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Cult of the Lamb: How to Get Crystal Shards

HomeHow ToCult of the Lamb: How to Get Crystal Shards
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Crystal Shards are a valuable resource in Cult of the Lamb – and you’re going to need them, especially for quests. We’ve got you covered on where to easily locate them.

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Crystal Shards will not be available initially in the game, but only once you unlock the third area and proceed to ‘Anchordeep.’

You’re going to want to ensure you’re all stocked up on them, as they can be used for quests and are for your Cult to upgrade the Lighthouse, and grant you a new Cult member.

How to Get Crystal Shards in Cult of the Lamb – Anchordown

You’ll first start to notice Crystal Shards into the third region of the game, Anchordeep. Upon arrival they’ll begin dropping for you as you explore further. As you’ve probably noticed, each region gives you a different resource and Anchordeep happens to be crystals – compared to Darkwood’s flowers to heal the Cult, Anura’s mushroom spores to brainwash the Cult, and Silk Cradle’s spider silk.

Please note you’re going to need at least nine followers to get the door open to bishop Kallamar’s region of Anchordown. Once you’ve reached this amount, approaching the door with automatically unlock it.

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Keep an eye out for large crystal piles surrounding this region – these piles can drop Crystal Shards during your run and you can easily smash them up with your basic attack. You’re going to need 25 Shards total, and it’s likely you’ll have to do multiple runs to actually be able to get them all.

Load up on all you can, and then proceed for more – you’re going to have to run the area four times to get access to the boss. Once you’ve gathered all you can from the region, head back to the Lighthouse and hand them over – you’ll be rewarded with a new Cultist follower form of ‘General.’

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Written by

Mario

Senior Game Guide Writer

Mario is editor, and senior gaming writer at GamesFuze, with more than a decade of hands-on experience playing, testing from large-scale RPGs and live-service titles to indie releases. His work is built on direct gameplay rather than second-hand sources, with a strong focus on walkthroughs, progression systems, in-game mechanics, and optimization strategies.

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