King of Fighters (FAQ) (e)

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A s a m i y a    A t h e n a  Guide Version 0.3
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0.0                             By: Derek Lee 

(Shingoyabuki@hotmail.com)

_Author’s not__s: Since this is my first guide please bear with me 
if there are any errors, since you are reading this guide I 
presume that you use Athena to some extent or want to know how to 
use her. I started using Athena in ’96 through the introduction 
from my friend, meaning I never used her before that! The reason 
why I like her now is because she is one of the few fighting 
babes that actually sings! Being from Sydney myself and playing 
in the city once in a while I must admit that I myself have not 
played Athena to her full potential! This is why I have written 
this guide to help people fully master Athena.

Contents: 
0.0 Author’s notes
0.1 Revision History
0.2 Character Background
0.3 ‘97 story line
0.4 Normal moves
1.1 Special moves
1.2 Desperation moves
1.3 Taunt/Throws
1.4 Mind games
2.1 Why this is so strong?
2.2 Does this take skill? 
2.3 Combo
2.4 Winning poses
3.1 Additional Info (taken out)
3.2 Credits
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0.1Revision history

Version 0.3(22-4-1998) Added more combos fixed up some info and 
added winning poses.

Version 0.2a(25-3-1998) Added ’97 story line and mind game and some 
combo’s.

Version 0.2 (8-2-1998) corrected some mistakes and got helpful 
advice, added normal moves guide. Also added taunt and throws 
section. Removed additional info for the moment.  

Version 0.1 (1997) Start of my guide, no list of normal moves, no 
combos, basically not much of the guide done just a basic start.  


0.2 Character background 
“ No one’s going to take my place as a superstar fighting babe!” 
(Quote from kof’95)
Statistics of Athena Asamiya:
? Nationality: Japanese (But spent most of her time in china)
? Fighting Style: Chinese kenpo, Wushu
? Blood Type: B
? Height: 163 cm
? Weight: 50 kg (or about 49 kg)
? Birthday: March 14,1977
? Age: 20 (in ’97)

? Hobbies: Singing, Astrology
? Favorite sport: Lacrosse
? Favorite food: Ichigo Daifuku
? Least favorite thing: Butter, Grasshoppers
? Prized Possession: Peter Rabbit tea set 
? Voice actress in ’97: Yukina Kurusu

Athena Asamiya made her first appearance in kof 94 tournament 
with Sie kensou (her highschool classmate) and chin, (her drunken 
master). She entered as the china team leader because sie was 
irresponsible and immature, and chin was too drunk with his jug 
of sake (Also one of the reasons why I like her). Even though she 
was only 17 during the ’94 tournament, she only had one purpose: 
To stop evil!!. Knowing that evil is always lurking around the 
corner, her sweetness kept everyone happy even though the odds 
were against her. She also appeared in two games before this they 
were called: Psycho Solider and the sequel Athena (Note: Psycho 
solider came out first in the arcade then followed by Athena.)

Athena: This is a side scrolling platform game (translated to the 
NES) where you control the goddess Athena.  She has grown tired 
of her life on Olympus and decides to do some adventuring in the 
"Fantasy World."  In this realm she can pick up various weapons 
(bows and arrows, swords, morning stars, etc.) and armor, and 
special items (that give her wings or turn her into a mermaid) 
and she fights Mythological creatures. (Note: In kof97 you can 
actually see what she looked like in this game if you finish it 
with the edited team of Athena, Clark, Ralf, you can also see 
what Kensou looked like as well.)

Psycho Solider: This is Kensou’s first appearance in the game as 
he was not in Athena! . Psycho Soldier was a horizontally 
scrolling platform game, which came out in 1987. Basically it was 
a horizontal shooter with a twist - Athena could transform into a 
Phoenix, and Sie into a Dragon (also explains the names of some 
of their moves). Some of the enemies were robots saying "Athena, 
Athena", and the game's song is very similar to the one sung in 
the CD version of KoF ‘94. (In fact the song is the same but 
without her singing also this game was translated to c64 which is 
a disappointment!)

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0.3 ‘97Story line
I decided that since I wrote about why Athena joined the 
tournament in the first place why not write about why she is 
still in the latest tournament (let’s hope she is in ’98 ^_^)
Because of the Japan live tour in ‘96, Athena and Kensou received 
many fan letters and were in doubt of joining the ‘97 tournament. 
Due to one fans letter, which touched Athena and inspired her to 
join the tournament, the fan got courage and inspired by Athena’s 
perseverance that she to worked hard like Athena and passed her 
exams. The fan asked Athena if she would join this year 
tournament and would support her! , so as to not disappoint her 
fan she joined.             
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0.4 Normal moves
Athena’s normal moves are considered weak compared to her 
specials, but it’s still good to know about her normal moves! 

Standing A: Athena does an open palm hit towards the opponent’s 
face. This move cannot be done rapidly like most jabs (Note: 
don’t use this much) This move can be canceled to a psycho sword 
and has decent range. 

Standing B: Athena kind of knees the opponent with her arms 
outstretched backwards at mid level.  

Standing C: Athena stretches one arm out at mid level, it has 
high priority but not as fast as the A version. It comes out 
slightly quicker than the standing D and recovers faster. It can 
also be cancelled into her super psychic throw, which is the 
start to most of her combo’s. 

Standing D: Athena does a sorta spin kick, which is towards the 
stomach of the opponent. It has the farthest range of any 
Athena’s attacks but is kinda slow and vulnerable to attack for a 
second. If you can hit, then use it, otherwise use C button.
 
Standing CD: This move has lost a lot of range, as in ’96 this 
move had excellent range (Note: IMHO the ’97 CD looks like 
Terry’s power charge but without the range). I normally follow a 
p-s-y-c-h-o ball after this move to keep the opponent at bay. 
(E.g CD, HCB+A/C).

Crouching A: Athena jabs towards the opponent. Can’t be done 
rapidly but can be canceled to a psycho sword. 

Crouching B: A short range ground kick. Which can be done rapidly 
and is interruptible. I normally do a sweep after this i.e down 
D, this is good for poking as it is reasonably fast. 

Crouching C: A low, more powerful palm hit. It can also be 
canceled to a psycho sword or the teleport.

Crouching D: Athena sweeps with one leg sticking out but doesn’t 
reach very far and unlike after the C version phoenix arrow where 
she outstretches her leg with quite a bit of range. I normally 
use this after an A version phoenix arrow or after a jump C then 
sweep. This move is only has priority when up close as the range 
of this move is crap hence the reason why I normally follow it 
after a  A version phoenix arrow.

Jumping A: Another palm hit and can be cancelled into a psycho 
sword.

Jumping B: A very weak kick and seems to have as much range as 
the jumping D.

Jumping C: Kind of a slap move that’s great for knocking people 
out of the air, but not great for combo’s. If both players jump 
and with the right timing this could result in an air throw where 
Athena kind of spins the opponent around and tosses the opponent 
to the ground.

Jumping D: A jump kick with fine range and  is useful for cross 
ups and can be used to start a combo. I think Athena has an air 
throw with this button as well.

Jumping CD: One of Athena’s most useful moves, which has high 
priority and great for knocking down opponent’s from the air. 
Athena stretches the legs together like in ’96.  
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1.1 Special moves
This part of the guide is to inform you of her Special moves! 

Butt bounce: jump towards opponent then press down + b as the 
name suggest she bounces away after move is done (Note: this move 
could also be done in ’95 and I guess it wasn’t useful because in 
’96 SNK removed this move). The only use I see in this is to 
avoid kyo’s firefists.

Hopping double kick: press forward and press b (Note: this move 
is completely new and can be chained (connects) with 2 hits, she 
lunges forward with a double kick kind of like Kyo’s 75 style: 
modified. When this move is not chained it has autoguard. Which 
means can take 1 hit and go through that attack without getting 
hit and only taking block damage. Although it takes minimal 
damage but useful in some combo’s. It seems that this is the only 
command attack with autoguard. It is also the only silent command 
attack in ’97. 


P-s-y-c-h-o ball: |   /  O-- + A / C
                  O  O

Move type: Athena throws a ball of pink energy at her opponent
Comment: The A version psycho ball is useful against jumping-in 
opponents whilst the C version psycho ball is effective in 
keeping an opponent in the corner, while taking average damage. 
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Psycho sword: --O  |  \  + A / C  (can be done in the air)
                   O   O 

Move type: Athena does an uppercut, creating a type of blade of 
           energy
Comment: this move has been toned down since ’96 it now only does 
5-6 hits instead of 6-7. (Note: this move can be done while 
jumping towards the opponent), I heard that it still takes off 
the same amount of damage as in ’96 but without the same number 
of hits.
Performing it in the air takes 4-5 hits and does less damage than 
on the ground.
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Phoenix arrow: jump, then  |   /  O-- + A / C
                           O  O
Move type: Athena curls into a ball, diving downwards towards the 
opponent, in psychic energy.

Comments: this move has also been toned down (major) as scrubs 
could use it too well! (Including me ^_^;). This move can also 
only be executed when you jump towards opponent (Note: I think 
this only applies to extra mode), if you use this move directly 
above it takes about 5 hits and when jumping towards it takes 
about 3-4 hits! . The C version has an extra long-range knockdown 
kick at the end of the phoenix arrow, which changes direction to 
wherever the opponent is. The A version comes down at a 150 
degree angle while the C version comes down at an 135 degree 
angle.
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New psycho reflector: --O  \   |   /  O-- + B / D
                            O  O  O   
Move type: Athena creates a ball of psychic energy which reflects 
most projectiles.

Comments: the B button version is good for stopping opponents 
charging at Athena, can also be used in combo’   .The B version 
she stands still and executes it and the D version she hops 
forward a bit about 1 quarter of the screen. (Note: The d version 
of this move is not combo-able but is probably the strongest non-
POW juggle used after a psycho throw). (Note: This move is 
effective when the opponent is knocked down and depending on the 
distance athena is to the opponent i.e standing next to opponent 
or a sweep range depends which one to use just before the 
opponent gets up as opponent can just block. (Note: This move can 
reflect any projectile when timed right). The B version does 4 
hits while the D version does about 7 hits.  
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Psychic teleport: |  \  --O + B / D
                  O   O  
 Move type: As the name implies Athena runs across the screen 
toward the opponent with an after-image in her original position. 
The B version teleports her around half the screen while the D 
version around three-quarters of the screen.

Comment: try CD after she finish teleporting, or a psycho sword 
sometimes you can even get a throw in, it is a good way to 
confuse opponents and is mainly a good idea to use after her 
super psychic throw as the opponent doesn’t know which area she 
will end up. (Note: Try some variety like executing a normal 
throw after as well as A or B pokes). It is now useful after a 
blocked normal move (i.e far standing C or low D), because it is 
a lot harder to counter this way.
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Super Psychic Throw: (Near opponent)  O-- / | \ --O + A / C
                                         O  O  O      

Move type: Athena grabs the opponent and pushes them upward in 
the air with the help of her psychic energy and follows up with 
basically any move afterwards (I’ll leave this up to you!). It is 
possible to juggle with either of her DM’s in mid-air.

Comment: Use this move to start off combo’s which your opponent 
will be left open for attack. It’s also very useful against extra 
players, as they can’t be stopped from getting thrown. Or if you 
play in extra mode this move is useful in the fact that first you 
can dodge and then execute this moves when near the opponent. 
(Note: after this move the dm’s can be used if supplied withstock in Adv or 
charged up in Extra). The majority of Athena’scombos rely on this move 
especially in extra mode. 
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1.2 Desperation moves
Desperation is referred to as supers / specials and the like.
Athena has gained one new super (as if she needed it!) which 
makes a total of 3 supers!
All of her old supers have been toned down and can be used in 
combos.

Shining Crystal bit: O-- --O  \   |   /  O-- + A / C (Can be done in the air)
                               O  O  O           
Move type: 2 crystal balls rotate around Athena (it rotated 
around her faster in ’95) kind of protecting her. The Sdm version 
a barrier of psychic energy is also around her.

Comment: In kof’94 4 crystal balls rotated around her faster than 
‘95, making it harder to hit her out of it, but the problem was 
it was harder to execute the move and you couldn’t perform the 
move in the air. In kof’97 in adv mode press A + B + C + D to 
cancel her out of the dm, this is because if you let the move go 
all the way to completion, she has a period of time where she is 
vulnerable to attacks (note: cannot cancel in extra mode). 
Another alternative is to use the crystal shoot (see below). This 
dm can also be done while jumping towards the opponent and can be 
used to trap opponent in corner.   

Crystal shoot (bit):  |   /  O-- + A / C
                      O  O
Move type: This is the follow-up to the shining crystal bit, once 
the balls are rotating around Athena perform the crystal shoot 
and all the balls go up towards her hand forming one ball (this 
leaves Athena vulnerable) and she throws it as one large 
projectile. It can only be done in the first three-quarters of 
the shinning crystal bit dm. 

Comment: you can hold the ball in her hand with the button used 
(e.g execute with A hold down the A button). If executed with A 
the ball moves forward towards the opponent, and if performed 
with C the ball moves diagonally upwards. (I presume that you are 
on the ground when performing the move). If you done the shinning 
crystal bit in air the ball moves diagonally downwards and homes 
in on the opponent (sort of). I find it to hard to execute this 
move straight after the shining crystal bit maybe it’s the timing 
or my skill to execute it fast enough.     

Phoenix fang arrow: jump, then  |  \  --O  |  \  --O + A / C
                                O   O      O   O

Move type: Athena does multiple phoenix arrows diving into the 
opponent. The A version DM does about 10 hits while the SDM does 
about 25 hits. The C version does about 11 for the DM and about 
32 for the SDM. (Note: there is no knockdown move after this and 
leaves you vulnerable at the end if the opponent blocks this 
move.

Comment: It seems that if this move is blocked that it takes off 
more damage than unblocked. If you make her start just above the 
opponents head you seem to go through his/her body and don’t 
waste any hits. The sdm seems to take about 1/3 of the whole bar 
when blocked. This move also seems to take off more hits on 
larger characters E.g Chang, Goro, and Clark. 

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1.3 Taunt and throws
This section is about Athena’s taunt and throws. Press the start 
button to perform taunt.
Taunt: Athena sneezes stands up straight, winks and puts her 
hands together like in a prayer position. Saying,  “Go…gomen 
nasai.” Which means e…excuse me. (Note: this taunt is still the 
same as the ’96 but was different in ’95.)

(Bit throw): close, f/b + C 
Kind of like her ’95 throw where she tosses the opponent over her 
shoulder.

(Psychic throw): close, f/b + D
In this throw Athena is aided by her beads where she spins them 
around with the beads and throws them. 
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1.4 Mind games         
This is not an infinite but places Athena as a middle to top-
tier. I have not tried this tactic but read it from a person who 
has had this tactic done to them several times. I have also seen 
this tactic used once in the arcade. So I know how annoying it 
is, here is the tactic: 

HCF + C -> jump + D, Athena sends the opponent up into the air 
and hits them with the jump + D. They both fall to the ground but 
Athena lands first. (Note: the opponent can block what Athena has 
to dish out). Usually on the other side of what you expect i.e if 
she did the throw on the left she’d land on the right, however 
sometimes she does end up on the left side. But when she lands 
she’d immediately C and throw again. The thing about this pattern 
is it confuses the opponent on which way to block but if they 
block the C then the HCF + C will not connect.
Another option is once Athena has done the C followed by HCF + C 
-> jump D, Athena walks a bit under the falling opponent, gets 
behind opponents back and C -> HCF + C, (Note: this takes a lot 
of practice and patience). When timed right it should connect as 
the opponent lands giving them no opportunity but to block. 
Therefore if Athena’s opponent learns to block well then don’t 
apply the standing C just HCF + C the opponent will be thrown up 
again, repeat.
(Note: The HCF + C by itself does not take off damage, so just 
because you are tossing them around with jump Ds and the 
occasional C this does take off quite a bit of damage.)  

2.1 Why is this so strong?   
This is so strong because it works well once mastered. And it 
takes off a considerable amount of damage, while at the same time 
pretty fast. If you feel you cannot trick your opponent for long 
then a DM always comes in handy. Mind games like these are always 
strong. In fact, Athena’s odds with this tactic are better than 
O.Yashiro’s 50% throw and Mary’s D scum spider tactic. And 
although it doesn’t seem to take up that much damage per hit, if 
you are good enough to confuse your opponent, it’s definitely 
well worth it.

2.2 Does this take skill?
As far as finger dexterity goes, no, it does not take that much 
skill. However, this tactic is only really effective depending on 
how well you are at mind games and how fast you can think. Again 
this tactic happens very very quickly so you must act quickly to 
decide which side you are going to attack from, or whether you 
are going to go for a throw directly. The main question is ‘how 
good are you at outsmarting your opponent?’

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2.3 Combo’s
Finally I get to the good bit! Athena doesn’t have much combo’s 
and most (if not all) rely on the super psychic throw.

Normal move chain combo’s :
Dn + B x 2
Dn + B x 2, FW + B
Jump C, DN + B
Jump C/D, stand C/D, FW + B

Combo’s:
Standing C into DP + A/C,
Standing C into HCF + A/C, then any of the following:
1) Jumping CD
2) Jumping DN + B
3) DP + A/C
4) Jumping DP + A/C
5) HCB + B
6) Jump HCB + C
7) Jump B then HCB + A/C
8) Jump C then BK, HCB + A/C then cancel (A+B+C+D)
9) Jump QCF x 2 + A/C
10) Jump C, land C followed by HCF + C then HCB + D

Corner combo:
Athena only has 1 I have ever seen.
Jump C, standing C followed by HCF + C then HCB + B followed by 
BK, HCB + C

This is quite impressive and useful for when the opponent has not 
much energy left. It is also quite tricky and requires practice! 

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2.4 Winning poses/Openings:

Introduction if she is your first player on the team.
Athena appears in an idol outfit (only on player 1 side) and her 
school uniform on the player 2 side. She pulls off either costume 
revealing her normal clothes.
Quote: “Athena, ikimasu!”
Meaning “Here comes Athena!”

Introduction if she is the 2nd or 3rd player on your team.
Athena raises her arm and gets into her normal stance.
Quote: “Athena, ikimasu!”
Meaning “Here comes Athena”

Against Kensou, Ikari team, Yamasaki and Orochi Leona
Athena is wearing a pretty dress.
Saying the same as the above 2.

Win pose (A) when you hold this button before she wins 
Quote: “Yatta! Gu!”
Meaning “I did it! Good!”
  Win pose (B) when you hold this button before she wins
Quote: “Yay, kampeki!”
Meaning “Yah, perfect!”

Win pose (C) when you hold this button before she wins
Athena does her sailor moon type pose like in ’96
Quote: “Watashi tachi wa makenai wa!”
Meaning “We won’t be beaten!”

Time over: if you have less energy than your opponent.
Athena shakes her head from side to side 3 times, then buries her 
head in her hands sobbing.

Draw Game: the same animation described as above

Round loss
Quote: “Gomenasaaaaaaai”
Meaning “I’m soooooorrrrryyyy”

Partner background pose…
Athena cheers for the active player.
- If your player hits…
- Raises a hand

If player gets damaged (includes blocking special moves)…
-  Winks

If player wins round…
- Raises hand in the air overjoyed

If player loses round…
- Puts hand on forehead

If Athena is already defeated in this match…
- Crouches, head down

If player wins round…
- Head up thumb up and smiles

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3.2 Credits:
This guide would not have been what it is without the following 
people!

Ex-Andy(asp@uclink2.berkeley.edu): helped out with mistakes and 
gave advice

Matt Hall(siekensou@geocities.com): Took info about psycho 
soldier from china ‘94/5 faq

Jgpalanca(jgpalanca@aol.com): took info from general faq 

Jeff-Maru(jeffster@singnet.com.sg): Got info about Athena’s mind 
 games

Zon chen(Zonchen@jeack.com.au): Gave info about the phoenix arrow 
dm

K.megura(kmegura@yahoo.com): Stole ascii art at title