Crystal Land
Crystal Land, a kingdom of six different floating worlds, was always a place of light, peace, and happiness. This delicate balance was maintained and protected by the six crystals of mystical power spread throughout the land. As long as these crystals glowed in unison, the people of Crystal Land led harmonious lives.
The Invasion
An evil force from the neighboring kingdom of Chaos has invaded Crystal Land, with the intention of darkening the crystals forever. Zaurer, the powerful and wicked ruler of Chaos, and his ruthless army of Dark Guards, have infested the six worlds and created a seventh crystal. This crystal, the Crystal of Darkness, has tainted the others with evil. The Prophecy
Just as Crystal Land lay on the edge of ruin, a mysterious old priest came forth, calling himself the guardian of the Fountain of Light.
"Gather the tainted crystals, and the Crystal of Darkness, and anoint them in this fountain," he preached. "Then, the seven purified crystals will possess the power necessary to bring our land back into the light!"
The Heroes
The good citizens of Crystal Land were frozen in fear of the mighty Zaurer, and no one came forth to perform the dangerous task. Finally, the old priest's apprentice, young Cress, stepped forward. "I will do what I can to save our land!" she proclaimed. Amidst the cheers of the people, another voice was heard.
"I am Bounty Hunter Lay. I will gladly battle Zaurer and the Dark Guards to save this land... for a price." The people agreed that Lay and Cress would be their representatives in the Quest for the Seven Crystals and sent them off with hopeful wishes of good fortune.
Game Progress
The adventure will always begin in the Crystal Park. It is relatively peaceful, making it a good place for Lay or Cress to hone their skills for the battle ahead. The crystal here (and at the end of each world) is one of ever-changing color.
When Lay or Cress touches the crystal, the stage they are on will be completed, and they will be sent to the next world, depending on which color the crystal is when touched. Once all six Crystals of Light have been collected, Lay or Cress will be sent directly to Zaurer's lair, Dark World, to obtain the Crystal of Darkness. Worlds and Colors
Each floating world is very large, and Lay or Cress will usually find mid-point crystals which will send them to another part of that land. They must press on and find the true Crystal of Light for that world before they can go on.
World Completion
Once a crystal for a world has been collected, Lay or Cress will not be given the option to return to that world again.
Swamp World
A place of natural beauty before the invasion, this world is now infested with poisonous traps and pitfalls.
Forest World
Don't let Lay or Cress be fooled by the lush scenery, these woods are crawling with Dark Guards. Desert World
It's hot. It's dusty. It's sandy. It's no day at the beach! Don't let Lay or Cress give in to thirst or mirages, they must persevere! Fire World
Fiery streams of moving magma are the least of our fighters' worries in this world. They'll have to keep their cool to grab this crystal!
Water World
Not everything is as it appears in this world of watery illusions. If Lay or Cress can't find the crystal here, Crystal Land is sunk!
Sky World
Crystal Land's heroes will have to literally walk on air to save the day in this world. Zaurer's army will make sure it's no walk in the clouds, though. Dark World
The seventh world, created by Zaurer himself as his lair, is the most fearsome of all. The heroes must overcome this powerful evil at all costs!