four order ones on the far right.
    Summoned monsters can only move one square if they wish to change 
the planes they are in. Adepts can teleport, but it costs them energy to 
do so. To start a fight, simply walk on to the opposing monster's 
square.

    3.1. POWER SQUARES

    The mobile power squares start out at the four corners of fire and 
then move in to the four corners of the air kingdom, then water, then 
earth. Then they appear back on Fire again. The more people you have on 
power squares, the more energy you gain per turn. There are also two 
power squares in the void, but these only give half the energy of 
normal. Still given that power squares in the elemental realms charge 
you once every four moves, this means double the net payoff. The 
downside is that your adept's magic spells and healing ability are 
reduced.

    3.2. VARIOUS PLANES

    Each plane has a native elemental that does better in it. In 
addition elementals will find it hard to travel between planes, and the 
blockades for combat are different in each plane.

Water: people go slower through water
Fire: people take damage walking through fire
Air: people's shots are deflected through air gusts and they are slowed 
down. Wraiths are revealed
Earth: barriers block missiles outright
Void: no barriers

  4. OPENING

Don't worry about summoning monsters for the first four moves. Just 
place your adept on a square above or below. Note that placing adepts 
kitty corner(the second player can do this if he wants) cuts down on 
summoned monsters being able to attack each other as monsters at the 
corner would have to run through the adepts first. This seems to be a 
good strategy for cautious players.

  5. MONSTERS

  5.1. ADEPTS

    5.1.1. SPELLCASTING MODE

    There are six spells available.

  APOCALYPSE--costs a ton, with the chance to 'wimp out' only having 
lost a ton of spell points. It starts the final battle in the element of 
the adept who cast the spell. If you are way ahead in the game(more 
energy and summoned monsters--more adepts is not such a big deal as they 
only add missile speed, not so important against the computer, but you 
need more monsters for higher damage) this is a great option. However I 
usually prefer to kill off my opponent's adepts when playing advanced 
vs. beginner.

  HEAL--restores half a monster's life bar and even undoes effects of 
being hit by the gorgon

  IMPRISON--forces an opposing monster to stay on one square. It can 
still defend itself in combat and becomes a drain on the imprisoner's--
not the summoner's--power.

  RELEASE--undoes the effects of IMPRISON. Given how costly imprison is, 
release frequently winds up looking like a good idea.

  SUMMON--the bread and butter of the game.

  WEAKEN--halves the life bar of any one monster.

My evaluations? Summon > Heal > Apocalypse

    5.1.2. REGULAR

      Very powerful, but they need to make sure they hit their target. 
Because they cannot move when they fire they are vulnerable and are best 
situated for earth combat. They should be able to win in a firefight, 
meaning that if you attack them they can probably heal after the combat 
and be none the worse for the wear. However if you are too aggressive 
with one, a quick retaliatory strike may put you out of luck.
      Adepts should always be on a potential power square, or better 
yet, they should zap themselves into the void.

    5.2. THE ORDER-ONLY GUYS

      5.2.1. GIANTS(EARTH)

      A bit slow but powerful damage as they hurl boulders about. Most 
missile throwers can just run away from them and the fight is one-sided.

      5.2.2. KRAKEN(WATER)

      Krakens try hard, and they have a wide shot, but it is slow as 
they are and disperses as it goes farther. Because of this they can 
rarely win fights although if you fall asleep against one it will be 
curtains.

      5.2.3. THUNDERBIRD(AIR)

      My favorite elemental except maybe the ifrit. I think ifrits may 
shade it overall since their missiles are slightly thicker(unless the 
missiles are deflected--then Thunderbirds have a wide range.) But 
thunderbirds look slick when they move and are a lot of fun.

      5.2.4. SALAMANDER(FIRE)

      Sadly nondescript except for the pulsing bullet. Skinny little 
things but I never enjoyed controlling them. Thunderbirds seem a bit 
faster as well.

    5.3. THE CHAOS-ONLY GUYS

      5.3.1. BEHEMOTHS(EARTH)

      Quicker than giants, they can do some damage if they get in close. 
They probably will too if they can follow their opponents around 
closely. That is a big if, though. Unless the opponent is really slow or 
misses a shot, behemoths are in trouble. What's worse is that sometimes 
punching with a behemoth can miss if you're right on top of an opponent.

      5.3.2. SIRENS(WATER)

      Sirens will always lose straight-up fights. However they have 
peculiar value as weakeners as their weapon is their song(only available 
when staying still, but its range is the entire board.) The computer, 
which does not like to heal its adepts immediately, can have them 
assaulted by several sirens in a row. Other than that sirens will always 
be able to cause damage but it will never be enough. Given their low 
summoning cost, though, they may be able to soften opposing adepts up 
quite well. However opnce the siren's had it, she's had it. She starts 
off quickly and then fades whether it be against close- or missile-range 
foes.

      5.3.3. IFRITS(AIR)

      The coolest animations in the whole game(except maybe 
Thunderbirds) have a slightly wide missile and are very solid. They're 
also a lot of fun to work with and wind up pretty much average overall.

      5.3.4. FIREBIRD(FIRE)

      Damage opponents with a quick radius-flash. Pretty useless in my 
opinion as although they may cause some damage, their best habitat isn't 
really even a good one. Often an enemy can skirt or hide behind fire to 
force firebirds to damage themselves on the approach. And even if 
firebirds get close the enemy can pull away with little damage and pop 
them one. Firebirds are weak and no fun to control and the most 
expensive of the elementals.

    5.4. DEMONS

      Demons are supposedly valuable, but three seem to be total rip-
offs. This bizarre imbalance in the game suckers the computer but should 
not sucker a human player(you.)

      5.4.1. JUGGERNAUT

      Archon II had a lot of cool ideas which flopped from a strategical 
point of view--but were still fun to watch! The juggernaut is one of 
those. It propels itself as its own invulnerable weapon, and the best 
part of it is how the computer continually summons one. As long as you 
don't give it the bright idea to move diagonally(this makes its 
'missile,' i.e. itself wider) you should be OK against it. Just goad it 
into attacking you on the edge(be sure to move away from the edge a bit 
but not too much when firing--just as it hits the wall and leaves its 
attack, naturally) and you'll see what a pushover it is.

      5.4.2. WRAITH

      Wraiths are invisible and scream for radius damage. They drain 
their opponents, appropriating the life-bar they take away, so they can 
wind up with more life than when they started a fight--however, that is 
mostly in theory. This makes a wraith-on-wraith encounter seem 
particularly hopeless. The computer also knows where your wraith is, 
killing its invisibility. Your wraith appears when it attacks or when it 
runs into a (non-earth) boundary. Of course in 2 player mode you can't 
tell where your wraith is, so it remains a clever feature which just 
flops.

      Ideally the wraith could beat up on defenseless elementals and 
improve its strength endlessly but it is in fact incredibly easy to beat 
even when invisible. On earth, just fire in one direction and go that 
way(if you don't hear the wraith has been hit.)  Facing it in the void 
may be a tricky matter but it is a joke in air(hide in some gusts and it 
will reveal itself.)

      5.4.3. GORGON

      Gorgons are the best. They, like the basilisks in Archon, slowly 
slow their opponents down until they freeze and die. Two gorgons should 
knock out an adept, and gorgons are utterly lethal against hand-to-hand 
or slow-shooting monsters. Sadly gorgons don't slow opposing bullets 
down and so they often can't be used in concert with other monsters(i.e. 
attack an adept with a gorgon and then an adept--although gorgon + siren 
is very nice) but they are still nasty, and you always have to be on 
your guard for that first slip which makes everything else harder.

      I'd choose a gorgon against any other summoned monster but not an 
adept.

      5.4.4. CHIMERA

      Initially seems the coolest monster in the game, but it gets 
confusing and frustrating. It has three attacks in cycle: normal missile 
attack, kraken-style attack, and tail-sting(short range.) Of course you 
have to be on the run with it quite a bit and wind up forgetting which 
one is which. Gorgons have a field day against these. I often recommend 
just throwing away the short range attacks and writing off every third 
missile attack as a dud.

    5.5. CASTLES[THE APOCALYPSE]

      Castles(or their virtual inverse, which look like adepts) are just 
extra big, extra clumsy adepts.

  6. APOCALYPSE FIGHTING

    6.1. WHEN TO PICK A FIGHT

      If you must cast the spell, you probably want your strength to be 
at least a half-inch above your opponent's. Make sure you have more 
summoned monsters on the board, too.

    6.2. HOW TO STEER TOWARDS ONE

      I like to pick off my opponent's adepts slowly--and preferably 
with my own elementals. Swapping adepts at higher difficulties may lead 
too soon to an apocalypse where I have not been able to create enough 
monsters or conserve enough energy.      

    6.3. WHAT TO DO IN THE FIGHT

      I generally walk a short space away from the enemy and whale on 
it. Against the computer I do not try for more than equality. When 
recharging I walk away so I can run forward, fire and hit the enemy 
without overshooting. The computer has the advantage in accuracy and 
precision of movements so I just cross my fingers and hope for the 
best(well, crossing your fingers makes it harder to control your castle, 
but you know what I mean.)

  7. THE BIG FIGHT CHART

    7.1. BASIC STATISTICS AND NOTES

    This list will proceed in alphabetical order, more or less. First we 
cover all the Adept's combats, then the Behemoth's, etc., with no 
duplication.

    There are at first glance 91 possible fights(13 reflexive fights + 
13*12/2=78 fights) but many cannot be allowed, i.e. there are 10 
combinations of both order vs. order and bad vs. bad that won't wash, 
leaving 71 total. The basic breakdown is:

    13 Adept vs. whoever(including adepts)
    16 order elemental vs. evil elemental
    16 order elemental vs. demon
    16 evil elemental vs. demon
    10 demon vs. demon(4 reflexive, 4*3/2 otherwise)
------
    71 total

    7.2. MY ASSESSMENTS(APPROXIMATE)

    There's no definite continuum but here are my general impressions:

    By value(usefulness vs. cost)

    Adept > Gorgon > Ifrit > Thunderbird > Salamander > Siren > Kraken > 
Giant > Behemoth > Wraith > Chimera > Phoenix > Juggernaut

    By overall ability

    Adept > Gorgon > Ifrit > Thunderbird > Salamander > Phoenix > Wraith 
> Chimera > Siren > Kraken > Giant > Behemoth > Juggernaut

    This is just my general perception and liking. Below is a more 
concrete analysis with a different subjective viewpoint--and of course 
they disagree!

    7.3. BY MONSTER-VS.-MONSTER

      Every fight here will give final scores. There are ten points to 
be split between the combatants and although I may be a bit arbitrary 
with them, hopefully the end result will be fair.

      Many of these fights are not really practical in terms of game 
strategy but could be fun to play with a friend of equal skill so I 
encourage looking into them.

    **** ADEPT VS. ****

  Adept vs. Adept: An old-west style elemental-plane shootout. Whoever 
shoots first probably wins as adepts are motionless when they guide 
their missiles, but aim does play a part, and you can tempt fate by 
trying to duck a missile and fire quickly.

  Adept vs. Behemoth: Should be a no contest especially if there are any 
physical barriers. The Adept can duck and fire.
    ADEPT 10, BEHEMOTH 0

  Adept vs. Chimera: The Adept may have problems with the first shot 
here but the Chimera should fall, especially since its third shot will 
be telling. However the Chimera has potential to do damage to the stand-
still Adept here if it uses its first two shots wisely.
    ADEPT 7, CHIMERA 3

  Adept vs. Giant: The Giant is just too slow. So's its missile.
    ADEPT 10, GIANT 0

  Adept vs. Gorgon: The Gorgon seems the most serious threat to the 
Adept as it can slow the Adept down and maybe even force it to miss with 
a shot(i.e. a quick move and fire as the Adept releases a shot.) It 
usually takes two or three gorgons to knock off an adept, so a 1.5:1 
ratio is exactly...
    ADEPT 6, GORGON 4

  Adept vs. Ifrit: The Ifrit may cause some problems for the Adept, but 
no more than the usual missile-weapon monster.
    ADEPT 7, IFRIT 3

  Adept vs. Juggernaut: The Adept can fire on the Juggernaut right away, 
circle around, and blast it from behind for an easy first hit. The 
second shouldn't be a problem either.
    ADEPT 10, JUGGERNAUT 0

  Adept vs. Kraken: The Kraken is too slow to threaten the adept 
seriously.
    ADEPT 10, KRAKEN 0

  Adept vs. Phoenix: Again no problem for the adept. Once the Phoenix 
bursts into flames to defend itself, the adept just waits to guide the 
missile into it.
    ADEPT 10, PHOENIX 0

  Adept vs. Salamander: I've never particularly liked the Salamander so 
I tend to drop its score based on that. It just seems weaker than the 
Air elementals. Its shot is a bit slower. But it can still be a 
nuisance.
    ADEPT 8, SALAMANDER 2

  Adept vs. Siren: Of course the Siren can take everyone for damage and 
the Adept is no exception. If the Adept is not at full strength this 
battle becomes significantly dangerous.
    ADEPT 7, SIREN 3

  Adept vs. Thunderbird: The Thunderbird may cause some problems for the 
Adept, but no more than the usual missile-weapon monster. The Adept 
needs to let the T-Bird shoot first and THEN fire.
    ADEPT 7, THUNDERBIRD 3

  Adept vs. Wraith: The Wraith always is risky in the void, but the 
Adept can patrol his own immediate area with a missile--and prop himself 
up against a bunker to make the Wraith visible. In the void there's a 
bit of guesswork and a bit more maneuvering, but it's still winnable.
    ADEPT 8, WRAITH 2

    **** BEHEMOTH VS. ****

[not playable]
  Behemoth vs. Behemoth: What a boring punch-up. Good thing this one 
isn't actually possible. Who can hit the button faster?

  Behemoth vs. Chimera: If the Chimera misses its first shot or the 
Behemoth has exceptionally high life, the Behemoth might be able to 
clinch with the Chimera and do some damage. After that he is toast.
    BEHEMOTH 1, CHIMERA 9

  Behemoth vs. Giant: The Behemoth should get some good shots in on the 
plodding Giant. If it can clinch, the Giant is in trouble.
    BEHEMOTH 5, GIANT 5

  Behemoth vs. Gorgon: This is an easy one, as after the Gorgon hits the 
Behemoth, it can't keep up with the Gorgon.
    BEHEMOTH 0, GORGON 10

[not playable]
  Behemoth vs. Ifrit: I'm in a generous mood so I will give the Behemoth 
a brownie point in battles like this where it is clearly outmatched.
    BEHEMOTH 1, IFRIT 9

  Behemoth vs. Juggernaut: That the Behemoth can win this sort of 
comment says more about the Behemoth than the Juggernaut. It can duck to 
the side and then do damage. It can even hide out in the corner and 
whale on the Juggernaut. As long as the Juggernaut hits the wall soon 
after it runs into the Behemoth, this is winnable for the elemental 
underdog.
    BEHEMOTH 6, JUGGERNAUT 4

  Behemoth vs. Kraken: The Kraken does a lot of damage but it's so slow 
that the Behemoth can probably run in and nip it once before dying.
    BEHEMOTH 3, KRAKEN 7

[not playable]
  Behemoth vs. Phoenix: Phoenix should be able to sucker Behemoth into 
punching early. Then it bursts into flame.
    BEHEMOTH 0, PHOENIX 10

  Behemoth vs. Salamander: See Ifrit comments.
    BEHEMOTH 1, SALAMANDER 9

[not playable]
  Behemoth vs. Siren: I almost gave the Behemoth another half-point 
here, but I feel that the Siren can eke it out if there are enough 
barriers around. It's a long walk over and the green lady will be 
singing quite a bit.
    BEHEMOTH 4, SIREN 6

  Behemoth vs. Thunderbird: See Ifrit comments.
    BEHEMOTH 1, THUNDERBIRD 9

  Behemoth vs. Wraith: because the Behemoth can clinch, the Wraith may 
suffer some damage, but it'll get a lot back when it drains the 
Behemoth.
    BEHEMOTH 1, WRAITH 9

    **** CHIMERA VS. ****

    Despite being an unappetizing monster overall the chimera makes out 
pretty well in individual combat. It costs the most to summon, so it 
better. Lots of times you will want to just use up the short-range 
attack to get the long-range one back.

  Chimera vs. Chimera: potentially the most entertaining reflexive fight 
as the weapons are not always necessarily the same although it can also 
deteriorate into Behemoth vs. Behemoth.

  Chimera vs. Giant: Chimera shouldn't have many problems with the 
giant, but if it misses then the Giant can probably take a hit, get in, 
and do some damage.
    CHIMERA 8, GIANT 2

  Chimera vs. Gorgon: Gorgon should win rather easily. Especially with 
Chimera having to waste a shot on firing with its tail.
    CHIMERA 2, GORGON 8

  Chimera vs. Ifrit: This would be an even--but not identical--match 
except that 2/3 of the time the Chimera has a sucky weapon.
    CHIMERA 4, IFRIT 6

  Chimera vs. Juggernaut: Even with the stupid hand-to-hand attack the 
Chimera can still sting a Juggernaut leaving missile mode.
    CHIMERA 8, JUGGERNAUT 2

  Chimera vs. Kraken: One of Chimera's attacks is the same as the 
Kraken, and it's a bit faster and has more stamina. Hmm.
    CHIMERA 8, KRAKEN 2

  Chimera vs. Phoenix: Standard bait-and-duck should work here for the 
Chimera.
    CHIMERA 8, PHOENIX 2

  Chimera vs. Salamander: Chimera alternates between weapons better than 
and worse than the Salamander's.
    CHIMERA 5, SALAMANDER 5

  Chimera vs. Siren: With the long-range and wide-angle attack(by which 
time it's closer up) the Chimera should be able to nail the Siren 
quickly.
    CHIMERA 8, SIREN 2

  Chimera vs. Thunderbird: See my Ifrit comments.
    CHIMERA 4, THUNDERBIRD 6

  Chimera vs. Wraith: A little more diligence than with a Thunderbird is 
required here as the Chimera has to waste a shot every now and then, but 
the same principles apply.
    CHIMERA 8, WRAITH 2

    **** GIANT VS. ****

  The giant is pretty lousy in general.

    **** IFRIT VS. ****

  The ifrit and thunderbird both have style and are versatile. Often if 
I can't decide which side to play with, I decide if I'm in an ifrit or 
thunderbird mood.

[not playable]
  Ifrit vs. Ifrit: this one would be way fun in air if it were possible, 
but it isn't.

  Ifrit vs. Kraken: Kraken is just too slow.
    IFRIT 10, KRAKEN 0

  Ifrit vs. Juggernaut: the usual cherry-pick at the end of the 
juggernaut's run(run straight at it to tease the computer) works 
wonders. Although technique is occasionally lacking.
    IFRIT 9, JUGGERNAUT 1

[not playable]
  Ifrit vs. Phoenix: As usual, the Phoenix can nullify a few shots by 
bursting into flame, but if the Ifrit finds a barrier it will force the 
Phoenix's hand--eventually. But there is room for error and the fight's 
especially tricky in the void.
    IFRIT 7, PHOENIX 3

  Ifrit vs. Salamander: I've always found the Ifrit's shot slightly 
quicker, so I give it the edge on that basis.
    IFRIT 6, SALAMANDER 4

[not playable]
  Ifrit vs. Siren: Siren does its usual annoying damage, but the Ifrit 
will close quickly.
    IFRIT 7, SIREN 3

  Ifrit vs. Thunderbird: my favorite evenly matched fight. When 
Thunderbird shoots a missile through the air it gets wider, but in other 
situations the wider Ifrit missile gives the Green Gusty Guy the edge.
    IFRIT 5, THUNDERBIRD 5

  Ifrit vs. Wraith: usual bunker tactics vs. a Wraith apply here. Always 
be sure to be firing and also stay by a barrier where the wraith could 
show himself. The wraith is nastier in the void when invisible and 
computer-controlled, but the computer is usually predictable with its 
approach, or you can shoot in one direction to help verify the computer 
isn't approaching from there.
    IFRIT 9, WRAITH 1

    **** GIANT VS. ****

  You have to be careful of the wide boulder the giant hurls, but other 
than that he is not too bad to face.

[not playable]
  Giant vs. Giant: a bit slower than your average Archon/Shapeshifter(or 
Troll vs. Golem) fight and not really different in any other regard.

  Giant vs. Gorgon: Slow missiles versus the paralyzer. The Giant 
already starts at a dissadvantage.
    GIANT 0, GORGON 10

  Giant vs. Ifrit: Ifrit is too fast shooting and moving.
    GIANT 1, IFRIT 9

  Giant vs. Juggernaut: The Juggernaut could nip the giant during the 
standard evasion maneuvers, but it will get burnt shortly after. My 
feeling is that the Giant nicks it.
    GIANT 4, JUGGERNAUT 6

[not playable]
  Giant vs. Kraken: Two slow guys with huge missiles. A double kill 
would seem unusually likely here. Happily, the programmers prevented 
this potentially senseless carnage.
    GIANT 5, KRAKEN 5

  Giant vs. Phoenix: Phoenix can probably goad Giant into shooting and 
can move in.
    GIANT 2, PHOENIX 8

[not playable]
  Giant vs. Salamander: Salamander is too fast.
    GIANT 0, SALAMANDER 10

  Giant vs. Siren: Giant can take Siren for a lot of damage if it is 
able to line up a good shot in time. And it should, even though you 
wouldn't think it.
    GIANT 7, SIREN 3

[not playable]
  Giant vs. Thunderbird: Thunderbird is way too fast.
    GIANT 0, THUNDERBIRD 10

  Giant vs. Wraith: Giant may do some damage if Wraith gets close and 
can't duck in time, but the Wraith can recoup.
    GIANT 2, WRAITH 8

    **** GORGON VS. ****

  Gorgon vs. Gorgon: The first hit will probably do one player in as he 
becomes more susceptible to hits after that.

  Gorgon vs. Ifrit: Gorgon's momentum will build after the first hit. 
Even if the Ifrit scores first, it is always at risk of being turned to 
stone. Still steady-handed play may win for the elemental.
    GORGON 7, IFRIT 3

  Gorgon vs. Juggernaut: Watching a crippled Juggernaut trying to follow 
the Gorgon is amusing.
    GORGON 9, JUGGERNAUT 1

  Gorgon vs. Kraken: Gee, the Kraken's already slowed down, so it's 
extra vulnerable to the Gorgon
    GORGON 10, KRAKEN 0

  Gorgon vs. Phoenix: After one hit the Gorgon can hold the Phoenix at 
arm's length. It's worth a tiny fraction of damage to achieve this.
    GORGON 9, PHOENIX 1

  Gorgon vs. Salamander: See my Ifrit comments, and add my antipathy to 
the Salamander.
    GORGON 8, SALAMANDER 2

  Gorgon vs. Siren: The Siren will get the Gorgon for damage no matter 
what, a different perspective from an enemy taking one hit and the 
battle being mostly over. Siren's as slow as Kraken but doesn't need to 
move to get into range.
    GORGON 7, SIREN 3

  Gorgon vs. Thunderbird: See my Ifrit comments.
    GORGON 7, THUNDERBIRD 3

  Gorgon vs. Wraith: As long as there are barriers this one is a 
cakewalk. Once the Wraith is hit once you can fire random scattered 
shots and probably hit it again before it does more damage. And you 
should hit the wraith once it reveals himself in the screaming attack.
    GORGON 9, WRAITH 1

    **** JUGGERNAUT VS. ****

  Juggernaut vs. Juggernaut: With the temporary invincibility in play 
Juggernaut vs. Juggernaut will have a lot of buzzing and no clear hits.
  Juggernaut vs. Kraken: The Kraken is very likely to get hit with 
standard baiting strategy, but it'll whupp the Juggernaut in return.
    JUGGERNAUT 5, KRAKEN 5

  Juggernaut vs. Phoenix: The Phoenix can just blow up when the 
Juggernaut is near--or bait it and blow up. However, this is a bit of a 
mind game and if the Phoenix blows up while the Juggernaut can get away, 
it can suffer damage as well.
    JUGGERNAUT 4, PHOENIX 6

  Juggernaut vs. Salamander: Salamander can bait the Juggernaut pretty 
easily although I seem to have more technique problems getting nipped 
than with the Thunderbird.
    JUGGERNAUT 3, SALAMANDER 7

  Juggernaut vs. Siren: The Juggernaut just needs to be sure to move 
close to the Siren and hit it. The Siren can really only stand its 
ground in this sort of situation, and the Juggernaut may even want to 
attack from afar to force movement, speed himself up, and temporarily 
avoid damage.
    JUGGERNAUT 7, SIREN 3

  Juggernaut vs. Thunderbird: Thunderbird nails Juggernaut although you 
have to watch the 'car chase' that occurs in the air.
    JUGGERNAUT 1, THUNDERBIRD 9

  Juggernaut vs. Wraith: Even if the Juggernaut hits the Wraith, the 
Wraith will get a lot back against a defenseless Juggernaut.
    JUGGERNAUT 3, WRAITH 7

    **** KRAKEN VS. ****

  Kraken vs. Kraken: A bit slow but unlike juggernaut vs. juggernaut it 
will clearly end without a silly oversight, and it has an interesting 
twist--should you wait a bit to get closer and do more damage? And is it 
possible to judge(quickly) the shortest distance to be away so you can 
kill your opponent in two hits instead of three, say? Poor Kraken--he 
looks cool, but he's useless.

  Kraken vs. Phoenix: A tale of two incompetents. Phoenixes are 
primarily defensive, but the usual tactics won't work fully against them 
with something as slow as the Kraken.
    KRAKEN 5, PHOENIX 5

[not playable]
  Kraken vs. Salamander: Salamander's too fast both shooting and moving.
    KRAKEN 0, SALAMANDER 10

  Kraken vs. Siren: The Kraken takes extra damage from the Siren song 
because it's so slow. On the other hand a final shot may dispatch the 
Siren for a double kill as the Kraken's shot is wide and the Siren, too, 
is slow.
    KRAKEN 5, SIREN 5

[not playable]
  Kraken vs. Thunderbird: Thunderbird is way too fast for the Kraken or 
his shots.
    KRAKEN 0, THUNDERBIRD 10

  Kraken vs. Wraith: Even if the Kraken gets in as close as he can and 
scores a hit, the wraith charges him and gets most of it back.
    KRAKEN 0, WRAITH 10

    **** PHOENIX VS. ****

[not playable]
  Phoenix vs. Phoenix: oh dear, this looks like a hideously tedious 
stalemate.

  Phoenix vs. Salamander: Salamander should be able to sucker the 
phoenix into bursting into flame and then time the bullet to nail it.
    PHOENIX 3, SALAMANDER 7

  Phoenix vs. Siren: It'd be funny to see the violent switch as Phoenix 
runs up to Siren--but sadly we'll never know if bursting into flame 
renders the Phoenix invulnerable. Still Phoenix would win.
    PHOENIX 7, SIREN 3

  Phoenix vs. Thunderbird: Again the Thunderbird can goad the Phoenix 
into bursting, with a 'return gift' of a T-Bolt.
    PHOENIX 3, THUNDERBIRD 7

  Phoenix vs. Wraith: The wraith should be able to back out and then 
torch the Phoenix while it is recharging.
    PHOENIX 3, WRAITH 7

    **** SALAMANDER VS. ****

[not playable]
  Salamander vs. Salamander: Shades of Archon I fights here.

  Salamander vs. Siren: Same old story. Siren starts strong, fades when 
people run after her and she can barely move to flee.
    SALAMANDER 7, SIREN 3

  Salamander vs. Thunderbird: The thunderbird is slightly easier to 
control so I give it the edge. But they both work the same way.
    SALAMANDER 4, THUNDERBIRD 6

  Salamander vs. Wraith: Shouldn't be too tough to win if you use 
barriers correctly(remember to find a 2-way corridor to fire from in 
Earth,) but continuing with my anti-salamander bias I'll give it one 
less point than the Ifrit.
    SALAMANDER 8, WRAITH 2

    **** SIREN VS. ****

  Siren vs. Siren would be especially painful with the Apple sound and 
also it would be obvious from the start who would win. So thankfully we 
can't ever have this battle.

  Siren vs. Thunderbird: The Siren would start off strong, then the 
thunderbird would hit it a few times. Ironically this would be tougher 
in the air than on water for the Thunderbird.
    SIREN 3, THUNDERBIRD 7

  Siren vs. Wraith: After a great start, the siren would get nailed by 
the wraith, who might get back his initial investment and then some. 
    SIREN 1, WRAITH 9

    **** THUNDERBIRD VS. ****

  Thunderbird vs. Thunderbird: Not possible, but it would be a slick 
fight especially in the air.

  Thunderbird vs. Wraith: see Ifrit section for strategy and reasoning.
    THUNDERBIRD 1, WRAITH 9

    **** WRAITH VS. ****

    This section, like the Wraith, is invisible. That's what it gets for 
coming in last in the alphabetical order. Because I just don't want to 
discuss the attrition of Wraith vs. Wraith. Wraiths are such a cool idea 
as investments(get the energy bar to the top of the screen) but like 
many flashy investment 'opportunities' they leave you broke.

    FULLY HYPOTHETICAL TABLE

MONSTER NAME| W  T  L| PF| PA|
------------+--------+---+---+
ADEPT       |12  0  0|100| 20|
BEHEMOTH    | 1  1 10| 24| 96|
CHIMERA     | 7  1  4| 75| 45|
GIANT       | 1  2  9| 28| 92|
GORGON      |11  0  1| 98| 22|
IFRIT       | 9  1  2| 83| 37|
JUGGERNAUT  | 2  1  9| 37| 83|
KRAKEN      | 1  4  7| 29| 91|
PHOENIX     | 4  1  7| 51| 69|
SALAMANDER  | 7  1  4| 74| 46|
SIREN       | 1  1 10| 38| 82|
THUNDERBIRD | 9  1  2| 84| 36|
WRAITH      | 6  0  6| 59| 61|
------------+--------+---+---+

"Derbies" where a monster fights itself are not included.

    MORE PRACTICAL TABLES

    Note a monster's record may bely my perceived use as frequently it 
is good strategy to 'suicide' a monster. Often it's just not feasible to 
construct a certain combat for strategical reasons although it would be 
neat to be able to play order vs. order and chaos vs. chaos.

Eliminating impossible fights we get the following tables for 
elementals:

MONSTER NAME| W  T  L| PF| PA|
------------+--------+---+---+
BEHEMOTH    | 1  1  7| 19| 71|
GIANT       | 1  2  9| 28| 92|
IFRIT       | 6  1  2| 60| 30|
KRAKEN      | 1  4  7| 29| 91|
PHOENIX     | 2  1  6| 31| 59|
SALAMANDER  | 7  1  4| 74| 46|
SIREN       | 0  1  8| 38| 82|
THUNDERBIRD | 6  1  2| 58| 32|
------------+--------+---+---+

    So here the siren comes off even worse, but its main use is for 
giant-slaying capabilities anyway. Note how the T-bird and ifrit have 
suffered role reversals of a sort.

    7.4. COMBAT TACTICS BY PLANE

    In Earth, obviously the hand to hand combatants(or sirens) will work 
better. Missile combatants can hide behind barriers in fire and water, 
and they also work well in air where they can keep moving around and 
firing off shots at random(one should hit after bouncing through the air 
gusts.) However for many fights 'best play' will seem to consist of both 
parties moving up and down, firing, and maybe inching a bit closer to 
raise the stakes.
    The void is most hospitable to wraiths.

    7.5. ADJUSTMENTS FOR VS. COMPUTER

    The computer has little concept of which monster to use where and 
may in fact steer a juggernaut into the fire after it's finished on its 
tear. It also tends to throw out random chimeras, which are not bad to 
beat, and generally put monsters of its own element out. Usually these 
can be nailed with gorgons.

  8. GENERAL STRATEGIES

    8.1. INTRODUCTORY

    Opening strategies are above. Don't try too hard to take over any 
one element immediately, and don't worry too much about your opponent 
doing the same. If you are not playing at advanced level it would be 
well worth it to summon elementals to corner squares not occupied--just 
before the power square shifts there.

    8.2. GOOD-SENSE STRATEGIES

--Don't summon monsters unless you have a clear idea of the power square 
you wish for them to overtake. You can get away with this while playing 
beginner while the computer's at advanced, and it's fun to have one of 
each monster, but if a piece is not doing anything it is sapping your 
energy.
--Don't summon a monster onto an opposing monster unless there's a good 
reason(i.e. losing a critical power point.) Instead you might want to 
look ahead; summon a monster a move before the power square switches to 
where the enemy monster is, next to it. Attack the next turn.
--Monsters should always stay in the realm where they were summoned.
--It's not a bad idea to start by trying to take over a void square. The 
computer especially may try to imprison, which won't get you energy per 
turn but will unsettle the computer's own supply.
--adepts on air and fire are your most valuable as they can summon 
monsters onto squares next to the void. However unless you have an adept 
in the void(I try to put a siren or ifrit/thunderbird there) or have 
lost an adept, you should have one adept per element. That element is 
ripe for an oppisition takeover.
--once you lose an adept keep extra note of what is happening in the 
element he has vacated.
--against the computer you can win a lot by moving up and down on one 
side and firing horizontally--repeat continually and bait the computer 
occasionally by standing still.
--remember a bullet is for practical purposes wider when shot on a 
diagonal(except the Thunderbird's--when it's not curved that way by 
air.)

    8.3. KILLING THE OPPOSING ADEPTS

    This isn't so important for the endgame directly, but it can help 
you indirectly.

    With accuracy you should be able to nail an opposing adept with two 
gorgons or even a couple of sirens hiding behind a fortuitous earth 
wall. At any rate if you are able to damage an opposing adept and don't 
mind chain reactions to nail another one go for the adept-on-adept 
battle. Line yourself up with the computer for an easy shot and fire 
away.

    If this is not the case, attack the adepts with gorgons on suicide 
missions(NOTE: mixing gorgons with any other combatant, especially 
adepts, is not particularly effective--the computer is deadly at 
controlling adept shooting, especially in advanced mode where gorgons 
eat up energy. The fewer adepts he has the more monsters he must summon 
for power and the less he will gain each round.

    It seems to take three sirens to kill opposing adepts in the 
void(adepts only heal on elemental power squares,) which does not 
require skills. With basic dodge-and-shoot skills it should require two 
gorgons. You may get lucky and need just two sirens on Earth.

    8.4. SHOESTRING BUDGET(ADVANCED VS. BEGINNER) WINNING

    Let the computer attack you. Let him summon his juggernauts and the 
like. Also threaten to enter the voided areas and, in fact, rejoice if 
the computer decides to WEAKEN or IMPRISON you. That's a lot of energy 
it'll have to use, and when it releases you, you can just continue on 
the suicide mission.
    Attack the computer with gorgons and (on earth) sirens. If you must 
have an extra monster, summon it to the air or fire plane. After that 
plane no longer has power squares, move it next to an enemy adept and 
attack that adept. If you're able to hit the adept quickly again 
afterwards with a gorgon, that is great. This strategy is particularly 
effective in the Void. Let the computer try to take squares back; you 
can just wait around and slowly build up your forces. The computer will 
not sit around but will summon elementals, frequently different ones. 
The best advice here is to attack just before the power squares are 
about to shift to their squares. Obviously this puts a lot more value on 
the fight, so you better win it. You may need a lot of practice.
    You probably want to kill off the opponent's adepts in order to 
enter apocalypse. It's cheaper than casting the spell and will give you 
some sort of confidence as well. Just be sure to wait for the right 
time, and try to have at least one void square controlled for a 
while(read: get extra energy that way to move ahead of your opponent in 
that respect) before your final attempt. It's also a huge deal to have 
more elementals than he does; that's how castle damage is calculated.
    You can also tempt the computer into trying to win by taking over 
all six power squares. If you lose a battle(it frequently gets five with 
ease) then you are SOL but this provocative strategy can leave him 
scrambling while you slowly build up your potential.

  9. QUIRKS

    9.1 DOUBLE KILLS

    This can't always happen. For instance a monster whose attack relies 
on his presence(behemoth, wraith, juggernaut, adept, castle) cannot hope 
his final shot will hit after he dies. A firebird obviously can't flame 
out when dead, and a siren can't sing for damage. But a thunderbird and 
ifrit, for example, can execute a double kill(each shoots at the other.)

    Any combination of monsters not mentioned above should be able to 
create a double kill, although with chimeras it's obviously less 
possible when they are on the 'short-range' mode of attack.

    9.2. DOUBLE LOSSES

    I differentiate the two terms to note that, if you kill someone and 
walk off into the fire, then you and they both can die. It's dumb, but 
it's a possibility, and in fact this is the way a double-loss can happen 
in the game itself. "THE GAME IS OVER...THERE IS NO WINNER." Nor does 
there deserve to be :P.

End of FAQ proper

================================

  10. VERSIONS/CREDITS

     10.1. VERSIONS

2.0.0 Sent to GameFAQs 4/23/2002 fully reformatted and revamped. Not 
quite a thousand and one nights before the next update.
1.0.0 Allegedly sent to GameFAQs 9/22/99(me) but recorded there as 
9/17/99(GameFAQs dating.) Weird discrepancy.

     10.2. CREDITS

ftp.apple.asimov.net for havin' stinkin' EVERYTHING you could hope for 
in Apple game nostalgia, as well as holding...
David Ellsworth's ApplePC emulator, an old fave even though AppleWin is 
also starting to grow on me.

--Vegita on GameFAQs whose Archon FAQ for the NES gave me one less FAQ I 
felt I 'had' to cover to resurrect old games(don't worry man, I always 
find more!) and which provided a great framework for my Archon II 
FAQ(especially the scoring table) when I finally got around to 
redesigning it--after I rewrote the review so it was longer than the 
FAQ(8k vs. 7k.) Hope you get the 100 reviews and show your naysayers on 
the review board--and your own doubts--to be wrong.

And less concretely...

What a long strange journey it's been! So many people to thank over the 
two and a half years I've been at GameFAQs. People like bloomer and 
falsehead and Sashanan who have been encouraging and inspirational. 
Wilson Lau(WLau) whose Deathlord FAQ sucked me into the whole culture 
and provided a basis for this first meager FAQ, which I hope has since 
been considerably embellished. There are some great FAQ writers whose 
format, etc. has given me general ideas for how to make my writing 
better. Even people I don't particularly like have helped me 
immeasurably with their comments but I won't mention them here :).