Crystal Project, one month later
I've played it off and on over the last month, now up to 56.9 hours total play time according to Steam. I can definitely say I've made a lot of progress over this time, though usually in small bursts. There are times I've picked it up, explored a little bit, but ultimately didn't do anything of note before putting it back down. There was a long time there where I was stumped on where to go next, but that time is largely over.
Back then I don't believe I even had my first mount yet, a lizard that can run fast and do a longer horizontal jump, but sucks for vertical jumps; it's called a Quintar. You can get a pass to rent them if you find 7 Crystals, or you can trade a rare Quintar Eye to an enthusiast for a free pass, regardless of how many crystals you've found. An even rarer Quintar Eye will net you an item called a Quintar Flute, which lets you call a Quintar whenever you want and is never used up.
That Quintar mount is useful for exploring an area that you can only get to at first by warping, the Poko Poko Desert. Full of strong monsters (for that time), you basically need to race south to the Sara Sara Bazaar. Doing things there will eventually lead you to a dungeon that rewards you with the Ibek Bell, and item that calls a goat-like mount called an Ibek which can charge jumps up to three tiles high, but moves at normal speeds.
This was where I had been left at for a long time. The Ibek let me get all kinds of places that I couldn't before, but nothing was really much of progress. I was able to explore a snowy area, but certain things gatekeeped me there for some time. Finally I managed to beat some NPCs that were in my way and could climb an area called Land's End, which ended in a tower high in the sky guarded by a giant owlbear. It took a few tries to beat that boss, but once I did, I was able to collect a warp stone and finally got my hands on the Owl Drum, an item that lets me summon an Owl mount. The Owl can't fly, but it can glide; it gets a bit of a start and jumps two tiles up, then starts gliding down. From a high place like the tower at Land's End, it's possible to reach a lot of places you otherwise couldn't. It's this that let me reach the top of the Ancient Labyrinth, and a large island in the southeast of the map.
That island has a dungeon on it which leads you to what I believe is the final mount of the game. The Salmon Violin summons a fish friend that finally lets you explore on and under the water. And let me tell you, the water is truly the final frontier, as not only is there The Open Sea (on the surface) and The Deep Sea (well beneath the waves), but there's also the Depths, which is waaaaaaaaay below the surface, and is full of massive bosses that are all very, very difficult to deal with.
Of course I've been collecting plenty of Crystals along the way. The game starts you with six classes, and each crystal gives you one new class. I detailed the starting classes previously, but in addition to these, I've picked up the classes of Fencer, Shaman, Scholar, Aegis, Hunter, Reaper, Beatsmith, Dervish, Ninja, Samurai, Assassin, Weaver, Nomad, Summoner, and Valkyrie. I've used most of these, and yes, there are many analogues to favorites in other series. The classic Black Mage is split between several classes, with Wizard getting fire and lightning magic, Shaman getting status and draining magic, Dervish getting earth and wind magic, and Nomad getting water and ice magic. Weaver is this game's Time Mage. Ninja don't throw things, but they do use scrolls for all of their abilities and seems to mostly be able maximizing evasion and making enemies more vulnerable to the different elements. Reaper is unique in that it splits between sacrificing a percentage of HP to deal damage, and abilities that absorb HP from damage dealt. The one that's most interesting to me is the Valkyrie, which seems to be based more on the Valkyrie class from Wizardry, what with having an innate ability to revive from death once per battle, and can learn an ability that give that re-raise status for five turns.
I've got at least 15 Crystals, and I know where another one is, though I can't quite get to it as there's a boss in the way that I can't quite kill just yet. I do have two dungeons that are available to me right now, the Ancient Labyrinth and The Sequoia. The first is a dungeon that only allows the casting of magic abilities, not even basic physical attacks (I haven't tested weapons that replace the basic physical attack with a cast spell). The second I don't have a lot of information about, but it starts with an underwater tunnel, and what I've seen of it involves platforming across floating water "platforms". Unfortunately, the fish mount is slippery enough that it's easy to fall off and have to start over. I got a certain distance in here before running into an enemy that killed me, so I was spit back out elsewhere.
I am enjoying myself with this game, though. I have access to what would be the end of the game, but I am in no way prepared for that yet. I more than just recommend this game, though. Any JRPG fan would likely have a lot of fun with it.
~MaxKnight
Back then I don't believe I even had my first mount yet, a lizard that can run fast and do a longer horizontal jump, but sucks for vertical jumps; it's called a Quintar. You can get a pass to rent them if you find 7 Crystals, or you can trade a rare Quintar Eye to an enthusiast for a free pass, regardless of how many crystals you've found. An even rarer Quintar Eye will net you an item called a Quintar Flute, which lets you call a Quintar whenever you want and is never used up.
That Quintar mount is useful for exploring an area that you can only get to at first by warping, the Poko Poko Desert. Full of strong monsters (for that time), you basically need to race south to the Sara Sara Bazaar. Doing things there will eventually lead you to a dungeon that rewards you with the Ibek Bell, and item that calls a goat-like mount called an Ibek which can charge jumps up to three tiles high, but moves at normal speeds.
This was where I had been left at for a long time. The Ibek let me get all kinds of places that I couldn't before, but nothing was really much of progress. I was able to explore a snowy area, but certain things gatekeeped me there for some time. Finally I managed to beat some NPCs that were in my way and could climb an area called Land's End, which ended in a tower high in the sky guarded by a giant owlbear. It took a few tries to beat that boss, but once I did, I was able to collect a warp stone and finally got my hands on the Owl Drum, an item that lets me summon an Owl mount. The Owl can't fly, but it can glide; it gets a bit of a start and jumps two tiles up, then starts gliding down. From a high place like the tower at Land's End, it's possible to reach a lot of places you otherwise couldn't. It's this that let me reach the top of the Ancient Labyrinth, and a large island in the southeast of the map.
That island has a dungeon on it which leads you to what I believe is the final mount of the game. The Salmon Violin summons a fish friend that finally lets you explore on and under the water. And let me tell you, the water is truly the final frontier, as not only is there The Open Sea (on the surface) and The Deep Sea (well beneath the waves), but there's also the Depths, which is waaaaaaaaay below the surface, and is full of massive bosses that are all very, very difficult to deal with.
Of course I've been collecting plenty of Crystals along the way. The game starts you with six classes, and each crystal gives you one new class. I detailed the starting classes previously, but in addition to these, I've picked up the classes of Fencer, Shaman, Scholar, Aegis, Hunter, Reaper, Beatsmith, Dervish, Ninja, Samurai, Assassin, Weaver, Nomad, Summoner, and Valkyrie. I've used most of these, and yes, there are many analogues to favorites in other series. The classic Black Mage is split between several classes, with Wizard getting fire and lightning magic, Shaman getting status and draining magic, Dervish getting earth and wind magic, and Nomad getting water and ice magic. Weaver is this game's Time Mage. Ninja don't throw things, but they do use scrolls for all of their abilities and seems to mostly be able maximizing evasion and making enemies more vulnerable to the different elements. Reaper is unique in that it splits between sacrificing a percentage of HP to deal damage, and abilities that absorb HP from damage dealt. The one that's most interesting to me is the Valkyrie, which seems to be based more on the Valkyrie class from Wizardry, what with having an innate ability to revive from death once per battle, and can learn an ability that give that re-raise status for five turns.
I've got at least 15 Crystals, and I know where another one is, though I can't quite get to it as there's a boss in the way that I can't quite kill just yet. I do have two dungeons that are available to me right now, the Ancient Labyrinth and The Sequoia. The first is a dungeon that only allows the casting of magic abilities, not even basic physical attacks (I haven't tested weapons that replace the basic physical attack with a cast spell). The second I don't have a lot of information about, but it starts with an underwater tunnel, and what I've seen of it involves platforming across floating water "platforms". Unfortunately, the fish mount is slippery enough that it's easy to fall off and have to start over. I got a certain distance in here before running into an enemy that killed me, so I was spit back out elsewhere.
I am enjoying myself with this game, though. I have access to what would be the end of the game, but I am in no way prepared for that yet. I more than just recommend this game, though. Any JRPG fan would likely have a lot of fun with it.
~MaxKnight