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 Crystal Project Cheats

 
   
 
 
Crystal Project

Cheat Codes:
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Submitted by: David K.

Tips on Killing Dry Kids:
-------------------------
Written by Cartography Dee

* The Preemptive passive from Weaver will allow your team to go first 
  and prevent bad rng from when they use Sleep Aura or Reverse Polarity
  (Alternatively Awake Rings can help by negating sleep).
* If you do not have the Weaver class, the most accessible option is 
  equipping a fast character with a Rondel Dagger from the Sequoia 
  Capital store, and starting the fight with Sleep Bomb (from the Rogue 
  class). This will allow your slower characters to move before the Dry 
  Kid.
* Dry Kids are very evasive, so a physical team composition should have 
  the Eagle Eye (Fencer) passive on everyone. Alternatively, most magic 
  skills will never miss.
* The optimal team to farm in the endgame is Preemptive (Weaver), Eagle 
  Eye (Fencer), and one of either Initial Oomph (Reaper), Attack Focus 
  (Nomad), or Duel Ready (Fencer). With good weapons and levels, this 
  will let you just mash the confirm button and guarantee a kill within
  4 actions before the enemy can move.
* Depending on your progress, you may have to adopt your own strategies, 
  and make use of other dps or disabling skills. Experiment and find out 
  what works best for you.
* There is a slightly longer version of the route where you start at the 
  Sky Arena save crystal and drop down to a pit containing two additional
  Dry Kids. Personally, I didn’t find this route to be more time efficient 
  though.




How to skip Jidamba Tangle:
---------------------------
Written by marbeltoast

Just getting this out of the way now, spoilers ahead, if you don’t want ’em, 
now’s your final warning.
 
Cool? Alright, let’s talk crazy stuff.
 
1.Get you a Quintar
First things first, you need a Quintar. If you don’t have one, you’ll need to 
beat the fancy Quintar in the second quintar cave at the top of the highest 
mushroom, past the crystal. From there, take it’s eye to the crazy quintar guy 
and he’ll give you a flute that lets you summon one whenever.

I put this in to illustrate how little of the game’s progression is fixed. 
You need a quintar, but really, once you’ve got one, so much opens up.

2.Rent you a salmon
Once you’ve got your quintar mount, ride it along the salmon river until you
 get to the salmon sprint shack at the end of the line. If you don’t know 
where that is, go left out of the capital and ride your quintar across the 
broken bridge (You need the extra distance to clear this and a later gap) 
and enter the cave at the west of that area, travelling further west until 
you’re out in salmon town.
 
You can avoid all the enemies if you’re careful, but if you have to fight 
them they can be tricky, at least early game and on hard mode.
 
Once you’re at the shack, rent a salmon for 1 silver so you can participate 
in the salmon sprint race minigame.

3.Steal you a violin
Once you’re in the salmon sprint, completely ignore where the salmon are 
going and instead take a sharp right out of the wooden platform area. You’ll 
need to swim some distance along the shoreline going northeast before you go 
full east and deeper in the water. (z and x control up and down) The reason 
you need to go along the shoreline quite a distance is because the water is 
infested with strong sea beasts who will mess you up if they get a chance. 
Go far out enough and you’ll just slip past them. It might take a couple of 
tries.
 
Once you’ve cleared past them, you want to go due eastwhile scanning for 
a cave opening on the seabed which is surrounded by kelp. If you’ve never
been before it’ll take you a couple of tries to find the place, so make 
sure to save before you blow all your money on salmon rent.
 
Once you’ve found the kelp hole swim straight down into it. You’ll find 
an underwater cave with a sign, a home point and a chest. Inside the chest
is the tool that lets you summon a salmon; the salmon violin.
 
Water, which was once your enemy, is now your greatest tool for travel.
 
You don’t have the Ibex yet.

4.Win you a cello
When the two minute clock runs out, you get shot back to the salmon sprint 
sign in station. You want this, because now with your own salmon, you can 
race for free AND you actually have a chance of winning, which you very much
want to do, because the first place prize is a Salmon Cello that summons an 
even FASTER salmon mount. You’ll want this mount.
 
The race itself is pretty easy. You race for free so just keep trying to 
you win first place.
 
 
Either before this or after, swim out into the area near the salmon sprint 
shack and swim directly up the waterfall in the middle of the lake. There’s 
a riddle inside the structure you’ll enter; all the right answers are at 
the bottom of the list and you get a crystal for hopping across the riddle-
asker when you get it right.
 
Now, let’s talk to the Quintar.

5.Loot you an artefact
With the aquatic mounts in tow, head back to the quintar caves (either, 
they’re connected in the waterways so both are good) and enter the second 
cave, where you fought that boss from earlier in this guide.
 
Instead of going that way, go south-east until you find the water of the 
cave flowing down into a different area.
 
Congratulations; you just broke into a tomb.

There’s a puzzle here, six switches that need to be pressed in order and 
on a time limit. It’s a hell of a lot easier to get to them in time with 
the faster fish. The order is top left, bottom left, bottom middle, bottom
right, top right, dead centre. There are a few enemies here; they will mess
you up if they find you, but it’s easy enough to avoid them if you just stay
in the water where it’s not required to leave it.
 
With the puzzle solved, you can enter the Quintar’s holy site (disclaimer: 
may not actually be holy, speculations on Quintar religious beliefs are 
hypothetical) and steal some dohicky that lets you communicate with the 
Quintar. 
You still do not have the Ibex.

-=What did we learn?=-
I write this to show you just how open this world is. You can crack it open 
like a walnut; skip HUGE sections if you know what to do… but even so, you 
can miss massive chunks. I mean, I STILL don’t know what’s up with that huge 
funky cube by that one beach.
 
I’m looking forward to watching people speedrun this amazing game one day.
It’s going to be a thing of beauty.




LP Grinding Tip:
----------------
Things You Need:

* Access to the ‘Shoudu Market’ home point (between the port and the Sky Arena).
* The ‘Hunter’s Mark’ skill from Hunter, on someone with high Agility
  (or Speed? whatever makes you take turns first).
* A way to do 1400 physical damage on turn 1 (can be split among multiple 
  characters) (Warrior has some good tools and can be subslotted, Assassin 
  makes it trivial but needs main slot).
* (Optional but helpful) Awake Rings for the characters using the above skills.

-=The Strat=-
A short walk south of the mentioned home point leads you to an area that has 
three flames that try to run away from you (no matter their threat level). These 
flames lead to a fight with a Dry Kid enemy. This enemy has a high evasion rate, 
will start the fight by using one of a handful of non-damaging Monster Magic 
skills, and their second turn will be used to escape.

Use Hunter’s Mark to make sure your physical attacks hit, then bash its mushroom 
cap in. Every kill gets you 60 LXP (up to 90 for inexperienced jobs). One of the 
Monster Magic skills it can use is Sleep Aura, which is why Awake Rings are 
suggested. Once you fight all three flames (or they run away), use any shrine 
stone to teleport away, then head back to the home point and start the cycle again.

-=Other Notes=-
* The Dry Kid also drops 7 silver and an Ether, but zero EXP.



Tips for Beating Possesor Boss:
-------------------------------
* Dots. Burn, bleed, poison on the boss at all times. A cleric’s blackout 
  neuter the boss pretty hard.

* With a tank Aegis, use cover on whoever is your strongest nuker to gather 
  up all those debuffs.

* The extend buff power will also increase the time on those death tics 
  giving you more time to remove.

* Crystal form will clear them, but might leave your nukers without cover 
  until it wears off.

* If your tank’s second ability is monk, you should be able to just keep 
  clearing the debuff with little issue.




How to Fast Travel:
-------------------
In Crystal Project, your primary means of fast travel involves using a Home 
Point Crystal to teleport to a floating cube-shaped crystal that’s set as 
your Home Point, of which your designated Home Point can be adjusted to any
one of these crystals. However, there is another means of fast travel via 
one-use shards and multi-use stones linked to specific Shrines throughout 
the game world.

-=Gaea Shrine=-
The first shrine that your party will usually encounter, it is the only 
shrine located within actual civilization in the land of Sequoia, within 
Capital Sequoia itself. The price for the multi-use grey-colored stone to 
warp to this shrine is 2 silver.

-=Mercury Shrine=-
This shrine is located on a mountainside that borders the regions of the 
Spawning Meadows to the west, Delende to the north, Seaside Cliffs to the 
east, and Beaurior Volcano to the south. It is possible for your party to 
discover this shrine before reaching Capital Sequoia, the most obvious path 
involving a climb starting from the western entrance of the Seaside Cliffs, 
remaining as far west as possible until you are able to scale the mountainside 
where the shrine lies. The price for the multi-use bronze-colored stone to 
warp to this shrine is 10 silver.

-=Poseidon Shrine=-
Located near the source of the Salmon River, up above the cabin where Salmon 
are being raised by a group of bears to participate in an activity known as 
the Salmon Run. The easiest way to reach the shrine is to participate in the 
Salmon Run at least once, in which you are rewarded with a Poseidon Shard 
regardless of your placement that can be used to teleport to the shrine 
above. The price for the multi-use sapphire stone to warp to this shrine 
is 15 silver.

-=Mars Shrine=-
Resting in the midwestern section of the Poko Poko Desert, this shrine is 
strangely broken down and abandoned. It is very likely that your party may 
discover the multi-use ruby stone that whisks them to the shrine before 
actually finding the shrine itself. Exactly how the stone ended up so far 
away from Mars Shrine or the reason for the shrine’s current state is a 
great mystery.

-=Ganymede Shrine=-
This shrine sits upon the northwestern cliffs overlooking the farms atop 
Shoudu Province. Reaching the shrine usually involves jumping on fences in 
order to climb onto the pipes leading into the cliffs where the shrine 
resides. The price for the multi-use topaz stone to warp to this shrine 
is 1 gold.

-=Triton Shrine=-
Overlooking the strange tall wooden fence separating northwestern Tall, 
Tall Heights from the southwestern section, the most direct route to 
reaching the shrine will require bypassing the fence and proceeding further 
north, until your party reaches the Souvenir shop above the icy sliding 
floor below. From there, the party will need to climb the tree directly to 
the left to leap onto the western cliffs above, of which the path there 
eventually leads to the northernmost section of the Northern Caves. The 
cave network however has several exits, so it is possible to traverse 
deeper inside and end up unknowingly traveling past the exit where the 
the shrine is. The price for the multi-use teal-colored stone to warp to 
this shrine is 1 gold 50 silver.

-=Callisto Shrine=-
Sitting atop the southern edge of the desolate Land’s End, the shrine is 
at one of the highest points in the continent, and can be used as a 
launching point to easily travel to the lands below in any direction with 
a capable mount. The shrine is not maintained by anyone due to its remote 
location, though your party may find the multi-use obsidian stone somewhere 
atop the shrine itself.

-=Europa Shrine=-
Hiding beneath the northern jungle of the Jidamba Tangle, the shrine is 
seemingly attended by one of the only humans present on the vast jungle 
island, of which the shrine itself appears to be popular with the local 
birds. The price for the multi-use emerald stone to warp to this shrine 
is 2 gold.

-=Dione Shrine=-
Nestled within a cliff at the very north of the Quintar Reserve, the 
shrine is seemingly maintained by intelligent Quintar that use the shrine 
as a nursery, and will entertain human visitors capable of communicating 
with them. It is likely that your party may end up discovering the shrine 
long before you are able to communicate with the Quintar, so the multi-use 
stone may not be immediately available. There are several one-use Dione 
Shards strewn about, but in the case you run out, a certain lost and found 
at Capital Sequoia may have extras for you to use. The price of the multi-
use fluorite stone to warp to this shrine is 4 gold.

-=Neptune Shrine=-
A small distance southwest off the coast of the Sara Sara Bazaar, the 
shrine rests submerged under the surface, maintained by a singular, solitary 
person. Prospective explorers of the deep would need to have the proper 
tools to reach here. Though a strange place for a shrine to be, it must 
serve some proper use to adventurers. The price of the multi-use amethyst 
stone to warp to this shrine is 4 gold.



How to Heal HP / MP after Battle:
---------------------------------
One option is to change any non-magic DPS’s subclass to cleric. They’re not 
using their MP so you can just use their MP to heal out of combat, thus 
saving your actual healer’s MP for use in combat. Granted you do ‘lose’ 
access to another set of abilities which may or may not be important to your 
strategy.

A better option is to get enough levels in Warlock to unlock the “refresher”
passive ability. If you haven’t done that already for both your Cleric and 
Wizard I’d suggest doing so immediately. Once I had refresher I don’t think
I removed it from either of my casters for my entire playthrough. It’s not 
the assist option you want, but you can enable “healing home points” (or 
whatever it’s called) to streamline grinding enough LP to unlock “refresher”.
Just grind near a home point your choice and heal back to full whenever you 
need it.

Another option is Nomad. One very neat thing Nomad gets is “Therapy Stance” 
which turns single target heals into AoE. You might think this only works 
with things you cast but that’s not the case. It also works with the staff 
weapons that heal on hit thus allowing you to heal your party by ‘attacking’ 
them.

It might be a good idea to look through the skill trees of any classes you 
have unlocked again. Even the 6 classes the game gives you at the beginning 
of the game remain useful throughout the entire game.
 

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