Crystal Caverns: Estate Landlord   3 comments

I’ve finished the game, and my previous posts are needed for context.

Via the Internet Archive. The “Back-Up Program Certificate” is intended for getting one (1) copy for back-up use in case the original disk gets busted.

It’s hard to give a “narrative” of everything that happened because I had found most of the map already; progressing to the end involved finding the extra hidden pieces, plus one extra annoyance at the end which we’ll get to.

Let’s talk about the mansion (or at the game sometimes switches to, house) first. The new rooms are marked in red:

I spent a significant amount of time eye-balling the verb list I had made and trying every action I thought was reasonable on every object I thought was reasonable.

DIG, CLIMB, READ, BREAK, OPEN, DRINK, EAT, LIGHT, UNLOCK, LOCK, SIT, FEED, JUMP, PRESS, PUT, PUSH, PULL, TURN, ROTATE, MOVE, SLEEP, CLOSE, EXAMINE, LEAVE, KICK, KNOCK, STAND, PLAY, ENTER, PICK, LIFT, EMPTY, MELT, PRY

For example, upstairs there is a globe, and I realized I hadn’t tried to ROTATE it, which seems a reasonable thing to apply to a globe.

You can BREAK GLOBE (putting a “SMALL HOLE” in the bottom) and then do ROTATE GLOBE again to get a RUBY to fall out, yielding one of the glorious treasures.

Downstairs, at the statue I was having trouble with, I had tried PUSH but apparently not PULL:

This opens a secret room with a bracelet (more treasure) plus a stool. I already knew the picture in the study had been described as out of reach, so I decided to try to drop it there and STAND ON STOOL. While the picture still can’t be taken, I went back to the verb list and hit paydirt with MOVE.

This yields a SILVER CANDLEABRA and is the last treasure just lying about the house where things get stored.

Up next comes the parachute. I had theorized two posts ago that while the parachute is fatal from the opening chasm, it might still work elsewhere, but I hadn’t systematically tried it out yet. The parachute was next to message about “following in my footsteps” and I realized a cave near a fissure had footsteps leading to it, so it was a very good candidate to try:

Oho! The area this lands in includes a bottle of rare wine (treasure) a message (“hot or cold, warm or cool, the sapphires free if you can find the tool”) which is supposed to be a hint. You go via one-way exit back up to the “random exits” room.

I say “supposed to” be a hint because it led me astray for a while. I did realize where they were: you see them if you examine the icicle in the ice room. However, I thought the hint meant I just need to apply the right tool directly to the icicle (or rather, because tools sometimes get used passively, apply all the possible verbs while holding as many tools as possible).

I was looking in the wrong direction. I needed to go back to the furnace, with a dial I had attempted to TURN but was denied. Just like the FLOOR BOARDS, this was a case with a deceptive parser message; TURN DIAL is right, it just can only be done while holding the PLIERS (which I thought I was holding but I had apparently juggled them to my storage pile while testing other things).

With this done, you can go back to where the icicle was and nab the treasure.

The melting ice also reveals an exit to the north, leading to yet another treasure (a goblet). I did not catch this at first because I had already thoroughly done mapping via testing exits, and that route didn’t occur to me as a “future exit” that I should mark down.

Back at where the furnace was, another path led up to a Venus flytrap. As Matt W. guessed in the comments, the burger back at the house works to satiate it; it drops a rare stamp when you do so and opens a path by.

Before showing what is just past, I should highlight an item I’ve mentioned already but given no detail on: a magazine you can find by digging into some sand. The contents seem cryptic and I originally thought they could be an Easter egg style reference akin to the magazine in Crowther/Woods.

Just past the flytrap is a computer room (the door is locked, but the key that unlocked the main gate also unlocks this door). While this game is “modern” so it doesn’t feel comparatively jarring, I’m still reminded of Microsoft Adventure tossing a hacker’s den in the game for some reason.

I also got stumped for a very strange reason. Here was my initial conception of the map:

To be clear, this is WRONG.

Take a look at the room description and see if you can spot my mistake:

My brain, zeroing in on “the only exit lies to the north”, assumed the other directional references (“disk drive” to the east, “printer” to the west, “computer” to the south) were positional references and not actual directions that you can take. I’m going to blame myself for this one, mostly — except the parser’s non-responsiveness was such that I could refer to the printer and computer and disk drive in such a way it wasn’t obvious they were far away!

With the extra rooms filled in, the computer wasn’t difficult to get started. First, the disk from outdoors needs to go into a drive that has two buttons (push red button to start, blue button to open, PUT DISK IN DRIVE, blue button to close). Then the computer has a LOAD button that must be pressed, and three prompts must be given responses based on the magazine buried in the sand:

Without the magazine this would be a hassle, since there wasn’t a way to realize where to hunt for the missing information.

The printer then gives a PRINTOUT which I showed in my last post: a map of a maze.

Let’s jump ahead to that — remember from last time you need to pry the FLOOR BOARDS / FLOORBOARDS, causing you to fall down into a new area. Heading north goes past a bridge over lava and into a maze.

Inside the maze is a violin and a power pack. (I never used the power pack. I assume it recharges the lamp, but I never got low enough during normal play to worry; I only had it start to flicker when I was first making my map and testing every single exit in every single room to make sure I didn’t miss anything. Ha. Ha ha.)

Leaving then goes through the iron panel I was puzzled about:

As I suspected, I was essentially done with everything here. I had in fact found all the treasures:

I was short some points, and completely baffled as to why. I went through the walkthrough on CASA and combed through “drop” messages looking for the list of treasures, double-confirming I wasn’t missing anything. I eventually resorted to just restarting the game and running through the walkthrough wholesale, before realizing I had missed passing over the quicksand.

GET BOULDER and the like (which tried before) failed. I might assume PICK here means “apply pickaxe” except this action works even if you aren’t holding the pickaxe. I have no idea how to visualize what is happening.

I bestow the title of Second Worst Spot in the Game. Passing through is otherwise completely optional since there’s another way around.

I think, based on what Roger Durrant was alluding to in my comments, if you are short the points here but then take care of the boulder, you win the game right on the spot. This feels rather more unsatisfying than dropping off the final treasures, but since I was just repeating the walkthrough I took it all the way to the end.

Despite the hiccups already mentioned I did enjoy myself overall; there was a sense of combing for clues that other Treasure Hunt crawlers from this era tend not to have (with notable exception: some of the additions made to Crowther/Woods, like in Adventure 430, but most of those aren’t consistent with the rest of the game). I could see leaning in the direction of Mansion Adventure and making a Columbo Goes on a Dungeon Crawl game with lots of backtracking and cross-checking details.

Other than the obvious follow-up of Crime Stopper, I don’t see a clear link with the rest of Dan Kitchen’s output. Garry’s reverse engineering eventually led to him getting hired by Activision; Dan Kitchen went to Activision as well. Dan did still work on some Apple II games, most notably on the ports of Little Computer People and (Activision’s) Gamemaker.

I’ve combed over Dan Kitchen’s credits and the closest he gets to another adventure game is much later in life where he is the designer on a 2010 “casual” adventure titled Romancing the Seven Wonders: Taj Mahal (think hidden object puzzles, tangrams, etc.)

Via Mobygames.

At least in a business sense, the fact Garry and Dan founded a company early is important; it granted the independence to outlast Activision imploding after its transformation into Mediagenic, such that Dan’s credits are given to over 150 games, and he still remains active in the industry, with a recent release of a new Atari 2600 game, Casey’s Gold.

Coming up: Dr. Who, followed by a Western, followed by some naughty games courtesy a company in Ohio (with ads saucy enough to kick up an angry letter to a magazine editor).

Posted March 16, 2025 by Jason Dyer in Interactive Fiction, Video Games

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3 responses to “Crystal Caverns: Estate Landlord

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  1. Yes; I found the boulder scenario at the same juncture as you did Jason when I played it back in the day. It was one of the few parts that I remembered together with the computer and the battery pack.

  2. I was just reading back through my old review to see if it jogged my memory. Does just picking it up suffice? I think when I played I picked it up and then the lamp never started to flicker after that so it may be that I finished before I had used sufficent power to trigger the flicker; if not maybe just taking it presupposes using it for its intended purpose.

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