#####  ######  #     #  #####  #######    #    #       
            #     # #     #  #   #  #     #    #      # #   #       
            #       #     #   # #   #          #     #   #  #       
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            #     # #    #     #    #     #    #    #     # #       
             #####  #     #    #     #####     #    #     # ####### 
                                                                   
    ######  ####### ####### ####### #     # ######  ####### ######   #####  
    #     # #       #       #       ##    # #     # #       #     # #     # 
    #     # #       #       #       # #   # #     # #       #     # #       
    #     # #####   #####   #####   #  #  # #     # #####   ######   #####  
    #     # #       #       #       #   # # #     # #       #   #         # 
    #     # #       #       #       #    ## #     # #       #    #  #     # 
    ######  ####### #       ####### #     # ######  ####### #     #  #####
   

                    =======================================
                         Version: 0.33
                         Written By: Shawna Epworth
                         Started: 9/01/09
                         Copyright 2009 Shawna Epworth
                    =======================================

===============================================================================
                             +Table of Contents+
===============================================================================

Update History................(HIS01)
General Game Information......(INF01)
Walkthrough: W1...............(WW101)
  Bisga Greenlands............(BIG01)
    General Strategy..........(BIG02)
    In-Depth Strategy.........(BIG03)
  Bisga Greenlands (Adv)......(BGA01)
    General Strategy..........(BGA02)
    In-Depth Strategy.........(BGA03)
  Orchise Snowfields..........(ORC01)
    General Strategy..........(ORC02)
    In-Depth Strategy.........(ORC03)
  Orchise Snowfields(Avd).....(ORA01)
    General Strategy..........(ORA02)
    In-Depth Strategy.........(ORA03)
Walkthrough: W2 (Coming soon!)(WW201)
Walkthrough: W3 (Coming soon!)(WW301)
Credits.......................(CRT01)
Contact Information...........(CTC01)
Legal Stuff...................(LEG01)

===============================================================================
(HIS01)                      +Update History+
===============================================================================

9/01/09: Completed W1 walkthrough.

===============================================================================
(INF01)                  +General Game Information+
===============================================================================

Crystal Defenders is a tower defense game available for the iPod Touch/iPhone.
The game was produced by Square Enix based on the Final Fantasy Tactics Advance
series, and is a surprisingly challenging and intelligent tower defense game
that emphasizes strategy over speed.

For those unfamiliar with tower defense games, the goal is to protect yourself
from 30 waves of monsters who are out to steal your crystals! The monsters 
follow a set path from one side of the map to the other, and the idea is to 
place your towers in strategic locations to prevent the monsters from making 
off with the goods. Each monster that slips through your defenses will steal 
one crystal, two in some cases, and in the final boss round you lose a whopping
five per enemy! Lose all of your crystals, and it's game over.

===============================================================================
(WW101)                      +Walkthrough: W1+
===============================================================================

W1 is the first and easiest set of levels in Crystal Defenders.

+Available Units (Towers)+

Soldier: Physical Damage. High attack power, small range. Soldiers cannot 
attack aerial targets, but are one of the more useful units regardless.

Lvl 1(8G): Attack Power: 9 
           Range: 70

Lvl 2(15G): Attack Power: 25
            Range: 72

Lvl 3(25G): Attack Power: 45
            Range: 74

Lvl 4(50G): Attack Power: 90
            Range: 76

Lvl 5(100G): Attack Power: 150
             Range: 78

lvl 6(150G): Attack Power: 300
             Range: 80

lvl 7(200G): Attack Power: 570
             Range: 82
 
Black Mage: Magickal Damage. Low attack power, widest range. The Black Mage can
hit both ground and air units, but is best for dealing with those pesky 
physical immune waves. Not one of the best units, but chances are you'll need a
couple.

Lvl 1(8G): Attack Power: 6 
           Range: 100

Lvl 2(15G): Attack Power: 15 
            Range: 110

Lvl 3(30G): Attack Power: 30 
            Range: 125

Lvl 4(50G): Attack Power: 50 
            Range: 135

Lvl 5(100G): Attack Power: 90 
             Range: 150

Lvl 6(150G): Attack Power: 145 
             Range: 160

Lvl 7(200G): Attack Power: 200 
             Range: 170

Archer: Physical Damage. Moderate attack power, wide range. Archers are capable
of hitting both ground and air units, and due to their wide range, are quite 
useful despite their lower attack.

Lvl 1(8G): Attack Power: 5 
           Range: 90

Lvl 2(15G): Attack Power: 15 
            Range: 100

Lvl 3(25G): Attack Power: 30 
            Range: 110

Lvl 4(50G): Attack Power: 70 
            Range: 120

Lvl 5(100G): Attack Power: 100 
             Range: 130

Lvl 6(150G): Attack Power: 160 
             Range: 140

Lvl 7(200G): Attack Power: 300 
             Range: 150

White Monk: Physical damage. Moderate attack power, moderate range. White Monks
use an attack that can hit multiple enemies, but cannot attack air units.

Lvl 1(8G): Attack Power: 7 
           Range: 80

Lvl 2(15G): Attack Power: 19
            Range: 81 

Lvl 3(25G): Attack Power: 35 
            Range: 82

Lvl 4(50G): Attack Power: 75 
            Range: 83

Lvl 5(100G): Attack Power: 120 
             Range: 84

Lvl 6(150G): Attack Power: 230 
             Range: 85

Lvl 7(200G): Attack Power: 430 
             Range: 86

Time Mage: Magickal Damage. Low attack power, moderate range. What makes this 
unit so useful is the fact that he slows monsters, giving your other towers 
more time to whomp 'em.

Lvl 1(50G): Attack Power: 25 
            Slow: 12

Lvl 2(30G): Attack Power: 30 
            Slow: 18

Lvl 3(50G): Attack Power: 35 
            Slow: 24

Lvl 4(70G): Attack Power: 40 
            Slow: 30

Thief: No damage, low range. The Thief cannot attack, but he's good to have 
around regardless. If a monster dies in his range, it increases the amount of 
gil you receive from that kill. And stockpiling gil is always a good thing.

Lvl 1(50G): Range: 60

Lvl 2(30G): Range: 70

Lvl 3(30G): Range: 80

Lvl 4(30G): Range: 90

+Available Espers+

Note that if you're shooting for a perfect, you shouldn't use these as their 
use consumes five crystals.

Phoenix: Doubles your tower's attack power and range for a single wave.

Ramuh: Deals damage and reduces the speed of all monsters for a single wave.

===============================================================================
(BIG01)                      +Bisga Greenlands+
===============================================================================

Bisga Greenlands is the first and easiest map of W1, and yet surprisingly 
challenging for those unfamiliar with the game's play style. I know I certainly
lost frequently and badly until I got the hang of it.

 Start
  ####         ###########
  ####         ###########
  ####         ####   ####
  ########## M ####   ############ End
  ########## B ####G  ############
        #### A ####DO             
  ########## C ####F  ############
  ########## N ####I  ############
  ####         ####   #### E  ####
  ####         ########### J  ####
  ####         ###########    ####
  ####            H L K       ####
  ################################
  ################################

Here's the layout of the map. As you can see, it's fairly straightforward- only
one path for the monsters to follow. Disregard the letters for now, those 
relate to positioning for my in-depth strategy.

===============================================================================
(BIG02)                +Bisga Greenlands: General Strategy+
===============================================================================

Most tower defense games (That I've played, at any rate) focus on speed over 
strategy. Which isn't to say that strategy isn't an element in these games, but
being able to place your towers quickly enough to stem wave after wave of 
enemies is key. Not so in Crystal Defenders.

Numbers isn't going to win the day here. You could fill your whole map with 
towers and it won't do you a bit of good. Trust me, that's how I played it the
first few times and I got owned repeatedly. Took me a while to figure out why.

In Crystal Defenders, the goal is to beat the map with as few towers as 
possible. You want to hoard your resources, and although you might feel 
compelled to spend all you have every round, resist the impulse. You'll be 
better off for it. Bonus gil is awarded at the end of each wave based on how 
much gil you currently have. It doesn't seem like much to start, but it begins 
to add up substantially in later waves. The reason to hoard your gil is 
twofold- leftover gil equates to score at the end of the level, and you just 
might need a hefty chunk of those stockpiled resources to defeat the final 
wave.

The central area of the map is where you're going to want to deploy most of 
your units. Place units to optimize their range; you want them hitting the 
enemy as much as possible, so areas where they can hit more than one section of
the path is your best bet. If you want to give it a shot on your own, good 
luck! If not, let's move on to the in-depth strategy.

===============================================================================
(BIG03)                +Bisga Greenlands: In-Depth Strategy+
===============================================================================

Following this strategy should earn you a perfect. I'm sure it's possible to 
get a better score, so feel free to experiment!

Notes: The positions referenced are marked on the map above. Also, during Wave
4, I've noticed that maybe one out of ten times, one of the Red Marshmallows 
slips through. I'm not sure why, but if you're after a perfect and this 
happens, just restart the level.

Wave 1: Cockatrice HP: 10 - Place level 1 Soldier at position A.

Wave 2: Baknamy HP: 35 - Upgrade Soldier A to level 2.

Wave 3: Antlion HP: 75 - Upgrade Soldier A to level 3.

Wave 4: Red Marshmallow HP: 90 Resists Physical - Place level one Time Mage at 
position B.

Wave 5: Wolf HP: 50 Quick Moving - Do nothing.

Wave 6: Alraune HP: 97 - Place level 1 Thief at position C.

Wave 7: Fire Drake HP: 149 - Upgrade Soldier A to level 4.

Wave 8: Tonberry HP: 170 Resists Magick - Do nothing.

Wave 9: Bomb HP: 154 Airborne - Place level 4 Archer at position D; level 1 
Thief at position E.

Wave 10: Nagaraja HP: 1500 Steals Crystals x2 - Upgrade Soldier A to level 5.

Wave 11: Lamia HP: 222 Quick Moving/Resists Magick - Do nothing.

Wave 12: Yellow Jelly HP: 266 Resists Physical - Do nothing.

Wave 13: Ice Drake HP: 300 - Upgrade Time Mage B to level 2.

Wave 14: Axebeak HP: 361 - Do nothing.

Wave 15: Ahriman HP: 414 Airborne/Resists Magick - Place level 5 Archer at 
position F; Upgrade Archer D to level 5.

Wave 16: Luchorpan HP: 550 - Do nothing.

Wave 17: Behemoth HP: 630 Resists Magick - Do nothing.

Wave 18: Ice Flan HP: 850 Resists Physical - Place level 6 Black Mage at 
position G.

Wave 19: Malboro HP: 1000 - Do nothing.

Wave 20: Vrtra HP: 5000 Steals Crystals x2 - Upgrade Soldier A to level 7.

Wave 21: Hellhound HP: 1225 Quick Moving - Place level 7 Soldier at position H.

Wave 22: Reaver HP: 1365 Resists Magick - Do nothing.

Wave 23: Cluckatrice HP: 2000 - Do nothing.

Wave 24: Plauge HP: 1100 Airborne/Resists Magick - Upgrade Archers D & F to 
level 7.

Wave 25: Thunder Drake HP: 3000 - Upgrade Time Mage B to level 4.

Wave 26: White Pudding HP: 1700 Physical Immune - Place level 7 Black Mage at
position I; Upgrade Black Mage G to level 7.

Wave 27: Lilith HP: 1715 Quick Moving/Resists Magick - Place level 4 Time Mage
at position J.

Wave 28: Tonberry King HP: 3500 Magick Immune - Place level 7 Soldier at
position K.

Wave 29: Great Malboro HP: 6000 - Place level 7 White Monk at position L.

                              ==============
                               +Final Wave+
                              ==============
Carbuncle HP: ??? Magick Immune
Unicorn HP: ??? Quick Moving
Ifrit HP: ??? Magick Immune - Place two level 7 Soldiers at positions
M and N; place level 7 Archer at position O. 

Congratulations on beating your first map!

===============================================================================
(BGA01)                    +Bisga Greenlands (Adv)+
===============================================================================

This is a tough map, and if you're still getting the hang of things I suggest 
you skip down to Orchise Snowfields and come back to this later, particularly 
if you're only using my general strategies and trying to beat the maps 
yourself. If you'd still like to give it a crack, forge on ahead!

 Start

 ####         ###########
 ####         ###########
 ####         #### O ####
 ##########   #### K ############ End
 ########## P #### B ############
      F#### G #### A ####     
 ################# C ###########
 ################# D ###########
 ####    M   E#### H ####Q  ####
 ####         ###########   ####
 ####         ###########   ####
 ####             LIJN      ####
 ###############################
 ###############################

===============================================================================
(BGA02)             +Bisga Greenlands (Adv): General Strategy+
===============================================================================

The tricky part of this map is that although all the monsters start in the same
spot, along the way they diverge into four different paths, making it tough to
place a short range unit somewhere where he can hit the whole wave. All paths
pass that circular central area at some point, so that's going to be your best
bet, and don't forget your long ranged attackers; they'll be a boon on this map
for more than the airborne waves.

===============================================================================
(BGA03)             +Bisga Greenlands (Adv): In-Depth Strategy+
===============================================================================

Notes: Using this strategy, wave 26 is VERY close, so if you want to place that
second Time Mage for the next wave now to be on the safe side, I wouldn't blame
you.

Wave 1: Cockatrice HP: 7 - Place level 1 Soldier at position A.

Wave 2: Baknamy HP: 26 - Upgrade Soldier A to level 2.

Wave 3: Antlion HP: 56 - Upgrade Soldier A to level 3.

Wave 4: Red Marshmallow HP: 67 Resists Physical - Place level 1 Time Mage at 
position B.

Wave 5: Wolf HP: 37 Quick Moving - Do nothing.

Wave 6: Alraune HP: 72 - Place level 1 Thief at position C.

Wave 7: Fire Drake HP: 111 - Upgrade Soldier A to level 4.

Wave 8: Tonberry HP: 127 Resists Magick - Do nothing.

Wave 9: Bomb HP: 115 Airborne - Place level 4 Archer at position D; Upgrade
Thief C to level 4.

Wave 10: Nagaraja HP: 1125 Steals Crystals x2 - Upgrade Soldier A to level 5,
Upgrade Time Mage B to level 2.

Wave 11: Lamia HP: 166 Quick Moving/Resists Magick - Do nothing.

Wave 12: Yellow Jelly HP: 199 Resists Physical - Do nothing.

Wave 13: Ice Drake HP: 225 - Do nothing.

Wave 14: Axebeak HP: 270 - Do nothing.

Wave 15: Ahriman HP: 310 Airborne/Resists Magick - Place level 5 Archer at 
position E; Place level 2 Thief at position F.

Wave 16: Luchorpan HP: 412 - Do nothing.

Wave 17: Behemoth HP: 472 Resists Magick - Do nothing.

Wave 18: Ice Flan HP: 637 Resists Physical - Place level 6 Black Mages at 
positions G and H.

Wave 19: Malboro HP: 750 - Do nothing

Wave 20: Vrtra HP: 3750 Steals Crystals x2 - Upgrade Soldier A to level 7.

Wave 21: Hellhound HP: 918 Quick Moving - Place level 7 Soldier at position I, 
Place level 2 Thief at position J.

Wave 22: Reaver HP: 1023 Resists Magick - Do nothing.

Wave 23: Cluckatrice HP: 1500 - Do nothing.

Wave 24: Plauge HP: 825 Airborne/Resists Magick - Upgrade Archers D & E to 
level 7.

Wave 25: Thunder Drake HP: 2250 - Do nothing.

Wave 26: White Pudding HP: 1275 Physical Immune - Place level 7 Black Mage at
position K; Upgrade Black Mages H and G to level 7, Upgrade Time Mage B to 
level 4.

Wave 27: Lilith HP: 1286 Quick Moving/Resists Magick - Place level 4 Time Mage
at position L; Place level 7 Soldier at position M.

Wave 28: Tonberry King HP: 2625 Magick Immune - Do nothing.

Wave 29: Great Malboro HP: 4500 - Place level 7 Soldier at position N.

                              ==============
                               +Final Wave+
                              ==============
Carbuncle HP: ??? Magick Immune
Unicorn HP: ??? Quick Moving
Ifrit HP: ??? Magick Immune - Place level 7 Soldier at position O; place two 
level 7 Archers at positions P and Q. 

===============================================================================
(ORC01)                      +Orchise Snowfields+
===============================================================================
This map is just a touch more difficult than the Bisga Greenlands map, with the
monsters marching along two separate paths that converge near the end.

        ###################
        ###################
        ####           ####     ############### End
        ####           ####     ###############
Start ######           ####  A  ####
      ######          I####     ####
              #############  D  #############
              #############  B  #############
Start ######  ####           F  ####  E  ####
      ######C ####              ####     ####
        ####  ####G            H####     ####
        ####  ######################     ####
        ####  ######################     ####
        ####           K J  M L          ####
        ####                             ####
        #####################################
        #####################################

===============================================================================
(ORC02)                +Orchise Snowfields: General Strategy+
===============================================================================

For the majority of the map, the monsters follow two separate paths, so the
trick is to set up your units in places where they can hit both paths. The 
center of the map is your best bet for long range units. Unit selection here
isn't going to differ much from Bisga Greenlands, but bear in mind that the
monsters have less HP on this map than they did on Bisga Greenlands. Good luck!

===============================================================================
(ORC03)               +Orchise Snowfields: In-Depth Strategy+
===============================================================================
Following this strategy will earn you a perfect, but as always, a better score
is certainly possible, so don't be afraid to experiment!

Wave 1: Cockatrice HP: 5 - Place level 1 Soldier at position A.

Wave 2: Baknamy HP: 19 - Upgrade Soldier A to level 2.

Wave 3: Antlion HP: 41 - Upgrade Soldier A to level 3.

Wave 4: Red Marshmallow HP: 49 Resists Physical - Place level one Time Mage at 
position B.

Wave 5: Wolf HP: 27 Quick Moving - Place level 2 Soldier at position C.

Wave 6: Alraune HP: 53 - Do nothing.

Wave 7: Fire Drake HP: 81 - Place level 1 Thief at position D.

Wave 8: Tonberry HP: 93 Resists Magick - Do nothing.

Wave 9: Bomb HP: 84 Airborne - Place level 1 Thief at position E; place level 
4 Archer at position F.

Wave 10: Nagaraja HP: 825 Steals Crystals x2 - Upgrade Soldier A to level 4.

Wave 11: Lamia HP: 122 Quick Moving/Resists Magick - Upgrade Soldier C to 
level 3.

Wave 12: Yellow Jelly HP: 146 Resists Physical - Do nothing.

Wave 13: Ice Drake HP: 165 - Upgrade Time Mage B to level 2.

Wave 14: Axebeak HP: 198 - Do nothing.

Wave 15: Ahriman HP: 227 Airborne/Resists Magick - Place level 4 Archer at 
position G.

Wave 16: Luchorpan HP: 302 - Do nothing.

Wave 17: Behemoth HP: 346 Resists Magick - Do nothing.

Wave 18: Ice Flan HP: 467 Resists Physical - Place 2 level 6 Black Mages at 
positions H and I.

Wave 19: Malboro HP: 550 - Do nothing.

Wave 20: Vrtra HP: 2750 Steals Crystals x2 - Upgrade Soldiers A & C to level 5.

Wave 21: Hellhound HP: 673 Quick Moving - Upgrade Soldiers A & C to level 6; 
Upgrade Archers F & G to level 5.

Wave 22: Reaver HP: 750 Resists Magick - Do nothing.

Wave 23: Cluckatrice HP: 1100 - Do nothing.

Wave 24: Plauge HP: 1100 Airborne/Resists Magick - Upgrade Archers F & G to 
level 6.

Wave 25: Thunder Drake HP: 3000 - Upgrade Time Mage B to level 4.

Wave 26: White Pudding HP: 935 Physical Immune - Upgrade Black Mages H & I to 
level 7.

Wave 27: Lilith HP: 1715 Quick Moving/Resists Magick - Place level 4 Time Mage
at position J.

Wave 28: Tonberry King HP: 1925 Magick Immune - Upgrade Soldiers A & C to 
level 7.

Wave 29: Great Malboro HP: 3300 - Do nothing.

                              ==============
                               +Final Wave+
                              ==============
Carbuncle HP: ??? Magick Immune
Unicorn HP: ??? Quick Moving
Ifrit HP: ??? Magick Immune - Place two level 7 Soldiers at positions
K and L; place level 7 White Monk at position M. 

===============================================================================
(ORA01)                     +Orchise Snowfields (Adv)+
===============================================================================

This is easily the most challenging map in W1, with two separate paths that 
intertwine in the middle and separate again at the end.

        #################
        #################
        ####  O      ####      ############# End
        ####         ####      #############
        ####         ####      ####
Start ######         ####D N   ####
      ######   ############################# End
               #############################
Start ###### G ####F    H    B####L  ####
      ###### A ####           ####   ####
        ####   ####E    I    C####   ####
        ####   ###################   ####
        ####   ###################   ####
        ####   ####                  ####
        ####   ####     MKJ          ####
        #################################
        #################################

===============================================================================
(ORA02)              +Orchise Snowfields (Adv): General Strategy+
===============================================================================

This is a challenging map, particularly due to the fact that there is no spot
you can place a melee unit where it will be able to hit monsters effectively
on every path. The monsters on this map have the lowest HP of all previous maps
because you'll have to rely much more heavily on long ranged units here. The 
more of the map a unit can reach, the better. A few well-placed Soldiers will 
be key.

===============================================================================
(ORA03)               +Orchise Snowfields: In-Depth Strategy+
===============================================================================

Wave 1: Cockatrice HP: 4 - Place level 1 Soldier at position A; Place level 1 
Archer at position B.

Wave 2: Baknamy HP: 15 - Do nothing.

Wave 3: Antlion HP: 33 - Upgrade Soldier A to level 2; Upgrade Archer B to 
level 2.

Wave 4: Red Marshmallow HP: 40 Resists Physical - Place level 3 Black Mage at 
position C.

Wave 5: Wolf HP: 22 Quick Moving - Do nothing.

Wave 6: Alraune HP: 43 - Place level 1 Thief at position D.

Wave 7: Fire Drake HP: 67 - Upgrade Soldier A to level 3; Upgrade Archer B to 
level 3.

Wave 8: Tonberry HP: 76 Resists Magick - Do nothing.

Wave 9: Bomb HP: 69 Airborne - Place level 3 Archer at position E.

Wave 10: Nagaraja HP: 675 Steals Crystals x2 - Upgrade Soldier A to level 5; 
upgrade Archer B to level 4.

Wave 11: Lamia HP: 99 Quick Moving/Resists Magick - Do nothing.

Wave 12: Yellow Jelly HP: 119 Resists Physical - Place level 4 Black Mage at
position F; Upgrade Black Mage C to level 5.

Wave 13: Ice Drake HP: 135 - Place level 1 Thief at position G.

Wave 14: Axebeak HP: 162 - Do nothing.

Wave 15: Ahriman HP: 186 Airborne/Resists Magick - Upgrade Archers B and E to
level 5.

Wave 16: Luchorpan HP: 247 - Do nothing.

Wave 17: Behemoth HP: 283 Resists Magick - Do nothing.

Wave 18: Ice Flan HP: 382 Resists Physical - Place level 4 Time Mage at 
position H; place level 6 Black Mage at position I.

Wave 19: Malboro HP: 450 - Do nothing.

Wave 20: Vrtra HP: 2250 Steals Crystals x2 - Upgrade Soldier A to level 7; 
upgrade Archer B to level 6.

Wave 21: Hellhound HP: 551 Quick Moving - Do nothing.

Wave 22: Reaver HP: 614 Resists Magick - Do nothing.

Wave 23: Cluckatrice HP: 900 - Upgrade Black Mages C and F to level 6.

Wave 24: Plauge HP: 495 Airborne/Resists Magick - Upgrade Archers B & E to 
level 7.

Wave 25: Thunder Drake HP: 1350 - Do nothing.

Wave 26: White Pudding HP: 765 Physical Immune - Upgrade Black Mages C, F & I 
to level 7; place level 7 Black Mage at position J; place level 4 Time Mage at
position K.

Wave 27: Lilith HP: 771 Quick Moving/Resists Magick - Do nothing.

Wave 28: Tonberry King HP: 1925 Magick Immune - Place level 7 Soldier at 
position L.

Wave 29: Great Malboro HP: 2700 - Place level 7 Soldier at position M.

                              ==============
                               +Final Wave+
                              ==============
Carbuncle HP: ??? Magick Immune
Unicorn HP: ??? Quick Moving
Ifrit HP: ??? Magick Immune - Place level 7 Soldier at position N; place level 
4 soldier at position O. 

===============================================================================
(WW201)                      +Walkthrough: W2+
===============================================================================

                                Coming Soon!

===============================================================================
(WW301)                      +Walkthrough: W3+
===============================================================================

                                Coming Soon!

===============================================================================
(CRT01)                            +Credits+
===============================================================================

- Final Fantasy Wiki, for information on Ifrit's magick immunity.
- Avulus, whose guide on the boards got me through the first level.

===============================================================================
(CTC01)                        +Contact Information+
===============================================================================

I can be reached at: irathefaq@gmail.com

I welcome any questions, comments or suggestions you might have for improving 
this FAQ, as well as any strats for W2 and W3 maps (or better strats for W1 
maps.). Just please don't email asking about strats for maps I haven't posted 
yet. If the strat isn't on the FAQ, then chances are good I don't have one to 
give you yet.

===============================================================================
(CTC01)                           +Legal Stuff+
===============================================================================

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

This guide may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission of the author. Use of 
this guide on any other web site or as a part of any public display is strictly
prohibited, and a violation of copyright.

In English: If you want to post this guide on another site, just drop me an 
email and ask. Chances are good I'll say yes.