The Dark Crystal: A Thousand Years of Solitude   8 comments

I’ve finished the game, and my previous posts are needed to understand this one.

From the 1983 Sierra Hi-Res Adventure catalog, via Sierra Chest. The Dark Crystal is the last of the series.

Last time I had jumped into the chasm/the last disk side of the game.

I’ve also watched the movie now, so I can compare a little: figuring out to jump here would have been easier from the movie. There was a vague hint in the game about the wings from the prophecy wall, but the graphics didn’t make it super clear; I had originally just thought it would end in a “you landed on X fantasy critter which let you fall safely” result. It’s not much better in the movie, though! The wings appear for the first time in the falling scene, and when Jen asks about why he doesn’t have wings and Kira does, Kira points out of course he doesn’t, he’s a boy. And that’s the only time the wings appear and that’s all that is said about them. (I’m jumping ahead a little, but by the end I wasn’t thrilled with the game generally, and while I think while some of this is the fault of Sierra, some is the fact that the movie they’re adapting often just has things happen. It’s non-optimal for an adventure conversion where understanding the circumstances is key to figuring out puzzles.)

The movie’s design had unexpected lore pop up whenever it was needed. It’s fair to treat this as a stylistic choice, but it’s hard to cope with in adventure game form.

Landing, Jen and Kira are at a stone face. You can circle around the castle (east or west) to find a second stone face. The choice of face is simply based on the symbol seen on the prophecy panel.

Wrong.

Right. Just differentiating a binary choice doesn’t make for a great puzzle.

Things get worse from here, as there’s a locked door that can’t be reached because of some bars.

THE “TEETH” OF THE STONE MONSTER ARE ACTUALLY THE METAL BARS OF A GATE. JUST OUT OF REACH BEHIND THE BARS IS A CLOSED DOOR.

This is the worst puzzle in the game. At least conceptually I got what to do next: we can’t reach through the bars, but we’re holding someone small (Fizzgig) so they should go through instead. However, no command I attempted worked to try to get Fizzgig in (see the growling on my second screenshot). I finally gave up and checked hints again, and found the right command was SEND FIZZGIG.

Argh! Again we have an “isolate”, a verb I’ve never seen before in an adventure and there’s a fair chance I will never see it again. The troubles aren’t over yet, though.

WHERE DOES JEN WANT TO SEND HIM?

You can’t type IN BARS (like the manual specifies) or BARS. You have to instead type SEND BARS. This is the most absurd parser command in the entire Hi-Res Adventure catalog. It’s not over yet, though! Fizzgig comes back with a key, but the door is described as “just out of reach”. UNLOCK DOOR? No. UNLOCK BARS? No. You need to USE KEY, then OPEN BARS.

This is followed by a set of tunnels that serve no purpose other than filling space.

This was fairly standard for Time Zone — and sometimes even kind of worked to give a sense of atmosphere — but here, despite the graphic quality, this really comes off as designed for a different game.

Expressive hand-drawn characters encountering a dead end.

Once in the right spot, things are back on track with the movie as the Chamberlain appears, who drops rubble on Jen and takes Kira.

Heading south (now alone) again follows the movie as Jen encounters a Garthim nest.

Again, the parser is highly irritating here. I tried all possible directions (N/S/E/W/U/D) and failed to escape. I finally broke down and checked hints again (my resistance being much lighter by now) and found out RUN is now suddenly special, and is given without specifying a direction. (I want to emphasize RUN otherwise says IN WHICH DIRECTION DOES JEN WISH TO GO?, strongly implying it isn’t really understanding the word.) The Garthim smash a hole that Jen can then escape out of (GO HOLE).

In the movie, while all this is happening, SkekNa, the Skeksis slave master, is trying to drawn Kira’s life essence in a room full of caged animals; Aughra is in the same room (also caged up) and encourages her to talk to the animals, who escape and attack, eventually causing the downfall of SkekNa. By my subjective opinion (just rewatching it yesterday) it is the best moment of the movie, having one of the characters (Kira) use an ability that was fully introduced earlier (talking to animals) combined with help from another character.

None of this happens in the game. Aughra is tied up and Jen can untie her, but there’s no particular drama here:

Again, to be fair, Jen doesn’t do much other than run from things, so with the game switched to his perspective only, that’s about all that’s possible. Past Aughra is another scene where you need to RUN…

…and after a couple more steps evading Skeksis, you can come across a SCEPTER which will be useful shortly…

..and the Skeksis, eating food.

GO CURTAIN (fortunately strongly implied) lets Jen get close enough to hear, where for some reason they talk about a secret passage in a tower. The tower in question is not that far away, and as long as you’ve heard the conversation, a panel will be available. In order to reach it, you need to LOOK SCEPTER, then refer specifically to the HOOK, because why not put yet another parser headache in at the end of the game.

USE HOOK reveals a passage to the Great Conjunction ritual with the Skeksis and Kira.

Following the movie (and fortunately clear even just playing the game) the right command is JUMP. Ads for the game even show Jen sitting on the crystal so it is a fairly iconic pose.

The crystal goes flying, and Kira goes to throw it back, but the RITUAL-MASTER warns Kira she will die if she throws it.

The right response here is to say NO. Kira throws the crystal to Jen, gets stabbed, and Jen can now insert the crystal…

…causing the Skeksis to transform into the urSkeks, and Kira is dead, or well, “dead”. The final command to win is KISS KIRA.

In the movie, things make a little more sense: early on, the Mystics all travel together slowly to the castle, clearly driven by some sense of ritual. They arrive right at the Great Conjunction and when the crystal is healed they merge back into the Skeksis, which is how the urSkeks get made.

From the Dark Crystal Wiki.

The two races have been separated since the damage to the stone, the Mystics (the urSu) moving to the Valley of the Stones to seal themselves in safety for a thousand years. I have some issues with the movie but this cycle ends up being suitably epic; it’s hard to understand what’s going on with the game without the context.

This isn’t quite the weakest of the Hi-Res games, but I think it is the weakest of the ones designed by Roberta Williams. Her style really lends itself to a more exploratory structure, and the part of the game I enjoyed myself most was the middle section where I was discovering new things in the landscape; with the highly linear series of events loosely following the movie, it most ran head-first into the twin issues of boring puzzles and the bad parser. There were some high aspirations; Cerf called the player both the “hero” and “a kind of movie director”. Unfortunately, there just isn’t enough flexibility for that to really hold out, and I struggled to find any extra “fun” actions or extra routes to take.

The only moment I could find in the later part of the game.

I don’t think the movie adventure-game concept is untenable; Lucasarts with Indiana Jones and the Last Crusade did a serviceable (even excellent) job of it, but Indiana Jones is full of both action and the possibility of alternate routes. When Indy fails to bluff the butler at the castle and punches him instead (movie version) you can do the bluff successfully. When Hitler signs the Grail diary (in movie), in game you can trick him into signing a travel pass instead making later parts of the game easier. It’s possible to get the Grail back to the Grail Knight at the end without any destruction. I don’t think Roberta Williams would have knocked things out of the park given easier-to-work with source material (not Jen Runs Away From Things: The Movie), but The Dark Crystal may have been just the wrong outlet for a movie game (or at least following the script — maybe a prequel would be better, along the lines of the recent Age of Resistance series on Netflix).

While The Dark Crystal was being wrapped up, IBM was already in contact with Sierra and work was starting for a new project for the upcoming PCjr computer: King’s Quest. Not long after, Sierra would take another whack at a movie game (The Black Cauldron) so we’ll see if King’s Quest’s environmental style makes for a more compelling delivery method.

The front door of the Williams’s custom-built house made around the time of the game. I’m not sure it’s accurate to say they were apathetic about it given the stained glass. Source.

Posted July 6, 2025 by Jason Dyer in Interactive Fiction, Video Games

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8 responses to “The Dark Crystal: A Thousand Years of Solitude

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  1. Curious if there will be a final debriefing in one last post? (I assume so since you didn’t mention the Coarsegold house). There seems like a while lot more to talk about on this one.

    Kira does use her wings again in the film. It’s in the final scene when she realizes she needs to get the shard back to Jen.

    I don’t have an issue with the wings; it’s a fun discovery and didn’t feel out of place to me. What doesn’t make complete sense is how Kira would know that boy Gelflings don’t have them. I assume the podlings told her? But then Jen would have had the opportunity to know the same trivia from the Mystics.

    Back to the game, the emperor’s scepter is just… lying on the ground? Again, the game violates the essence (rim shot) of the film by discarding a prop that is revered by the Skekses. There is no way the new emperor wouldn’t have it at his side all the time.

    I think it bears repeating that Roberta running roughshod over critical elements. Adding puzzles that don’t make sense in the game world. And imposing her fairy tale beauty ethos to a hand whose source material was so much deeper. I mean, they took the time to draw the UrSkeks but then the game narrative all but ignores them? Seriously?

    And Roberta says you can enjoy the game without watching the film?

    I still am baffled by how successful an entity Sierra was.

    • oh the stained glass! I had that queued up but forgot to toss it in

      mainly wanted to include it as I think (despite John Williams saying the project was treated not with much passion) I don’t think that’s necessarily accurate — they were just busy

      I thought of doing some review-responses but there was nothing that wasn’t going to repeat what I already said, so I’m content

  2. *sleeping beauty

  3. Did you ever find the pebbles and/or use the sling? I played the game back in the day, and while I was incredibly bad at adventure gaming at the time, I did find the pebbles, and made a note of it – but I don’t think I ever used the sling, so that’s something I would be interesting in learning.

    • Never used the sling. Checked walkthrough, they never used sling either. I assume if there are pebbles it can deal with bats without getting attacked after.

  4. As a public service, here’s a Reddit thread with a link to K&R former Coarsegold house walkthrough. Ken actually posts on this thread though he is very much of the “love in the moment, don’t look back” train of thought which can be frustrating for the nostaligians.

    https://www.reddit.com/r/Sierra/s/icQQQQ2hRb

  5. Your walkthrough was emanating with frustration, but I must say I’m quite impressed with the game, probably because I had not to play it myseld XDDDDD

    I liked what I saw and what I read (your article), and I was thinking that this would be an impresive game for a 80ies boys and girls, full of emotion and trembling moments. I can read in the comments now that it was as frusdtrating for those as today.

    Anyway, I would not be in the skin of Roberta, to have an adventure mimicking a non-linear story it is always a pretty bad idea!

    And again, this is confirmed in the comments! If you deviate from the script, that would cause confusion. If you follow it, you will have “guess the verb / guess the solution thinked by the scripter”. This remembered me when I was an 80ies boy and I dreamed about converting adventure films to text adventures, and me myself got the knowledge that that was not an ideal way of doing things.

    Anyway, it is always difficult breaking ground like Roberta does here.

  6. Okay – now that you’ve finished the game, I’ll explain the slingshot and pebbles.

    Slight spoiler: If you’re at the brook that whispers, you can see orange things in the water. Those are the pebbles. You can get them.

    Once you have the pebbles and the slingshot – you use it to shoot the crystal bats. This prevents the Garthim from finding you.

    I’ll leave the rest for further exploration.

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