============================================================================== The Dark Crystal (Apple II) (1982), Gelfling Adventure (Apple II) (1984) ============================================================================== The Dark Crystal Copyright 1982 Henson Associates and Sierra On-Line Gelfling Adventure Copyright 1984 Henson Associates and Sierra On-Line This document is created by Faididi and Co. (faididi@yahoo.com) Copying or distributing this, in whole or in part, for profit without the explicit permission of the author is prohibited. ------------------------------------------------------------------------------ [-] Document Version History ------------------------------------------------------------------------------ Version 2001 (2001-12-31 Monday) - Initial release. Version 2002 (2002-12-31 Tuesday) - Corrections made. Version 2003 (2003-07-19 Saturday) - Corrections made. Version 2004 (2004-07-19 Monday) - Corrections made. Version 2005 (2005-07-19 Tuesday) - Document streamlined. Version 2006 (2006-07-19 Wednesday) - Document streamlined. Version 2007 (2007-07-19 Thursday) - Corrections made. Version 2008 (2008-07-19 Saturday) - Corrections made. Version 2010 (2010-07-19 Monday) - Corrections made. ============================================================================== [0] Contents ============================================================================== [1] Overview [1.0] Game Version Differences [1.1] Story [1.2] Characters [1.3] Controls [1.4] Items [1.5] General Tips [2] Strategies - The Dark Crystal [2.0] Prologue [2.1] Valley of Stones [2.2] Forests [2.3] Swamps [2.4] Forests Revisited [2.5] Wastelands [2.6] Castle [2.7] Epilogue [3] Strategies - Gelfling Adventure [3.0] Prologue [3.1] Valley of Stones [3.2] Forests [3.3] Plains [3.4] Mountains [3.5] Forests Revisited [3.6] Castle [3.7] Epilogue [4] Miscellaneous Information [4.1] TDC Quick Reference [4.1.1] Item Locations [4.1.2] Commands [4.1.3] Map [4.2] GA Quick Reference [4.2.1] Item Locations [4.2.2] Quick Moves List [4.3] urru-skeksis Parallels [5] Reference [5.1] Game Source Information [5.2] Additional Reference [5.3] Really Small Details [5.4] Document Credits [6] Contact Information ============================================================================== [1] Overview ============================================================================== Henson Associates and Sierra's The Dark Crystal and Gelfling Adventure are both text adventures. They share the same graphics, but they are very different games. ------------------------------------------------------------------------------ [1.0] Game Version Differences ------------------------------------------------------------------------------ - The Dark Crystal (TDC) uses a parser. It also contains several additional events and challenges that are not found in the film. - Gelfling Adventure (GA) uses multiple-choice menus. Its story is more faithful to that of the film, and it does not contain the extra puzzles that TDC has. To accommodate younger Players, GA is also far more linear and easier to finish. ------------------------------------------------------------------------------ [1.1] Story ------------------------------------------------------------------------------ Long ago, the world was peaceful. The land grew under the power of the Crystal, and it flourished even more so when the urskeks came and built the brilliant Castle around the heart of the world. The pure light that shone forth from the Crystal was a testament to the harmony within it. However, the Great Conjunction came, and a piece of the Crystal was lost. Incomplete and ill, the Crystal became warped. A new darkness replaced the light, and its tainted energy corrupted the land. Balance fell in the wake of this chaos, and the life around the Castle withered away into a barren wasteland. Lying at the world's center was now the Dark Crystal. Shortly before the moment when the Crystal became broken, the urskeks also separated into two groups of beings: the urru and the skeksis. While the urru sought peace, the skeksis warred for power. Eventually, the urru were driven away, allowing the skeksis free reign over the Castle. Harnessing the might of the Dark Crystal, the skeksis ruled the land without mercy. Then came the Prophecy, declaring that a Gelfling would restore the Crystal to its original state and end the age of the dark lords. Upon learning of this, the skeksis sent forth their warriors, the terrifying Garthim, to eradicate the Gelfling. Their murderous goal seemingly achieved, the skeksis slept securely in the Castle, knowing that there was nothing left that could stop them. They were mistaken. Unknown to the skeksis, not every Gelfling was captured and killed. Within the Valley of Stones, a young, blue-haired child now sits alone by his favorite lake, quietly playing his pipe.... ------------------------------------------------------------------------------ [1.2] Characters ------------------------------------------------------------------------------ The urru and the skeksis are manifestations of the opposite aspects of the urskeks, and for every urru there is a corresponding skeksis. If one of the pair dies, the other also perishes. By the beginning of the story, there are ten urru and ten skeksis left. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.2.1] urru: The Mystics ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When the skeksis took control of the Castle, the urru were forced to flee, settling in the Valley of Stones, which resembled the home world of the urskeks. Practicing their ancient ceremonies, they now patiently wait for the next Great Conjunction and the day when the Prophecy will be fulfilled. Following the ways of the natural wizards, the kind and benevolent urru embody the gentle and harmonious side of the urskeks. They live off the land, and they treat living creatures as sacred. The Tree of Life is a central concept within their philosophy. urru patterns of thought, like those of the urskeks, are heavily influenced by the ideas of triangular relationships and the allegories of knotted spirals. Simplistic, overt dualities are alien to their ways of thinking. urSu, the Master (operated by Brian Muehl, voiced by Brian Muehl) The eldest and the wisest of the remaining urru, who have raised Jen so the boy will be ready to undertake the quest. With the help of the other urru, urSu has tutored Jen in language and numbers, and he has taught Jen "all the shapes of kindness." urSu does not reveal the young Gelfling's destiny to him until the last few days before the Great Conjunction. urSu also chooses to die during this crucial moment to upset the balance of power among the skeksis, understanding that the death of the Emperor, even if it means his own, will afford Jen valuable time. urZah, the Ritual Guardian (operated by Brian Muehl, voiced by Sean Barrett) The urru who has found Jen and taken him into the safety of the Valley of Stones. urZah preserves the ancient traditions of the urru, performing many arcane ceremonies and serving as a prophet. urZah speaks more than the others, but he often does so in riddles. Perhaps to reflect his deeply philosophical mind, thought spirals are found all over his body, not just on his head as with the other urru. While the urru carry prayer sticks and walking staves that incorporate skeksis symbols of aggression, urZah is also the only one who carries staves that do not have the points of those symbols bound. urSol, the Chanter (operated by Simon Williamson) The one who records the stories of the urru in the songs he composes with his harp. This instrument, as well as the three-stringed lyre, are tuned by adjusting the number of weights that are attached to the cords. When the urru sing, their voices carry magical properties. urSol has two voices: one for speech, and a deeper one for song. According to urSol, music is the most powerful form of sculpture. So learned is he in the ways of the art that he can sing a single note that will cause all the stones in the Valley to resonate. urIm, the Healer (operated by Dave Greenaway and Richard Slaughter) The caretaker of the group. urIm's knowledge of various medicines, ranging from herbs to acupuncture, is vast indeed, although the only music to which he pays attention is the art of the death trance. urIm's amulets serve as weights to prevent the urru from floating away as they sleep in the water of the hot mineral springs that abound in the Valley. urTih, the Alchemist (operated by Toby Philpott) Believing that what is natural cannot be created or destroyed, urTih creates the potions and other chemicals used by his companions, and he also experiments much with changing the forms of substances. urTih is the one who has arranged the Standing Stones that establish a net of protective energy around the entire region, preventing the forces of the skeksis from intruding. The principles behind the workings of the Standing Stones actually parallel those of skekTek's light-trapping mirrors. urYod (a.k.a. urRod), the Numerologist (operated by Robbie Barnett) An observer of the stars who keeps an accurate track of time with a highly effective system of strings and stones. According to urYod, the urru die if they cannot join their future with their past. urAmaj, the Cook (operated by Hugh Spight) urNol's best friend. urAmaj prepares the simple, fresh meals for the group by stirring and simmering fruits and spices together. urNol, the Herbalist (operated by Swee Lim) urAmaj's best friend. urNol's medicines are formed by the grinding of ingredients in large bowls. These ingredients range from bird feathers to the mosses and lichens taken from his favorite gardens near the Standing Stones. urAc, the Scribe (operated by Hus Levant) The group's archivist. urAc transcribes the important thoughts of his fellow urru and composes their prayers on paper. His cryptic notes are full of great wisdom. urAc is also the one who makes the urru's prayer sticks. urUtt, the Weaver (operated by Jean-Pierre Amiel) urUtt's elegant handicraft details the lives of his companions in beautiful designs and patterns. Each urru's blanket coat depicts his personal fate, as foretold by urZah. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.2.2] skeksis: The Lords of the Crystal ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ These "Masters of the Dark Crystal" chose to rule the world when the Crystal was corrupted, slaying many of their opponents and forcing others into slavery or flight. Artificially extending their life spans by drawing energy from the Dark Crystal, the skeksis wait restlessly for the next Great Conjunction, hoping to see their power made eternal. In stark contrast to the friendly urru, the skeksis are malicious beings who are not afraid to employ any means to achieve their ends. Under their decadent garb, the skeksis are vile creatures with bodies as twisted as their minds. Even their behavior constantly reeks of hatred and contempt. The Fountain of Destruction is a central concept within their philosophy. skekSo, The Emperor (voiced by Jerry Nelson) The supreme commander of the skeksis. skekSo promotes others only to take pleasure in seeing them fall when he withdraws his favors. The symbol on his scepter is rumored to invoke aggression in those who view it. This symbol represents the essence of the Garthim, resembling an outward-reaching abiranariba serpent, with an enlarged mouth that seeks to swallow the whole world, not its own tail. (The name, abiranariba, is a palindrome in English.) skekZok, the Ritual Master (operated by Jim Henson, voiced by Jerry Nelson) The high priest. skekZok conjures false prophecies to further his own agenda. Interestingly enough, he seems content to remain in a position that is subservient to the Emperor (whoever it happens to be at the moment), gaining power by functioning as the sole channel between the other skeksis and their ruler. skekSil, The Chamberlain (operated by Frank Oz, voiced by Barry Dennen) The whimpering skeksis who also happens to be skekUnz's most hated rival. In contrast to the Garthim Master, skekSil prefers more subtle and insidious methods of achieving his goals. He is quite ambitious, never hesitating to exploit any opportunity he sees. Even when he is later disgraced and cast out by the rest of the skeksis, he doesn't stop scheming. His treachery knows no bounds. skekUnz (a.k.a. skekUng), the Garthim Master (operated by Dave Goelz, voiced by Michael Kilgarrif) The physically strongest of the skeksis. Whatever mercy and technique he lacks is made up for by brute force, as reflected by the necklace of bones that dangles around his neck. skekUnz commands the vicious Garthim, who form the core of the skeksis' forces. In the past, he gained satisfaction from literally tearing apart the bodies of the Gelfling. skekUnz carries a staff of power that expresses his might, much of which may be attributed to his surprising ability at assuming positions of geometric harmony. skekTek, the Scientist (operated by Steve Whitmire, voiced by Steve Whitmire) The coldest and the most calculating of the skeksis who does not allow anything to obstruct his work. Perhaps skekTek's proudest achievement is the discovery of the method of focusing the Dark Crystal's light to suck the life essence out of any organism, rendering them mindless slaves in the process. This precious essence is then reserved for the Emperor, who consumes it to cheat the effects of age. skekTek also wears a monocle over his right eye. His missing left eye symbolizes his blindness toward the feelings of others. skekShod, the Treasurer (operated by Tim Rose, voiced by Charles Collingwood) The keeper of the skeksis' ledgers. Not as skilled in speech as the others, skekShod is the least outspoken in the group. His avarice is unmatched, and, not surprisingly, bribery is his weapon of choice. skekShod's ruby-centered staff has once belonged to the Ritual Master. skekAquk (a.k.a. skekAyuk), the Gourmand (operated by Louise Gold, voiced by Thick Wilson) The guy who fits the classic "evil fat bastard" role. skekAquk runs the kitchens, where he orders the slaves to create lavish feasts for himself and the other skeksis. He enjoys hot spices, sweet wine, and creamy sauces, and he likes boasting that his menu is different for every dinner. skekNa, the Slave Master (operated by Mike Quinn, voiced by David Buck) The one who forces the victims of skekTek's life-draining process to care for the neverending demands of the skeksis. Most of the slaves are now Podlings, and skekNa has no qualms about torturing, maiming, or outright killing them. Unlike the others, skekNa does not bother to conceal his incredibly twisted intentions and is known to feed scraps of flesh to his fellow skeksis in between meals to suppress their perpetual hunger. skekOk, the Scroll Keeper (operated by Bob Payne, voiced by John Baddeley) The spectacle-wearing historian and the smallest among the skeksis. With skekOk altering his text so the "past" better suits his changing allies, history is constantly lost in his hands. skekEkt, the Ornamentalist (operated by Brian Muehl, voiced by Brian Muehl) The stereotypical pansy with the high-pitched voice, if you know what we mean and we think you do. skekEkt develops the cosmetics, consisting of dried blood and diamond powder, that are used by the group to hide the death showing under their skin. His talent as a decorator has some merit, even though each of his beautiful fabrics exacts the deaths of hundreds of creatures. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.2.3] Gelfling ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The name, Gelfling, is derived from ghel-lflainngk, which roughly translates to "those who live without knowledge of the future." Once forming a happy civilization, the Gelfling have been purged by the Garthim when the skeksis learnt of the Prophecy. Their home currently lies in ruins near the Podling village, and no one dares to go there anymore. The story centers around two Gelfling who have escaped the skeksis' wrath. Jen (operated by Jim Henson, voiced by Stephen Garlick) The blue-haired kid protagonist of the story. Raised by urSu (whom he calls Master), Jen has been told that the skeksis killed his parents, his clan, and the rest of his race when he was an infant. Growing up under the teachings of the urru, he leads a simple life and enjoys playing his pipe by his favorite lake. Now, confronted with the Prophecy, Jen must leave what he has considered his home for nearly his entire life and journey into the unknown, braving unimaginable dangers to save the world. Let's face it. Jen's inexperience ought to get him killed many times, and he isn't much of a fighter. Fortunately, Jen has some brains, and his literacy will come in especially handy. Kira (operated by Kathryn Mullen, voiced by Lisa Maxwell) Like Jen, this silver-haired child has lost her family to the skeksis when she was very young, but she has been raised instead by Podlings. Thus, she has learnt to speak with the flora and fauna around her. She easily gets along with others, and she has many friends in the forests where she is growing up. Unlike Jen, Kira is sure of herself, knows how to fight off bad guys (she always carries a sling or two), and has an acute sense of danger. Jen is practically dead meat without Kira, and he will really come to appreciate her when she joins up with him. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.2.4] Other Good Guys ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fizzgig, the Friendly Monster (operated by Dave Goelz, voiced by Percy Edwards) Kira's strange pet. Appearing to be a white, furry ball with a tail, two paws, and a mouth lined with double rows of sharp teeth, Fizzgig likes to follow her everywhere. Aughra, the Keeper of Secrets and the Watcher of the Heavens (operated by Frank Oz, voiced by Billie Whitelaw) The first and only member of her race, born from the rocks and trees long before memory. Well over two thousand trine old, she has witnessed two Great Conjunctions. During the first, she lost an eye. During the second, she personally saw the breaking of the Crystal. Although Aughra maintained contact with both the urru and the skeksis for a period of time, she eventually secluded herself in her observatory, where she remains at the present. From there, she studies the stars and the planets, waiting for the Chosen One who is destined to seek out the Shard in her possession. Aughra has been betrayed by skekTek in the past, and she continues to harbor an intense hatred against him and the other skeksis. Although her age has made her wary and untrusting of everyone (except the urru, whom she still respects), Aughra hopes too that the Prophecy will be fulfilled. In the future, Aughra will record her vast and ancient learnings in the Book of Aughra. Her seal is a schematized version of the symbol of the Great Conjunction. Podlings, the Master Gardeners (voiced by Mike Iveria, Patrick Monckton, Sue Wetherby, and Barry Dennen) The name, Podling, is a convenient term for apopiapoipidiappididiapipoh, which translates to the "master gardeners who live in bulging plants." The Podlings are stout forest folk who live in harmony with the earth, farming their food and building their villages in seed pods. Landstriders, the Forest Runners (operated by Robbie Barnett, Swee Lim, and Hugh Spight) Being large quadrupeds covered in white hair, Landstriders can move swiftly and deliver crushing blows with their long, powerful legs. They tend to wander through the forests in packs, feeding on vegetation. Although they are peaceful by nature, they are very capable of defending themselves should the need ever arise. urskeks (voiced by Joseph O'Coner) The great beings that now exist separately as the urru and the skeksis. The urskeks are not native to this world, having arrived through the Crystal during the first Great Conjunction that Aughra has observed. The eighteen urskeks who came are heretics from their own world, being cast out for their desire to burn away the impurities within themselves. Not able to use the Crystal at their home world, they have come to use the one here, building the Castle around the Great Shaft so they can better study the Crystal, along with the effects of the triple suns. Unfortunately, even the urskeks' divine-like powers are not infinite, and they have failed to foresee how their experiment would unexpectedly divide them and lead to the corruption of the Crystal. Of all the urskeks, TekTih was the closest to Aughra, teaching her most of what she learnt from them. TekTih also designed the Great Observatory for her, so Aughra could study the stars on her own. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.2.5] Other Bad Guys ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Garthim, the Dread Servants of Destruction Resembling gigantic crustaceans, these monsters terrify their enemies with their size, their menacing claws, and, of course, their eerie little eyes. For creatures that large, the Garthim can move surprisingly fast with their tentacle-like feet, and their black carapaces offer durable protection against all but the strongest of blows. The Garthim are created from the skeksis' memories of the sea creatures on the urskeks' home world. Within the hollow shells of the Garthim are gaseous manifestations of the Dark Crystal's powers, as these warriors only "live" to serve their lords. Crystal Bats, the Eyes of the Dark Crystal The name, Crystal Bats, is a convenient term for xahgniathanor, which translates into "skin-winged night-fliers." Named so for the spheres of black artificial crystal at where their heads should be, the Crystal Bats serve as the scouts for the skeksis. While they don't actually fight, anything they view through their spying crystals is magically displayed in the Dark Crystal, allowing their masters to see what they see. These winged nightmares have also been selectively bred, becoming able to fly during the day as well as during the night. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.2.6] Others ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Crystal The heart of the world. Said to be a source of balance, its power affects the land and the life around it. When the Crystal was broken, it turned into the Dark Crystal. Jen's goal is to restore the Crystal before the next Great Conjunction occurs. The Triple Suns The Great Sun is the largest and the brightest. The Rose Sun resembles a pale (if still very intense) flame. The Dying Sun shines with a light that appears darkened relative to those of the other two. The term, trine, is a translation of antep, which means one cycle of the Great Sun. Lesser Conjunction An event where two of the suns, but not all three, line up in the sky. The Dying Sun is usually one of the pair. Great Conjunction An event where the three suns line up in the sky, which will always be over the Crystal, overlapping one another and forming an intense beam of light that shines directly onto the Crystal. A Great Conjunction occurs every one thousand trine. The burning light from the very first one has been responsible for creating the Great Shaft and revealing the Crystal. The Prophecy Seen by seven Gelfling sages, the Prophecy states that a Gelfling will heal the Dark Crystal and end skeksis rule. It is recorded on the Wall of Destiny, a stone carving that lies within what is now the Gelfling ruins. Careful observation will reveal that the carving has been created by a process involving intense heat, not the blunt force of physical tools. The Castle A magnificent building with walls formed of crystal that grows naturally out from the ground. The state of the Castle and its surroundings mirrors that of the Crystal floating inside, above the Great Shaft. By the beginning of the story, the once-shining crystalline surfaces of the Castle are crusted over with a black mineral, a symbol of the Crystal's corruption. The Valley of Stones A quiet location where the urru have found refuge. The caves along the sides of the Valley's walls now serve as their homes. The urru believe that the rocks here have special, magical properties, and they perform their rituals over the many formations seen in the area. Dreamfasting A process of communicating thoughts and feelings through making direct physical contact. The most common method of achieving dreamfasting is to hold hands, but it supposedly can also be performed with things that are normally considered inanimate. Trial of Stone A skeksis contest of power where the participants attempt to break a Haakskeekah Stone with swords. Whoever lops off the largest piece is the victor. ------------------------------------------------------------------------------ [1.3] Controls ------------------------------------------------------------------------------ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.3.1] TDC Controls ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TDC is played with a parser interface. Compared to several other text adventures, TDC contains many more keywords that can be used. [1.3.1.1] General Movement NORTH, SOUTH, WEST, EAST, UP, DOWN (N, S, W, E, U, D) These are Kira and Jen's basic movement commands. As a shortcut, just enter the first letter of the direction toward which they should go. Most of the time they will only be moving in the four cardinal points, but in certain situations they will also be able to climb UP or DOWN. CLIMB UP / CLIMB DOWN Jen can scale a few structures here and there. Simply entering UP or DOWN does the same thing, so the CLIMB keyword by itself is kind of useless. CLIMB [object] Jen can haul his ass up onto certain things with this. GO [structure] This is often too vague for the game to understand, but it can come in handy during certain events. Use this command to get Kira and Jen to head toward something very specific (for example, GO DOOR). RUN Like GO, this is not used a lot, but it is sometimes required when the game doesn't offer a clear direction of escape for Jen. (There is at least one scene where Jen must simply RUN to survive.) JUMP ON Kira and Jen can jump onto mounts with this. JUMP OFF Kira and Jen can leap off from places with this. JUMP [object] Some things are pretty big, especially for a Gelfling, but Jen can leap onto them from an adjacent ledge. RIDE [thing] Kira and Jen will have to RIDE various things during their adventure, and not all of them are necessarily animals. SIT [structure] Kira and Jen can rest on certain objects. STAND UP / GET UP Use this to get our heroes back on their feet after having them sit. FLY This command is totally useless for Jen. It will only remind you that hanging around with Kira is a lot more fun. DANCE Jen doesn't know kung fu, and he doesn't know how to dance that well, either. Still, he can always try. This command can be used only during a certain scene. SING Kira has a lovely voice, and she sounds like an angel when she sings. The same does not hold true for Jen, and that is why he should stick with his pipe. This command can be used only during a certain scene. YES, NO Pick one of these choices when Jen is prompted to make a decision. You can piss off the game by entering something else, but then the game will start to insult your intelligence. [1.3.1.2] Senses LOOK Entering LOOK without any other keyword gives a general description of the area. The first time Jen walks into a new location, he will automatically do this. Afterward, the description will not be given again unless this command is entered. LOOK [object] Sometimes Jen can observe more closely an item he is carrying or an item located next to him. This is very helpful when he wants to check an object for any special features. HEAR/LISTEN [object] Put those ears to good use with this command. Jen can pay better attention to his surroundings and other characters by carefully listening. SMELL/SNIFF [object] Jen can practice his olfactory skills for fun. Using his nose is not required to finish the game, but doing so may reveal extra details. TASTE [object] Even funnier than the SMELL command, this one lets Jen run his tongue over anything he finds during his adventure. [1.3.1.3] Character Interaction TALK/SPEAK [character] Jen should take the opportunity to talk to friendly people he encounters. He can also try talking to objects, but he usually won't get much of a response. KISS [character] Is Jen a good kisser? Find out with this command. SAVE/HELP Jen can't fight, but he is pretty good at screaming. Make him call for help with these variations of the same command. (Entering SAVE by itself makes Jen request assistance, not record his progress.) [1.3.1.4] Object Interaction INV Jen can see what he is carrying with this command. (Strangely enough, entering INVENTORY does nothing.) If the list continues past the text display area, press Return to keep scrolling down. TAKE/GET/GRAB [object] Jen reaches out and picks up stuff with this command. Usually he can carry only small items. (His tunic doesn't have big pockets.) He must be able to see an item before he can attempt to grab it. DROP [object] Conversely, Jen can leave behind goods he is carrying. This command probably won't be used at all, because there is never any time in the game when Jen must ditch something. USE [object] This generic command is too vague to be of much use, but in some cases Jen can simply USE an object and he will perform the appropriate task with it. OPEN [object] Jen opens up doors, bags, and other things with this. Certain objects cannot be opened until they are unlocked. TURN [object] If Kira and Jen can't push a heavy object, they can at least try turning it. CUT/SCRATCH [object] Doing this shouldn't be too hard... with the right tools. If he has the proper equipment, Jen can cut off things that may come in handy later. DIG [target] Jen can dig up stuff, providing he has the means. If the object for Jen to dig isn't specified, he will tear up the ground by default. SEND [object/target] This is a complicated command. Kira and Jen can send something toward certain structures, but this takes two lines of input to work. The first time SEND is entered, pair the command with the thing to deliver (the direct object). The second time, enter SEND again but pair it with the target where the thing is to be delivered (the indirect object). EAT/CHEW [object] Jen doesn't need to feed to survive in the game, but having extra commands never hurts. PLAY FLUTE Jen knows how to play his pipe well. Although his musical instrument is called a pipe in the film, the game recognizes it only as a FLUTE. [1.3.1.5] Game System SAVE GAME Enter this to record Kira and Jen's progress. A total of 15 Save Files (A to O) can be created on the Save Disk. RESTORE GAME Enter this to resume Kira and Jen's progress, using data from a Save File. (View Text) Press Return without entering a command to remove the graphics panel, so a short history of the previously displayed text can be viewed. This is useful for going over recent details that may have been skipped by mistake. Press Return again without entering a command to bring back up the graphics panel. (The graphics panel is automatically redrawn whenever Kira and Jen do something to alter it, such as moving an object or going to another area.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.3.2] GA Controls ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GA is played with a multiple-choice interface. Cycle Key (Space) - Cycle downward through the available choices. Confirm Key (Return) - Press this to select the currently highlighted choice. View Text Key (Left Arrow) - Review the description of the scene. Press any Key to return to the Choice Menu. ------------------------------------------------------------------------------ [1.4] Items ------------------------------------------------------------------------------ These are only the objects that Kira and Jen can bring along with them. "Required" refers to whether the listed item is necessary to finish the game. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.4.1] TDC Items ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Item: Jen's Pipe Keyword: FLUTE Function: PLAY Location: Old Tree North of the Standing Stones Required: no Notes: Jen's unique musical instrument. Branching into two parts, this simple, well-crafted pipe can be used to play a wide range of notes. Although this is called a pipe in the film, the game recognizes it only as a FLUTE. Item: Hook Keyword: HOOK Function: USE Location: On the Scepter Required: yes Notes: Jen can use this to activate special switches. Item: Castle Key Keyword: KEY Function: USE Location: Behind the Gate Bars (Triangle Door) Required: yes Notes: This opens the bars blocking off a door to the Labyrinth. Item: Lily Pad Keyword: PAD Function: RIDE, USE Location: Pond in the West Forests Required: yes Notes: Jen can use this to float across certain rivers or streams. Item: Pouch Keyword: POUCH Function: OPEN Location: Under the Shell by the River Required: no Notes: This contains Smoke Seeds. Item: skeksis Scepter Keyword: SCEPTER Function: LOOK Location: Throne Chamber in the North Castle Halls Required: yes Notes: Jen can use the Hook at the end of this item to do something else. Item: Smoke Seeds Keyword: SEEDS Function: THROW Location: Inside the Pouch Required: no Notes: These can blind the Garthim, making escape easier. For gameplay purposes, the Pouch contains infinite Seeds. However, they cannot be used during certain encounters with the Garthim. Item: Sharp Shale Keyword: SHALE Function: DIG, CUT Location: Shale Cliff East of Jen's Lake Required: yes Notes: This comes in handy when Jen needs to get down and dirty. It can be used to dig up or cut free other items. Item: Crystal Shard Keyword: SHARD Function: USE Location: Great Observatory Required: yes Notes: The missing piece of the Crystal. Item: Kira's Sling Keyword: SLING Function: HURL Location: Old Tree in the Central Forests Required: no Notes: One of Kira's slings may be acquired by Jen in the game. This is supposedly indispensable for keeping Crystal Bats out of the heroes' way, but in the game they don't seem to serve any purpose. If Jen tries hurling it, he will always miss because he sucks. Leave the slinging to Kira and have Jen stick with running. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [1.4.2] GA Items ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Item: Crystal Shard Location: Great Observatory Required: yes Notes: The missing piece of the Crystal. Item: Gold Key Location: Old Tree North of the Standing Stones Required: yes Notes: This is an old key used to unlock certain doors in the Castle. Item: Jen's Pipe Location: Jen begins with this Required: no Notes: Jen's unique musical instrument. Branching into two parts, this simple, well-crafted pipe can be used to play a wide range of notes. Item: Kira's Sling Location: Kira begins with this Required: no Notes: Jen doesn't actually pick this up himself, but he can see Kira use it during one scene. Item: Storm Stones Location: Dry Spot in the Forests Required: no Notes: These mysterious pebbles appear to summon storms, but Jen never seems to get a chance to use these. ------------------------------------------------------------------------------ [1.5] General Tips ------------------------------------------------------------------------------ - Check out the film on which these games are based. While TDC has some extra puzzles where no amount of movie-watching can really help, seeing the flick at least once will make the rest of the obstacles easier to beat. GA can be finished with far greater ease, but viewing the film can still cut down on the pain and agony Jen will face. - Jen should never attempt to fight enemies. When he meets Garthim without any serious means of defense, he should run like hell. If possible, he should also use special items and exploit his surroundings to aid his escape. - The forests make up much of the world. While strolling amid the trees, Kira and Jen may be spotted by a Crystal Bat on patrol. When that happens and they don't lose the Bat, Garthim will swarm in after our heroes move across a few more areas. (This applies only to TDC. GA's Crystal Bat encounters are scripted to match those of the movie.) - Successfully evading Garthim is random if Kira and Jen simply run (either with the N, S, W, E, or RUN command). The lesson here? Save. Save frequently. Back up every two Saves with another Save. (This applies only to TDC. GA's Garthim encounters are scripted to match those of the movie.) - Unless doing so is dangerous, Jen should explore his surroundings as much as possible before moving ahead. Many important items take some searching to uncover, and Kira and Jen can't always backtrack to old areas. - TDC's parser handles up to only two words at a time. The first is often a verb, and the second is often a direct object (but there are exceptions). Treating direct objects as singular is usually fine. For instance, entering CLIMB ROCK will work, even if there are many rocks onto which Jen can climb. - In TDC, do not save if the heroes are in danger. Saving while, say, Jen is facing some Garthim is not a good idea. - If it's Game Over, the game can return to the beginning or end itself. ============================================================================== [2] Strategies - The Dark Crystal ============================================================================== "Another world, another time, in an age of wonder...." -- the opening lines to The Dark Crystal ------------------------------------------------------------------------------ [2.0] Prologue ------------------------------------------------------------------------------ Unknown to Jen at the moment, the skeksis are preparing to see their reign forever established. Although the Great Conjunction is only a matter of days away, they aren't taking any chances and have boosted their Crystal Bat patrols. The failing health of their Emperor isn't making any of them feeling less edgy, either. Our hero, saddened over his Master's ailing condition, sits by his favorite spot, gazing toward the horizon. For some reason, he has lost his pipe. Oh well. At least he isn't nekkid. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| After Disk 1 Side A is loaded, instructions shall be given to switch to the other side of the disk. Load Disk 1 Side B to begin the game. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ------------------------------------------------------------------------------ [2.1] Valley of Stones ------------------------------------------------------------------------------ [2.1.1] Jen's Lake As soon as Jen tries to do anything, urZah, the Ritual Guardian, appears to tell him that his Master, urSu, is dying and wishes to speak with him. Naturally, Jen will want to go WEST toward the caves where his Master is, but first he should take a short trip to the EAST. [2.1.2] Shale Cliff Jen can't climb the loose rocks to the east (the shale comes apart pretty easily), but he can pick up a piece of that sharp rock with the command TAKE SHALE. Jagged, nasty rock in hand, Jen should now return WEST. Continue WEST, past the Lake, past the circle of the Standing Stones, onto the cliff overlooking the Valley, and into the cave. Inside the dark tunnel, the path continues NORTH into the wise urru's room. [2.1.3] urSu's Cave Here, Jen finds his Master, straining to get up to talk to him. Obviously, Jen should TALK URSU. With his last breath, urSu goes into a long story made short, telling Jen to find Aughra so he can get the Crystal Shard and heal the Dark Crystal with it. He also mentions a riddle, about something over which the Sun Brothers are quarreling, that Jen must solve before he can enter the Great Observatory, where Aughra resides. After that, he dies. Jen can LOOK BOWL to see an image of the Shard before leaving to the SOUTH. (If Jen screws around too much before visiting his Master, urSu will die. However, Jen can still finish the quest.) [2.1.4] Back Outside - Old Tree Now is a good time to save. Jen should head EAST until he reaches the Standing Stones, where he can LOOK to see that the shadows are pointing northward. He can follow them and go NORTH, where he will stand before an Old Tree. Here, Jen should DIG at the ground with his Shale. He must have dropped his pipe here, because he will uncover his instrument. TAKE FLUTE to pick up the pipe. Jen has done all he can at his home. He should leave to the NORTH, moving past the Old Tree, where he makes like a fool and falls down into the dangerous forest. ------------------------------------------------------------------------------ [2.2] Forests ------------------------------------------------------------------------------ [2.2.1] Forests Jen's life is in constant peril now, and it is not from the chattering fauna and flora. The Crystal Bats are on patrol, and encountering one will definitely result in some unwanted Garthim death squads. Going here from the Old Tree, Jen should find himself in the southwest corner of the forest. He should find a small pond just to the NORTH. [2.2.2] Small Lily Pad Pond Here, Jen meets a frog-like creature sitting on one of the many large lily pads floating on the peaceful water. If he tries to take a pad, he will whine about the pad having a thick stem he can't tear off. Instead, he should whip out that dirty Shale and CUT PAD. As soon as he does, he automatically takes it with him. (Maybe he folds it up and stuffs it in his body cavity.) Don't bother coming back for more pads, because the rest have stems that are too tough for the Shale to slice apart. TALK FLOWER here for a tip regarding the next part. Then, from this pond, go EAST. [2.2.3] Whispering Brook Jen will now stop by a small brook, where he can take a drink and wash his face. Noticing how the stream seems to be "talking," he should LISTEN BROOK or LISTEN WATER. The water will "stutter," rattling off a series of Es and Ns (E-E-E-EN, N-N-NEN). These are actually directions Jen can take to reach Aughra (if he moves in the directions indicated by the letters, starting from here). Go EAST again. [2.2.4] Forest Wall Normally, thick plant growth at this location prevents Jen from continuing to the EAST, but if he has bothered to hear out the waters of the brook to the west, the growth will part and reveal a new path. Before he goes, Jen should take a quick detour to the NORTH if he wants a pleasant surprise. [2.2.5] Central Forests - Another Old Tree Jen wanders up to this old tree. The flora here isn't too different from the rest, but a Sling is lying here for some strange reason. After Jen TAKE SLING, he can LOOK SLING and see that it must be made by hands similar to his. Unknown to him at this moment, this is a sample of Kira's handiwork. Unfortunately, Jen sucks at using slings, so even if he HURL SLING or THROW SLING, he won't hit any Crystal Bats. [2.2.6] Spiral Rock If Jen hasn't figured out the answer to the Sun Brothers riddle yet, he should explore the northern parts of the forest to find a rock covered with Gilyak Moss. (It is NORTH of the Gelfling Ruins, between the Podling Village and the pack of Landstriders. Load Disk 2 Side A to get there.) Jen can CUT MOSS, scratching away the patch of plant life with his jagged Shale. (After he removes the Gilyak Moss, Jen can see the nearby creature feeding on it if he LOOK CREATURE.) Hidden underneath the moss is a spiral carved onto the rock. If Jen merely LOOK SPIRAL, he will not find anything special. However, if he STARE SPIRAL, he falls into a trance, experiencing a vision that reveals the answer to the Sun Brothers riddle. Before any Crystal Bats can come, hurry back to the SOUTH, returning to the forest wall and then moving EAST into new territory. [2.2.7] Dark Forests Jen may have been spotted by Crystal Bats, and if that is the case, he has no choice but to sprint toward the EAST. If he runs into the Garthim, he should continue EAST without stopping or simply try to RUN. Eventually, Jen should hit a corner and be forced to turn NORTH. He should continue NORTH until he stops in front of a muddy river. [2.2.8] Mud River Lugging that Lily Pad around isn't such a bad idea now, is it? Jen can RIDE PAD or USE PAD to float across the mud on his makeshift raft. Unfortunately, before he can catch the Pad when he leaves it, it will float away. Nuts. A Crystal Bat will always be waiting at the other side to sight Jen, and Jen has no choice but to continue NORTH. ------------------------------------------------------------------------------ [2.3] Swamps ------------------------------------------------------------------------------ [2.3.1] Murky Swamps Now is a good time to save. Jen will get knee-deep in the muck soon enough. He should head EAST from here, toward some suspicious-looking vines. (Going west will cause him to get stuck and die, so he should avoid that path for now.) [2.3.2] Mountains - Vines The vines are actually a part of Aughra's security system. Wrapping themselves around him, the vines leave Jen dangling about helplessly. Jen should struggle by trying to move around (just enter various commands), until Aughra's hand juts forward, holding her single eye toward him. (Jen can try biting into the plants with the command EAT VINE for fun.) When the arm and the eye appear, Jen should TALK BEING. (He can TALK EYE first, but eventually he will have to TALK BEING.) Aughra will ask Jen if he knows the answer to the Sun Brothers riddle (the one about over what the Sun Brothers are fighting). Say YES. (Saying NO will lead to death.) Next, she will ask him to solve it. The answer is MOON DAUGHTER. (This answer can be learnt by staring at the rock with the spiral in the northern parts of the forest.) Aughra will cackle and order the vines to drop Jen. Before Jen can do anything, she goes, and Jen is automatically compelled to follow her. [2.3.3] Great Observatory Jen enters the Keeper of Secrets' home, where she asks him what he wants. He should answer with SHARD or CRYSTAL SHARD. Then, she will show him four different crystal shards, all similar in appearance except color. The trick here is to remember the power of the urru's songs and to PLAY FLUTE. The magical music will resonate with the BLUE SHARD, indicating that it is indeed the missing piece of the Dark Crystal. TAKE BLUE to obtain it. After Jen picks up the Shard, he has a little time left before some fun begins. He can TALK AUGHRA and watch her reactions. Soon enough, the mighty Garthim will break into the dome, grabbing Aughra. Jen should immediately GO WINDOW. (Forget Aughra. Jen doesn't stand a chance against the bad guys.) He will wind up in the swamps below again, with the Great Observatory behind him in flames. [2.3.4] Swamp of the Black River - Swamp Pit From the swamp at where he lands, Jen should head SOUTH once, back to where he has been earlier. This time, turn WEST. (If he goes EAST back to the vines, he won't escape a second time and dies.) Taking that step west, Jen sinks into a deep pit. With nothing he can use to pull out himself, Jen is pretty much stuck. However, he sees a slender figure accompanied by something else, hiding in the bushes. With a command of HELP or SAVE, Jen should cry out for aid. [2.3.5] Kira The partially hidden person steps forth and helps Jen out from certain death. Jen finally meets Kira, his better half, and her weird little pet, Fizzgig. After introducing themselves, Kira and Fizzgig will join Jen on his quest. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| Load Disk 2 Side A to continue while Jen keeps staring at hot Kira. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ------------------------------------------------------------------------------ [2.4] Forests Revisited ------------------------------------------------------------------------------ [2.4.1] Black River Now is a good time to save. With the swamps behind them, Kira and Jen stumble onto a large beetle-like shell lying next to a river. Not being able to swim across the strong currents, they should figure out how to use the shell. Nope, MOVE SHELL won't accomplish anything, but trying so yields a hint. Got it yet? Try TURN SHELL. Kira and Jen can flip the damn thing over with their combined efforts. Under the shell is a mysterious, tiny pouch. If Kira and Jen TAKE POUCH, OPEN POUCH, and then LOOK POUCH, they will discover that it contains some Smoke Seeds. The kids can use these against the Garthim later. The next thing to do is RIDE SHELL. The heroes will ride happily along with the flow, down south toward Kira's home. [2.4.2] Podling Village After the pleasant river excursion, Jen follows Kira to her home among the Podlings. The people are nice, the food is great, and the music ain't bad. Jen can TALK PODLING to learn more about his hosts. If he hasn't already, Jen should TALK KIRA and TALK FIZZGIG. He can also try to SING or DANCE for fun. Hey, is that a Crystal Bat up there? Damn right. After a while, the Garthim will pour in and wreak havoc. If the heroes have the Smoke Seeds, they should THROW SEEDS. The ensuing clouds of smoke will blind the bad guys, allowing Kira, Jen, and Fizzgig to run away to the east. (If they don't have the Seeds, they will simply have to try running to the WEST or EAST, but there is a much higher chance of getting caught.) [2.4.3] Forests After our heroes escape, they can wander the forest a bit. (This is the best time to explore the game world and to check out all the different graphics of Kira, Jen, and Fizzgig travelling together. On an additional note, if the kids go to the spiral rock, it won't be covered with moss, even if Jen hasn't visited it earlier.) When they are ready, the kids should go southwest of the Podling Village, toward the Ruins. [2.4.4] Gelfling Ruins - Wall of Destiny This part goes really out of whack with the film, but bear with it. See those two nice, flat stones? Get Kira and Jen to SIT ROCK or JUMP ROCK. Their weight will cause something to happen to the wall. (Actually, Jen can trigger this switch by himself if he visits this place before meeting Kira.) Jen can put his few skills to good use if he READ SYMBOL or READ HIEROGLYPHIC. Our heroes supposedly figure out from the inscriptions on the wall that the Shard must be joined back with the Dark Crystal, but seeing how Master urSu has already told Jen about the Prophecy near the beginning of the game, visiting the Ruins for that purpose is kind of pointless. However, they can find an extra clue here that will help later for an added puzzle. One of the symbols is a triangle inscribed within a circle. Remember that. When the kids try to leave, they will meet skekSil, the Chamberlain, who sneaks out from the shadows. He beckons for the kids to follow him to the south, but that is obviously a trap. What they should do is run away to the NORTH and WEST, where they will stumble into more of Kira's friends. [2.4.5] Landstriders Accompanied by Kira, Jen can now climb onto these creatures with the command RIDE LANDSTRIDER or JUMP ON. Hanging on tightly, the heroes should head for the Castle. Ride WEST toward the dry brushlands. (If they head back into the forests, the heroes will dismount.) ------------------------------------------------------------------------------ [2.5] Wastelands ------------------------------------------------------------------------------ [2.5.1] Brushland The arid, dry landscapes here offer little of interest. The kids should continue WEST. [2.5.2] Chasm Now is a good time to save. The chasm stretches north and south, preventing Gelfling from strolling right over onto the wastelands. Because Kira and Jen are on Landstriders now, that won't be a problem. Simply go WEST, and the mounts shall leap gracefully over to the other side. [2.5.3] Desert Wastelands There is nothing to see in the dead heat here, so the kids should keep moving WEST and a bit to the SOUTH. After a while, the dreaded Castle will loom into view. Go there. [2.5.4] Castle Exterior - Main Entrance The Garthim intercept the Landstriders, and a bloody battle ensues. The heroes will get knocked off and scramble to the cliff edge. The Garthim will eventually beat the crap out of the Landstriders, and then they will corner the kids. To escape, Kira and Jen should JUMP OFF the cliff. Kira pops out her little wings and floats down. Unlike in the film, unfortunately, she forgets to tell Jen to hold onto her. Jen can keep himself from turning into butt sauce if he GRAB KIRA or HOLD KIRA. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| Load Disk 2 Side B to continue while the Garthim above raise their claws in anger. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ------------------------------------------------------------------------------ [2.6] Castle ------------------------------------------------------------------------------ [2.6.1] Dry Moat - Teeth of Skreesh The two will land within a small, barren trench that rings around the Castle. There are two entrances into the interior: one at the south end (where Kira and Jen land), and one at the north end. Each door is framed by a monster-shaped head with a symbol at the top. The south entrance has a Y-shaped icon, while the north entrance has a triangular icon. Recognize the latter icon from the inscriptions back at the Ruins? Move WEST or EAST to loop around to the north side. This is the only door the kids can open here, after a little work. A gate consisting of sturdy metal bars blocks off each door (with the bars resembling the teeth of the stone heads). The south entrance is bolted shut for good, but there is a small opening in the north gate. Enter the command SEND FIZZGIG, and then enter SEND BARS. Fizzgig will scurry through the gate. Enter any other command, and the fuzzy guy will come back with the Castle Key in his mouth. Now, the kids can USE KEY, OPEN BARS, and then GO DOOR. [2.6.2] Labyrinth Now is a good time to save. The heroes will enter the tunnels below the Castle from the north door. To the east is a dead end, and the door at the south will still be locked, even from the inside. The heroes should move WEST and SOUTH, where they will find an old acquaintance. skekSil dashes in, grabs Kira and Fizzgig, and then drops a ton of rocks onto Jen. Crap. With no other way to go, Jen should move SOUTH. (He will automatically dig his way out from the rocks.) [2.6.3] Garthim Pit After taking a few steps away from the rocks, Jen falls into the home of the Garthim. He should simply RUN to survive. By sheer chance, a Garthim misses and strikes the rock wall behind Jen. Fortune smiles upon him, for the blow has busted open a hole. Without question, Jen should GO HOLE. [2.6.4] Great Shaft - Lake of Fire and skekTek's Laboratory Jen is now clinging onto the sides of the Great Shaft, the large vertical pit below the Dark Crystal. Jen should go UP or CLIMB UP. He should not GO HOLE, or else the Garthim will kill him as soon as he returns to their pit. Up at the top will be skekTek's lab, or what's left of it. Jen will find Aughra tied up. He can HELP AUGHRA to set her free, and he can TALK AUGHRA to have her yell at him. (She yells at Jen some more if he tries to HELP AUGHRA again.) Jen should go EAST to enter the Main Hall of the Castle. [2.6.5] Main Hall Before Jen can stroll right up to the Dark Crystal, he hears footsteps coming from the north. He'd better go SOUTH. Now the footsteps are catching up, but the Hall has ended. Two doors branch off to the sides. He should escape to the WEST. (Going east now is not good for his health.) [2.6.6] Closet Jen dashes into a dark closet just in time. This small room is used to store the skeksis' heavy, elaborate garb, and the shadows do well to conceal our terrified hero. The skeksis outside turn east into the other room. Jen can't accomplish anything else in here, so he should exit EAST, back out into the Main Hall. The Hall is empty now, so he can take his time to explore it. [2.6.7] Dining Hall Now is a good time to save. From the Main Hall's south end, Jen should carefully sneak EAST, checking out where the bad guys have gone. It turns out they've entered the Dining Hall, where they are holding their last feast before the Great Conjunction. At least Kira isn't hacked up and being served here. If Jen GO CURTAIN, he will manage to hide behind the heavy drapery and eavesdrop on the skeksis. He eventually hears one of them mentioning some sort of secret panel in a tower. With this important knowledge in mind, Jen will automatically slip back out (but he can return to hear the clue again). [2.6.8] Throne Chamber The Main Hall is still empty, so Jen should head NORTH, turning WEST at the north end to enter the Throne Chamber. He should find the skeksis Scepter just lying around for the grabbing. TAKE SCEPTER, and then LOOK SCEPTER to notice that there is a Hook on it. [2.6.9] Tower From the Throne Chamber, Jen should go EAST until he enters the base of a tower. If he has overheard the information from the skeksis at the Dining Hall, he will find a switch somewhere along the wall. If he has the Scepter, he can USE HOOK to pull it, revealing a secret door. Go EAST through it. [2.6.A] Crystal Chamber - Balcony Now is a good time to save. Jen finds himself at the foot of some stairs leading up to the center of the Castle. Hurry and go UP. After pouncing up the steps, Jen finally sees the Crystal up close for the first time. The skeksis have gathered there, holding Kira and Fizzgig captive. (Whoa, this part is definitely not from the film.) The bad guys get pissed when they spot him, and the Garthim are coming, so Jen should JUMP CRYSTAL and land on the damn gem. [2.6.B] Crystal Chamber - Dark Crystal Jen escapes the Garthim, but the force from the landing knocks the Shard out of his hands, and now he has nowhere else to go. Luckily for him, Kira dashes over and scoops up the Shard. At the same time, skekZok, the Ritual Master, nears her with his big, dull knife. At this point, Jen will be faced with a dilemma. Should he try to rescue his girlfriend, risking death, or should he not, staying firm on the Crystal? Well, seeing how Kira is trusting him to restore the Crystal, he should say NO to saving her, letting her throw the Shard up to him. He isn't completely incompetent and manages to catch the precious item, but doing so allows skekZok to "knock out" Kira. (All of a sudden, this game has gone Sesame Street.) With nothing else he can do, Jen should HEAL CRYSTAL or USE SHARD. ------------------------------------------------------------------------------ [2.7] Epilogue ------------------------------------------------------------------------------ [2.7.1] Despair, Doom, Death, and Defeat... or Not Jen jams the Shard into the hole on the Dark Crystal just as the Great Conjunction takes place. The combined light of the three aligned suns above shoots into the restored Crystal, which pours forth energy that is pure again. The skeksis and the urru (who just happen to come in from the back) are merged once more into the urskeks, but is all well? [2.7.2] Jen Finally Makes His Move Time to make the poor bastard happy. Jen should KISS KIRA, and the urskeks will do their magic, completely healing her. With Kira back to full health, she and Jen can now live together in true peace and happiness. ============================================================================== [3] Strategies - Gelfling Adventure ============================================================================== "A blessed haze lies upon all this region, wherein is held a little more of the sunlight than other places hold, and a little more of the summer's humming music of birds and bees; so that men walk through it as through a faery place, and feel greater joy and wonder than they ever afterward remember." -- from Howard Phillips Lovecraft's The Dream Quest of Unknown Kadath ------------------------------------------------------------------------------ [3.0] Prologue ------------------------------------------------------------------------------ * * * In the depths of the Castle, nine skeksis gather around the Dark Crystal, receiving eerie streams of corrupt life force. The Emperor is not present, for today he is too weak to rise from his bed. . . . At the bottom of the Valley of Stones, urZah, the Ritual Guardian, gracefully pours fine sand over inscriptions on the floor between the Standing Stones, performing the Ceremony of the Sun alone. The past few days have been solemn ones, for urSu, the oldest and the wisest among the urru, lies dying on his sleepframe. * * * |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| After Side A is loaded, the game asks if you have played it before. If the answer is no, it begins the Tutorial. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| ------------------------------------------------------------------------------ [3.1] Valley of Stones ------------------------------------------------------------------------------ [3.1.1] Jen's Lake Jen can keep playing his pipe, but to begin the quest, he should take a nap or walk to the east. Either way, urZah will appear before him. Say hello or go to sleep. If Jen says hello, urZah tells him that he should get his ass in gear and head for his Master. (Jen should say goodbye to urZah afterward.) If Jen rudely ignores the Ritual Guardian and keeps napping, urZah will give him the message in his dreams. Jen should visit urSu. Go west along the Valley's floor. * * * Jen sits by his favorite spot at a nearby lake, playing his pipe. The gentle sounds of a small cascade accompanies his music, the only thing keeping his mind away from worrying about his Master's failing health. Suddenly, a familiar echo interrupts him. It is a song of the urru, summoning Jen back to the Valley. After quickly dressing himself, Jen hurries through the high bushes. * * * [3.1.2] Standing Stones Jen has fond memories of playing around this place when he was younger (possibly when the urru didn't mind wiener Jen messing up their sacred grounds as much). He should continue running west. Up at the cliffs, Jen should forget the nap and run straight into the cave, where his Master resides. [3.1.3] urSu's Cave When Jen listens to urSu, the Master tells him to look at the bowl before both of them. Jen should stare at the bowl and its magical hologram of a small piece of crystal. urSu now assigns Jen the task of restoring the Dark Crystal with the Shard that can be found at the Great Observatory. If Jen stays to hear more from urSu, he will get a tip about Crystal Bats. If Jen goes out to get help for his poor old Master, urSu will say that it is too late and will tell Jen with his final breath that Aughra may be found at the top of a mountain. * * * Jen sprints up the stone ledges circling above the open space where the Standing Stones lie. The urru pack up their work as a strong wind picks up, blowing sand across the Valley. Shivering, Jen huddles up, gripping the collar of his light tunic as he steps into the warm light of his Master's cave. The old urru's calm demeanor belies his true condition, but time is short, and Jen patiently listens. The boy learns that the story behind his past runs deeper than what he has been told, and he now carries the task of following the Great Sun for a day so he may recover a Crystal Shard from one named Aughra. urSu's last words are about the two meeting again someday in another life, but not in this one. With that, Jen's Master stops his strained breathing and fades away, bit by bit, his death blanket drooping down onto the sleepframe. . . . Meanwhile, skekSo, the Emperor, weakly gasps, "Mine! Mine!," as he clings onto his royal scepter. However, he too ends his struggle with a final breath, his withered corpse slowly crumbling apart, his remains giving way to the weight of his heavily embroidered robes. The rest of the skeksis, especially skekSil, the Chamberlain, eye the scepter hungrily as they manage weak smiles upon one another. * * * urSu ain't coming back, so Jen may as well quit calling out his Master's name and get moving again. There is no map or anything else here other than urSu's words to aid Jen, so he should leave the cave and go back out toward the east. [3.1.4] Standing Stones Revisited When Jen takes a look at the ground here, he sees that the shadows point toward a single spot to the north. He should follow them to the old tree. If he looks at the base of that tree, he will detect something buried there. Whether he bothers to look or not, he should dig at the base to uncover a Gold Key. (This goes out of whack with the film, but what the hell.) Little kids like shiny things, so Jen will automatically pocket the Key. Proceed northward to start saving the world. * * * The skeksis bring the remnants of their former ruler into a ceremonial chamber, where they dispose the coarse ashes and other broken pieces in an ornate funeral casket carried in by the slaves. They finally end their ancient rite by tossing strange objects into the vessel, burning the contents under a small cloud of smoke. . . . The urru group around the Master's personal items bundled neatly between the Standing Stones. "Gather your belongings, gather them serenely," urZah chants as he and the others invoke their magic. Each package fades away in a cool, blue, sparkling light. Standing on top of a ridge overlooking the ritual, Jen glances backward one last time. Only moments ago, the Ritual Guardian had given him some final words of guidance and then sent him off on his journey. * * * ------------------------------------------------------------------------------ [3.2] Forests ------------------------------------------------------------------------------ * * * Jen steps up over the threshold of the Valley, gazing across the vast plains that stretch before him into the distant horizon, as far as he can see. Despite the sunny weather and the clear blue skies, his heart feels heavy. "I'm not ready to go alone yet," he thinks to himself, but he knows he has no other choice. "All right, alone then." He gathers his spirits and walks down the slope. * * * [3.2.1] Forests This part isn't from the film, because the terrain immediately outside the Valley is supposed to be plains, not forests, but what the hell. First, head north to a small pond. Then, go north again to a nice dry area. (There are a few different ponds here, but they all look alike.) [3.2.2] Dry Spot There are Storm Stones lying here. If Jen picks up the pebbles, he can feel them rumbling in his palms. Jen can keep some for fun, or he can run from the thunder (possibly screaming). Either way, Jen should leave and wander into the swamps. [3.2.3] Swamp Maze There are many paths Jen can take here, but most of them lead back to one another, creating a confusing maze. Our hapless hero can quickly get out if he chases the bird first, follows the croaking sound or the wind that sings a song next, and then heads for the tall grass last. The grass is always the exit, but Jen can scream for a while to relieve his stress, too. ------------------------------------------------------------------------------ [3.3] Plains ------------------------------------------------------------------------------ [3.3.1] Ridge Finally out of the swamps, Jen is now at where he is supposed to be in the film. He should climb up over the hill. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| Load Side B to continue while Jen scurries up those rocks. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| Our hero should hurry north to the mountains. [3.3.2] Up the Mountains Keep heading northward. Walk past the tree. Jen should now be very close to Aughra's home. Just keep walking forward. If Jen shouts out of loneliness at one of the scenes here, a flower will respond to him. ------------------------------------------------------------------------------ [3.4] Mountains ------------------------------------------------------------------------------ * * * The skeksis whisper among themselves quietly, wondering who will be the new Emperor. skekSil decides that he should make his move now, and he proceeds to the throne to snatch the scepter. skekUnz, however, interferes and demands that the Chamberlain stop. A fight ensues, and the skeksis settle to resolve the matter through the Trial of Stone. The Chamberlain and the Garthim Master initiate the Trial by clashing their heavy scimitars beside the Haakskeekah Stone while the others gather around them in a circle. skekUnz starts first, striking the tall piece of rock squarely. The skeksis behind him cheer. When his turn comes, skekSil lands his blow just as well, drawing more shouting and encouragement. With the Chamberlain weakening the stone for him, skekUnz grins as he attacks it again, this time cleanly lopping off its head. The Garthim Master is victorious. The jeering audience now closes in on the Chamberlain, cornering him before stripping away all of his richly adorned garments. skekUnz watches the spectacle from behind gleefully, knowing that he is now the supreme ruler of the land. However, no sooner than he tells the group to send his defeated rival away, they hear an alarm ringing from the Great Shaft. The skeksis hurry to the Dark Crystal, wondering what one of their Crystal Bats has found. Peering into the eerie purple surface of the gem, they see a blue-haired youth struggling up some steep rocks. Realizing the lad is of the Gelfling race, the skeksis immediately grow horrified. One of them even comments on how disgusting the child looks. skekUnz, not forgetting the Prophecy, wastes no time in calling his minions, the Garthim, and ordering them to bring the boy to him. Outside in the hallway, skekSil, clad in the tattered remains of his robes, sees the scrambling Garthim and then smiles as an idea enters his ever-scheming mind. * * * [3.4.1] Crags Jen can look up at the suns, realizing he should hurry. There should now be a Crystal Bat eyeing him, but he can't do anything about it, so he should just walk between the vines. * * * Jen slowly climbs rock after rock as he inches his way up the jagged mountain. At one point, he sneaks a glance behind him, noticing how a strange, glossy, black sphere with wings is hanging from a branch. The thing appears to be only observing him, and with so many fantastic creatures he has seen lately, Jen figures it is merely another harmless being that inhabits the world. Jen ignores it and resumes his ascent. He now finds himself on a roughly flat ridge. As he walks cautiously along it, his mind starts to wander. "Follow the greater sun for a day," he remembers his Master telling him. Only then will he find the Dome of Aughra. Hmph, he doesn't see any observatory at all! Who is this Aughra anyway, he also wonders? "Maybe she murders Gelflings--" Suddenly, the thick, orange, bushy plants around him rattle and then scurry off into the all-concealing clefts. "What in the world? This place is weird!" Jen notices a silence that hasn't been there before. "I don't like this," he thinks to himself as he steps between some dried vines, only to be caught and dragged up by them! Strain and fight as much as he can, Jen is no match against the steely strength of the seemingly dead plants. Then, an arm reaches up from below him, holding an eye! Jen twists a bit to get a better look at the owner of the eye as he hears a strange tongue being spoken. * * * [3.4.2] Vines Jen should stay still, and when the mysterious person asks him what he wants, he should just answer the question directly. It turns out he has found Aughra, or more rather, she has found him. When Jen is let down, he should follow Aughra. [3.4.3] Great Observatory * * * After a while, the speech becomes comprehensible to Jen when the strange hag changes to a language with which he is familiar. She examines him, commenting on how he looks, sounds, and smells like a Gelfling, even though his race is supposedly extinct. Eventually, she introduces herself as the Keeper of Secrets, and knowing Jen has been sent by the urru, she sets him free. The iron-like grip of the vines becomes lazy again, sending Jen down to a rough landing. Jen picks himself up after Aughra, following her into a dark tunnel. With the vines over the entrance hanging back down and concealing it, Jen finds himself almost blind inside the narrow cave. "Ouch!," he mutters when he bumps into an unseen rock. Cursing himself, Jen wonders how someone as old and bad-tempered as Aughra can move so quickly through the near-blackness. Then, at last, he reaches the interior of the Great Observatory, his awe-struck eyes filling with wonder as the stone door slides down and reveals all before him. Dwarfing Jen is a gigantic orrery, a twisting model consisting of countless motors, rotating rails, and floating brass spheres that represent the various celestial bodies orbiting one another in the heavens. Jen knows of the system of stars in which the world is said to belong, but he has never seen it depicted on such a magnificent scale before. Aughra almost scares Jen by jumping up to his left, asking him all these questions... and then answering them herself. Her myriad years of solitude may have left her excessively talkative, but Jen can detect more than mere excitement behind the fervor in her mind. She speaks of how the Great Conjunction is the end of the world... or its beginning. Jen, baffled enough by her riddles, tells Aughra that he is searching for a Crystal Shard. The Keeper clearly remembers it now. Long ago, the skeksis first attempted to foil the Prophecy by creating five fake shards of artificial crystal and then scattering them near where the true Shard fell. The Gelfling of that forgotten age had collected all the shards and given them to Aughra, but even she could not succeed in distinguishing the true piece from the rest. Now a Gelfling once more walks within the Observatory, this time to retrieve the Shard, not to leave it. Aughra pulls out the box filled with the crystals and dumps them in front of Jen's feet. He kneels down, staring at the contents scattered about, and then looks up, asking her which one it is. She stares at him sternly, saying, "There is much to be learned, and you have no time." * * * Inside the Great Observatory, Jen is faced with the choice of picking one of three shards that possibly belong to the Dark Crystal. (In the film, there are actually six shards.) Play the pipe for a while to discover which shard is the real one. The true Crystal Shard is the blue one, so Jen should pick the Blue Shard. (If he chooses the other shards, he will wind up breaking them outside the Observatory and then return here to grab another one. Yeah, Aughra is real nice deep down.) Jen can't get anything else much out of Aughra, so he should try to leave afterward. * * * Jen has tossed aside all but three crystals. The remaining triplets appear alike, but Jen is sure one of them is the Shard he seeks. Aughra sits by as night falls, waiting impatiently for this "Chosen One" to fulfill the Prophecy. An idea comes to Jen's mind as he remembers the magical chorus of his ancient caregivers. He eagerly takes out his pipe and blows a note that matches the tone of the urru's voice. Slowly, but surely, one of the crystal pieces begins to resonate, glowing a deep violet hue! Holding what his dear Master has instructed him to find, Jen prepares to leave when a black mass crashes through the dome walls! "GARTHIM!," screeches Aughra, and looking behind his shoulder, Jen now sees huge, monstrous beasts smashing tables and throwing aside precious implements as though they are worthless toys. The frightful creatures grab Aughra, and Jen is backed up against the orrery. * * * Do not bother fighting the Garthim or trying to rescue Aughra. Jen is not Conan the Cimmerian, so he must flee and jump out through the window. * * * Jen, desperate to escape, notices the sturdy build of the orrery. Taking a chance, he clings onto one of its massive revolving globes. The black-shelled terrors, seeing their prey climbing onto the machine, run their sharp claws against its surfaces. The motors forced to a stop, the orrery breaks down. Jen immediately leaps onto a high balcony that leads to a window. Panicking, Jen practically stumbles, back first, onto the glass, and the smooth, thin pane gives way under his light build. Luckily, the walls outside are sloped, and Jen falls past the shattered glass and onto the hill, tumbling down amidst clouds of dirt and mud. After what seems like an eternity to him, Jen stops at the foot of the mountain, where he glances upward to see the Great Observatory, perched atop the cliff, bursting into flames. He turns and continues running. * * * [3.4.4] Mud Slide After Jen escapes through the window, he must keep moving. He cannot simply hide from the Garthim by staying stationary now, or else they will pick up on his trail and waste his ass. Only after going further down the hill should Jen head back toward Aughra's place to find some clues as to where the Dark Crystal is located. (Jen can meet the Podlings by wandering deeper into the forest, but they won't help him out yet.) ------------------------------------------------------------------------------ [3.5] Forests Revisited ------------------------------------------------------------------------------ * * * Jen has seen much in the previous two days. Plants he has never even imagined carpet the forests he currently traverses. Flowers fly. Grass chatters. Trees walk. Parts of the ground actually open up to swallow tiny reptiles. This certainly is a strange world. Resting from last night's encounter, Jen sits down among some soft and bright flora, the solid weight of the Shard in hand. Its transparent yet indescribably odd surfaces seem to capture his gaze as he views an image, perhaps a lost memory, of a vulture-like silhouette bringing a hammer down onto a large gem. Upon the blow landing, the Shard's side suddenly cracks, the impact thrusting Jen's mind back to the present. Snap. Jen's ears pick up instinctively. What was that? He places the Shard back inside his pocket and stands up, eyeing his surroundings, wondering if that sound has only been his imagination. * * * [3.5.1] Swamp of the Black River Jen will find that Aughra's home is destroyed for good, so what should he do next? Why not head south right into some nasty swamps? Doing so gets him stuck in the muck. He can try grabbing for some overhead vines or he can try praying, but none of that will do any good. Without any other options, he should call for help. * * * Jen keeps his ears perked as he wanders between the trees. If his suspicions are correct, someone or something is sneaking behind the dense foliage. He pauses when his attention is drawn toward the ground. Planted into the soft mud is a footprint. It looks similar to his, but it cannot possibly belong to him, for he has not approached from that direction. Zip. Jen is distracted again as he catches something white flying past the corner of his eye. He pursues it cautiously, eventually finding a hollow log stuck out at an angle. He slowly approaches it, his face getting closer and closer-- "GGGGRRRROOWWLL!" "AAAAGH!," screams Jen as something furry launches out from the log! The thing does not pounce onto him, but the fright knocks him backward, miring him waist-deep in a small puddle of muck. * * * [3.5.2] Kira Jen's plea is answered by a lass who happens to pop out from some bushes on the side facing Jen. With her is some fuzzy animal. If Jen gawks at her, she will also stare back. Just for fun, Jen can also get ready to fight the animal. Despite being bogged down in the pool, Jen will brace himself enough for the girl to let him know that "Fizzgig" is not dangerous. The obvious choice is for Jen to reach for her hand. Kira will pull him up, saving him from certain death. Our most curious hero can dreamfast with his savior to learn more about her. Otherwise he should go with Kira to continue. * * * Jen is correct about someone spying on him, at least. A hooded figure steps up toward him from behind the trees. Slender fingers emerge from the gray robes and pull the hood back, revealing... a Gelfling? Her features resemble those of Jen, a small frame, the glossy hair (hers is silver), the pointed ears, yet at the same time she seems so different. The girl begins speaking in an alien tongue, and Jen, confused at all of this and still frightened by the furry little thing, sits there in the pool without saying a word. After a while, as with Aughra, the girl changes her language, and Jen can hear her introducing herself as Kira and asking him if he is also a Gelfling. Both are shocked to learn they are not alone. When Jen reaches out and grasps her hand, something strange washes over him. Thoughts and emotions, some of them not his, clash inside his mind. He feels Kira's presence closer than ever, her memories pouring into him just as his flowed into her. Recollections of their homes being decimated by the Garthim... their respective foster parents discovering and caring for them... and the haunting fact that there are no others like them where they have been raised. As this last thought passes, their hands separate, severing the link. However, before Jen can gather himself, the muck below him rises! Kira realizes he has been sitting on one of her friends, a bog creature, and rattles forth something incomprehensible to Jen, calming it. The children then leave, and Fizzgig does so too after the creature scares him off. . . . "More food! MORE FOOD!," demands skekAquk. The dining hall of the Castle echoes with the sloppy noises of the Lords of the Crystal devouring their meals. Deformed Podlings shuffle out from the adjacent hallway, hauling a large plate of roast Nebrie toward the long table where their masters await. skekUnz, noticing the piece of meat he is chewing is rotten, throws it over to the starving slaves, ordering them to eat. Serving as dessert today are Crawlies, one of which darts across the entire length of the table before being caught by skekAquk at the other end. Dinner is interrupted when the Garthim enter, flinging to the ground a large bag holding a prisoner. The skeksis wait for the Gelfling to crawl out before them, only to find the disgruntled Keeper of Secrets emerge. Openly insulting the skeksis and calling them idiots, just like her Garthim captors, Aughra casually sits down, confidently reminding the Lords how they will receive what they deserve when the Prophecy is fulfilled. The skeksis immediately send forth another wave of their winged scouts. * * * [3.5.3] Black River While the kids are floating quietly down the river, Jen can play his pipe in tune to Kira's singing. He can also simply talk with Kira. Too bad the conversation gets cut short when she detects another of those creepy little Crystal Bats flying uncomfortably close to them. From here, Kira can either whack the Crystal Bat with her sling or throw Jen a second oar and tell him to shut up and start rowing like crazy. Which of these actions they take doesn't matter, because they will reach the shore soon. When they do, Jen should follow Kira to her home. * * * Afternoon falls quiet as the forest slows to a soothing whisper under the faint, orange glow of the setting suns. The now-empty shell of a creature long gone carries the last of the Gelfling, gliding unhurried down the small river. Guiding their vessel with a makeshift oar, Kira passes the time by singing. Her gentle voice touching him, Jen draws out his pipe and joins her song with his music. Even Fizzgig is still, listening intently to this pleasant ballad. Kira suddenly silences herself, and Jen also stops playing, puzzled. The girl quickly points at a Crystal Bat flying across the skies near them. Instructing Jen to stay down, she calmly pulls out her sling and balances herself on the shell. The creature has not noticed them yet, so Kira whips her weapon around in several circles and then lets it loose. Whack! Kira's aim true, Jen peers up just to see something small and black crashing into the water. Relieved once more, the three resume their course along the light current. However, though it is crippled, the Crystal Bat is not dead. Lying on its side and partially buried within a shallow part of the river, it stares coldly and silently ahead, the image of the floating shell and its passengers reflecting off the glossy, pitch-black eye. * * * [3.5.4] Podling Village For once in two long days, Jen can finally sit back and relax. Have some supper, supper being river roots and gourd soup. Talk with the Podlings to learn the directions to the Castle. When Jen is really feeling at home, he should dance to the music with Kira's folks. * * * The urru observe the heavens, knowing the time is coming. Silently nodding to one another, they prepare to leave the Valley of Stones. . . . Quite some time has passed since he and his newfound friends left the shell to continue again on foot, but Jen is enjoying every moment of it. Still, night is approaching, and he hopes they will arrive at Kira's home soon. Out pops a head, and then several more. Jen recognizes these people, the Podlings, from Kira's memory during the dreamfast that morning, but the only word he can make out from their speech is "Kira." After a brief exchange between her and these kindly beings, they head to their village, where festivities rage on within a storm of music, good food, and jolly laughter. Several Podlings, thrilled to meet their new guest, accost him and push food and drink onto his table. Jen asks Kira how to say "thank you" in her language, and he repeats it awkwardly ("pha-davan") to his overly happy hosts. Kira observes from her seat, smiling at the sight. Despite the noisy merriment around them, Jen eventually manages to find himself alone with Kira. He explains to her how his Master has directed him to obtain the Shard and then died without saying anything more. Kira puzzles over what purpose the Shard holds, too, now that they have it. Tonight is not the time to worry about strange crystals, however. Jen is interrupted by another Podling within moments. The small, energetic figure almost yanks him by the arm onto the middle of the floor. Caught unexpected, Jen nearly stumbles as his tiny dance partner quickly leaps about in circles. Minutes later, Jen sits down to rest, deciding to take out his pipe. The slow rhythm of his notes falls in uncanny harmony with the lively stringed instruments and beating drums that line the walls. All fun must end, as Jen knows, only he has never expected it to happen this way. Laughter is replaced by screams of horror as black claws plow through the walls, tearing down the place and seizing Podlings. The gentle forest folk are no match against the fearsome Garthim, and they flee, saving whatever children they can along the way. * * * To survive the Garthim raid, Kira and Jen should slip out through the window. [3.5.5] Gelfling Ruins - Wall of Destiny * * * Jen, frozen with fear, regains his senses when Kira finds him and quickly leads him out of the village, with Fizzgig following close behind them. Along the way, a Garthim catches sight of Jen. A claw immediately darts forward, cleaving into his right elbow. Yelping out in more shock than pain, Jen reflexively strikes back with the Shard. . . . The urru, who have begun their final journey, look up into the skies as a ringing sound echoes over them. It is so distant, yet so familiar. . . . Jen continues running beside Kira. The Garthim hunter has released its sharp grip as soon as the Shard rang against its pincers, seemingly disorienting it. Whatever has happened, Jen does not care now, because more Garthim are gaining behind him. . . . The Garthim, tireless and relentless, chase their prey, their bodies whipping through the bushes effortlessly. They have the two Gelfling in their sights, and within moments their goal will be attained. But suddenly skekSil steps in front of them. They do not understand the Chamberlain is now an outcast, nor do they understand he is halting their pursuit for his own plans. . . . Although they seem to have escaped, Jen does not stop until he trips over a stump hidden in the darkness of the deep forests. Kira, who has observed the skeksis' odd behavior but continued to run close behind Jen, helps her friend up but takes care to keep themselves concealed behind the thick growths. Jen, panting hard, forces together in his mind all that has occurred. The Great Observatory.... The Podling Village.... Everything seems so obvious to him now. Tired, scared, and angry at himself, he glares at the Shard hatefully and then throws it into the dark, wishing he has never seen it. Kira tries to stop him, and then she tells him he must not blame himself, for "the Garthim have always come." Also noticing he is hurt, Kira dresses his wound with a piece of soft moss, explaining how the plant will help him heal. The Garthim are gone now, but to stay safe, the two remain where they are under the cover of darkness and sleep. * * * The kids will escape to what is left of their ancestors' home. At the ruins, check out the symbols. Jen should read them, and then he should read them some more. The pictures, especially the one of the triangle inscribed within a circle, provide clues for challenges that have yet to come. * * * Jen opens his eyes to find his head resting on Kira's lap. He lies there for a while, reminiscing of his earlier, simpler life and missing urSu and the other urru's chants and ceremonies. Oh, his Master. "Out here in the world, look at me. I'm not a hero, not the way you wanted me to be." Kira wakes to see a worried Jen rising, taking off the moss. Despite the red stain on his sleeve, the wound underneath has closed. She suggests they go somewhere safer, only to hear him reply, "I don't think anywhere is safe anymore." The two, curious about the place to which they have escaped, survey their surroundings. Kira finds the Shard, which has landed on an old plate half-covered with overgrown grass, and returns it to Jen. Looking up, he asks her about the ruins lying before them. She only knows that no one enters them anymore because "bad things" have occurred there long ago. Jen, intrigued by the crests on the walls, decides to open the gate and enter. Past the portal remains what has once been a great civilization. Although weeds and weather have worn down their surfaces, elegant decorations continue to adorn the place. Kira sees an ancient chair resembling a throne in a corner. A weird compulsion falls over her, and she sits down on it, viewing the ruins again from this strange yet warmly comfortable perspective. Jen interrupts her stupor when he calls her toward a wall inscribed with mysterious shapes of a crystal, a castle, a figure with wings, and other various objects. Excited, Jen explains how the minute symbols above the pictures are writing. "What's 'writing?,'" asks Kira. "Words that stay. My Master taught me so," answers Jen. He proceeds to read the script, "When single shines the Triple Sun, what was sundered and undone, shall be whole, the Two made One, by Gelfling hand or else by none." Their eyes widen as they realize this wall depicts the Prophecy and they are to restore the Crystal with the very Shard in Jen's hand. * * * Fizzgig will begin barking, and that means trouble. Get out while the getting is good to take a shortcut, or else the kids will encounter skekSil. If they do meet the sneaky Chamberlain, they should run like hell. Again, escape through the small window. (Kira will plead with Jen to flee if he tries to answer skekSil. Following the Chamberlain will lead to death.) * * * Fizzgig suddenly starts barking, and Kira and Jen turn to see a ragged figure appear in front of them. Kira recognizes him as a skeksis and starts to flee with Jen, but the Chamberlain cuts them off and speaks with them. He claims he is the one who has stopped the Garthim from capturing them and that he wants no more killing, hoping to make peace with the Gelfling. Jen stands there, not knowing what he is prepared to do next. He stares at the beaming but twisted visage just a few steps away, and skekSil smiles back. Then Kira dashes in between the two, facing Jen. The apprehension on her face shoots straight into him, and he realizes what they must do. He grabs her and backs up in the blink of an eye, darting through a small opening in the wall, with Fizzgig following close behind them. The Chamberlain jumps after them, too, but the hole is not large enough to allow him passage. He can only thrust in his beak, attempting to persuade the children in vain. As the three run farther and farther away, his whimpering "pleases" erupt into a mad cry. * * * [3.5.6] Landstriders After leaving the ruins, Kira and Jen will find some Landstriders. Ride them. Following the Podlings' directions, head west, and then head south. * * * The skeksis far behind them, the children end their flight. Jen, before he can wonder how he will reach the Castle, sees furry, long-legged beings lumber out from behind the dense trees several paces away. Kira eases Jen's fears and tells him that the white-haired quadrupeds are friendly Landstriders. Kira calls out to them, and the creatures settle down beside her, whiskers bristling, ready to take anyone to the Castle. When Jen sees Kira climb onto a Landstrider, he solemnly reminds her that there is no need for her to accompany him on his dangerous quest, but she merely replies by saying she knows. Jen pauses at this, but his pleading eyes finally lighten up with understanding. "All right, together then." Jen mounts another of the creatures. Fizzgig, after a bit of growling and whining, convinces Kira to let him come with them, too. Kira tells Jen to hold on as the Landstriders pick up speed, gracefully charging past the high foliage. * * * ------------------------------------------------------------------------------ [3.6] Castle ------------------------------------------------------------------------------ * * * Various animals jitter inside their tight cages hanging about all over skekTek's laboratory. The Scientist has a task to perform today, and he does not hesitate to grab a terrified Podling from his prison and lock him into a chair positioned in front of the Great Shaft. skekTek briskly tells his soon-to-be victim not to worry, which is as sympathetic as the Scientist will ever become. His apparatus ready, skekTek can now proceed. Flipping a heavy lever, an arm outside in the Shaft swings a large mirror under the Dark Crystal. The purple light channeled through the corrupted Crystal reflects off the mirror and into the eyes of the Podling. Drop by drop, the prisoner's life essence is drained into a nearby vial. The Scientist watches with glee, explaining to the Podling how his dreams and fears are robbed for the benefit of the Emperor. The Podling, at least in skekTek's eye, should be glad to partake in such an honor. skekUnz finally enters, expecting his treat. skekTek brings the delicate glass vessel to the Garthim Master and Emperor, who greedily downs its clear contents. skekUnz watches his hand and feels his wrinkles magically smoothing themselves. He's young, he's young again, he cries, but within moments, the skin on his hand slackens back to its old state. The Emperor immediately bears down on the Scientist, cursing his "wonderful" method. skekTek can only beg for forgiveness, complaining how since the last of the captured Gelfling he has not found a finer source of life essence. * * * [3.6.1] Castle Exterior - Main Entrance * * * Crossing the vast desert has been free of trouble with the aid of the Landstriders. When Kira and Jen reach the top of a hill overlooking the entrance to the Castle, they see the Garthim from the previous night hauling a large net stuffed with Podlings. Kira charges into action, commanding her mount to attack the monsters and to save her people. * * * Time to meet some old pals, the not-so-friendly Garthim. Kira and Jen should ride into battle, or else the Garthim will swarm them and kick their asses. * * * Jen, lost in thought for a few moments, finally realizes he should help and rushes into the frenzy. Although outnumbered, the Landstriders' powerful legs punch jagged holes in the shelled warriors' armor, releasing the vaporous magic within. One of the luckier Garthim, however, takes a clear shot at Kira's Landstrider. The force from the blow knocks her off, but she quickly rises to her feet and rushes over to the net. Jen sees this and leaps off, dashing to her side and helping her free the Podlings. The Garthim eventually get the better of the Landstriders. One of the forest creatures loses its balance and falls over into a pit, taking an enemy with it. The other, simply overwhelmed, has slashing Garthim piling onto it. The rest of the dark warriors force the children away from the Podlings and press them against the edge of a cliff. Jen, panicking, hears Kira telling him to hold onto her. He has no idea what she is planning, unless if it is to.... * * * With no other means of escape, the heroes must jump off the cliff. [3.6.2] Dry Moat - Teeth of Skreesh * * * Jen's heart stops as Kira leaps off, with him holding onto her. When he discovers he can breathe again, Jen looks around and notices they are floating down! What the...? He turns his head as best as he can and sees a fine pattern of skin emerging from beneath the rear folds of Kira's robes. "Wings!," gasps Jen upon landing, "I don't have wings...." "Of course not. You're a boy!" Jen gives off a perplexed look as his friend casually walks on ahead. * * * While the two are floating down, Jen can ask Kira about her wings and learn something new that isn't from the film. He can also look back up and see the Garthim getting angry. The kids should prepare to land on the rocks below to continue. After hitting the bottom, Kira and Jen must walk around a bit to find an entrance. There are two doors here, the doors being carved out of rock in the form of frightening demonic faces. The "teeth" are made out of steel bars, serving as gates blocking off the maws, which are the actual openings into the Castle. There are a north door and a south door, and the trench rings around the Castle, connecting the doors in a circular path. Walk left or right, circling around to the north door (the one with the triangle-within-a-circle symbol). Let Fizzgig run off there, so he can help the kids open the bars. Follow Fizzgig into the opening. (Do not jump for joy, or else the Garthim will catch up.) * * * Unseen from the top of some rocks, skekSil smiles as he watches the blue-haired Gelfling crawl between the Teeth of Skreesh at the side of the Castle's base, followed by his silver-haired companion and that annoying ball of fuzz. * * * [3.6.3] Labyrinth (Underground Caves) Inside the tunnels below the Castle, the kids should head left, and they will hear something moving in the shadows. Go left again to meet skekSil. The heroes should naturally refuse to go with him, but when they do so, skekSil will capture Kira and Fizzgig and leave Jen under some very hard rocks. Jen must wiggle free if he wants to live and to fulfill the Prophecy. * * * Jen reminds Kira to be careful after she nearly trips on the rocky, uneven ground. The three have been wandering within the cold dankness for a while. As they approach some dimly lit halls in front, Kira freezes. "I want to go back. I smell death here." Jen understands her worry, but he knows he has no choice. Just a few more steps ahead, skekSil dashes out in front of them, this time grabbing the children while Fizzgig barks at his feet. Kira and Jen struggle to free themselves, but the Chamberlain's frail appearance hides an incredible strength. Jen, with no weapon other than the Shard, strikes skekSil with it, who reels his arm back in pain, screeching, "MY HAND!" . . . Glancing at his skin breaking open and bleeding, urSol realizes their fate is indeed approaching. "So, my hand...." . . . Glaring at the deep red fluid flowing out from his wrist, the seething Chamberlain throws hate-filled eyes upon Jen. "Gelfling, you DIE!" He smashes his fist into a nearby wooden column, causing other supports and the ceiling over Jen to collapse. Even as she is being dragged away, Kira frantically calls out Jen's name and instructs Fizzgig to stay to help him. . . . skekEkt and skekAquk chat with each other as they walk down the hall, not expecting their former comrade to appear without notice and definitely not expecting him to be with a Gelfling. The two run screaming into the throne chamber, where the rest of the skeksis are wondering what is all the commotion, especially the Ornamentalist's high-pitched "GELFLING! GELFLING!" skekSil enters, prize held in check, and confronts them. After he explains how he has bled to capture the child alone, skekUnz reluctantly orders the Chamberlain to be restored to his former status. Not long afterward, Kira finds herself being placed into a chair by skekTek. Aughra, from her cell, silently watches with her separated eye as the purple beam shines into the girl's upper face. * * * [3.6.4] Garthim Pit - Lake of Fire and skekTek's Laboratory This part is missing in this game, so Jen automatically enters the Castle proper after digging himself free. That means Jen gets to avoid the Garthim once for free, but just for fun, here are the missing scenes: * * * He cannot give up now, not like this. Jen finally gives a mighty push and heaves himself partially out from the rocks. Hoping Kira is still alive, he yells for her to fight back. . . . The light is like no other. It stabs her like a blade of ice, tearing out her thoughts as she hears her own essence drip into the vial. Kira has almost given in to this vile, depleting sensation when she hears Jen unmistakably shouting from some distant part of the Castle. Aughra, understanding well all the sides of the Prophecy, speaks and tells the girl to use her "gift." Forcing the dark light out as best as she can, Kira caws out repeatedly, calling the animals held in the laboratory to stop the Scientist. skekTek, seeing the flow of essence slowing so soon and the creatures raging, cannot believe his eye. He orders the pests to stop, but to no avail. Finally, they break loose, flying out of their cages and jumping onto him with unrestrained fury. skekTek attempts to fling them away, but in struggling to regain his balance, he accidentally flips off the lever and then sails down into the Shaft. "AAAAUUUUAAAAGGGGHHHH!--" . . . The urru turn their heads to see urTih flash away in a fiery, yellow haze. They resume their journey with repose, knowing that what must be done shall be done. . . . Kira exhales sharply as the horrible light vanishes. She is dazed and slightly disoriented, but enough of her essence is left for her to remember the Scientist's final cry of agony, the Prophecy, and... Jen! Her little friends free her from the straps holding her down, and after some quick words with Aughra about the imminent Great Conjunction, she runs into the halls, looking for Jen and Fizzgig. . . . With the rocks blocking the path where Kira has been taken, Jen wanders within another lower part of the Castle with Fizzgig... only to fall through a pit and land inside a dark cave. Fizzgig, unable to help Jen from above, sadly continues alone into the rest of the Castle, rolling into a tumbling ball and seeking out his other friend. . . . Oh no. Jen staggers up, quickly taking in the blinding darkness enveloping him. Two bright dots appear, and then more pairs of dots glow on every side, resembling eerie red stars floating in an all-black sky. Jen has no time to scream as the Garthim close in on him, their cold shells clattering inside the void of the pit. Their home has been invaded, and they are not amused. Jen feels something unbelievably heavy grasp his waist and haul him up. Next, he feels his body sailing through the stale air, and then he feels the solid ground digging into his joints. Scampering up madly, Jen barely realizes a Garthim has just thrown him across the cave before more claws swing at him, snapping like gigantic murderous scissors. Without thinking, he ducks blow after blow, his mind exploding with fear and pain. One claw barely misses him, instead smashing into the rock wall, breaking open a small hole. Jen wants out of this place, and he wants it now. Bounding up to the opening, he grits his teeth as he forces himself through it before the Garthim can catch him again. Bruised, battered, and deathly exhausted, Jen now feels a wave of heat pounding against his face as he finds himself staring down into the molten bottom of the Great Shaft. Looking up again, he begins scaling the blocky sides of the Shaft, taking care not to slip. Jen eventually crawls up a large, sloped panel, stepping into a completely disarrayed room. The place is like nothing he has ever seen, filled with cages, chains, and many unspeakable devices with purposes he would rather not know. Time is growing short, so when Aughra points toward the direction Kira has gone, Jen races into the halls. * * * [3.6.5] Castle Hall Check out the door at the end of the hall to find Aughra. (This part is kinda weird, because in the film Jen goes through the lab before he reaches the hall.) [3.6.6] Great Shaft - skekTek's Laboratory Jen can try to untie Aughra, but she will tell him he shouldn't waste time doing so. He should go up, toward another door. The door is locked, but by good fortune it can be opened with the Gold Key (the one Jen has picked up way back from the Valley of Stones). [3.6.7] Crystal Chamber - Balcony Jen should get up to the balcony. * * * Kira sneaks behind a pillar as she hears some skeksis walking past. There is a darkness under her eyes, and she is not feeling that well in truth, but she cannot stop now. Where is the Dark Crystal? Where are Jen and Fizzgig? . . . Jen wanders into a hallway that opens over the large chamber above the Great Shaft. At last, he has reached the Dark Crystal. Failing to find any other way down, he clambers over the edge and drops down onto a balcony... and discovers Kira passing down the hall along the opposite side. He tries to hide behind a short wall and call to her at the same time. * * * [3.6.8] Crystal Chamber - Dark Crystal The skeksis get pretty pissed when they see Jen on the balcony, and some Garthim are coming, so his only chance of escape is to jump onto the Dark Crystal. (Just for fun, Jen can also try to blow a kiss to Kira before jumping. Doing so won't hurt.) * * * Fizzgig bounces happily up to Kira. Before she can quiet him down, the skeksis gathering around the Dark Crystal notice her and start shouting. When they find a second Gelfling on another balcony, they become even more shocked. The Garthim promptly arrive on the various floors that cut into the chamber. . . . Jen sees another of the Garthim approaching behind him. With no other path he can take, he leaps onto the Dark Crystal, but the Shard falls out of his sweating hand as he lands. No! . . . skekUnz sees the little sliver of crystal and races over to it, kneeling to claim it, only to feel something furry biting him. Irritated, the Emperor drops the Shard and throws Fizzgig down the Great Shaft. . . . "Fizzgig!" Seeing everything happen so quickly, Kira unfurls her wings and swoops down, grabbing the Shard before any of the skeksis can react. She holds it before her, waving it around in a threatening manner as the skeksis surround her. Like Jen, she too is trapped now. * * * Things aren't looking good, are they? Jen should tell Kira to throw the Shard to him. She will bravely oblige, and by doing so she opens herself up to a whacking by the Ritual Master. * * * Aughra, tossing aside useless trinkets in the traitorous Scientist's laboratory, hears something yelping from the Great Shaft. Looking ahead, she sees Fizzgig hanging onto the mirror's arm. Wondering why he is there, she finds and holds out a stick, allowing the creature to scurry to safety. . . . Jen watches helplessly as Kira wards off the vicious skeksis from every side. Desperate, he even attempts to bargain with them, offering to give them the Shard if they leave her alone. Kira has another idea, though. She turns and throws the Shard to him, shouting, "Heal the Crystal, Jen!" . . . skekZok has had enough at this point. Drawing out his ceremonial dagger, he steps up behind the girl and plunges the blade into her back. No one, not even the urru who have passed the sentries and entered the chamber, will stop the skeksis from becoming the supreme overlords of the world, and the Ritual Master is seeing to that. * * * Jen should put the Shard into the Dark Crystal. * * * Jen's world crashes to a halt as he sees Kira fall. Weakly crying out his name one last time, she slowly slumps to the ground as the surrounding skeksis sneer. No other sight, no other sound, not even his own breath or the Shard in his numb hand registers in his mind. However, the room now seems suddenly brighter than before, for the Great Conjunction is occurring. Jen lets out a terrible, unworldly howl of anguish and pain as he jams the Shard into the Dark Crystal. At the same moment, the light from the triple suns above shoot right onto him. The force blows him away from the restored Crystal as its tainted hue changes to a clear, pure one. Even as the Castle's blackened walls crumble and the urru and the skeksis join together, Jen's focus lies solely upon one person. Cradling Kira's limp form, he weeps uncontrollably as he pushes his face onto hers. * * * ------------------------------------------------------------------------------ [3.7] Epilogue ------------------------------------------------------------------------------ [3.7.1] Sacrifice It's not over yet. Listen to the urskeks to tie up things. * * * A new light shines now, and Jen peers up through blurry tears to find eight urskeks floating magnificently around the Crystal. The ethereal beings thank Jen for his brave deed, explaining how he has saved the world as well as themselves. Jen can hardly pay attention as he gently lifts Kira up in his arms and walks closer to them. The urskeks, understanding the pain within him, grant him his wish before departing through the light of the Crystal, remarking, "She is part of you, as we are part of each other." Jen feels the weight in his arms shifting. Looking down, his heart fills with unbelievable joy as he sees Kira's health fully restored, her bright eyes smiling back at his. . . . Aughra and Fizzgig arrive from an upper hallway, leaning against the pure, crystalline whiteness of the wall as they observe the spectacle. The lad has done it, after all. . . . The four now gaze upon the Crystal, its beautiful surface reflecting the balance and the perfection of the world around it. The barren lands outside are replaced by a lush green, and the waters are as blue as the happy skies above them. Kira and Jen hold each other closer as the urskeks' final words echo through their minds: "Now we leave the Crystal to you. Make your world in its light." * * * [3.7.2] Jen Scores and Gets Some After Kira and Jen hear the urskeks rant off, the Score can be viewed. The Score is equal to the number of choices the heroes have taken. The lower the Score, the better it is. ============================================================================== [4] Miscellaneous Information ============================================================================== ------------------------------------------------------------------------------ [4.1] TDC Quick Reference ------------------------------------------------------------------------------ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.1.1] Item Locations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shale - Shale Cliff East of Jen's Lake Jen's Pipe - Old Tree North of the Standing Stones Kira's Sling - Old Tree in the Central Forests Lily Pad - Pond in the West Forests Crystal Shard - Great Observatory Pouch - Under the Shell by the River Castle Key - Behind the Gate Bars (Triangle Door) Scepter - Throne Chamber in the North Castle Halls ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.1.2] Commands ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +--------------------------------------+ N,S,W,E,U,D NO CLIMB [object] OPEN [object] CUT [object] PLAY FLUTE DIG [target] RESTORE GAME DROP [object] RIDE [thing] GET [object] RUN GO [structure] SAVE GRAB [object] SAVE GAME HEAR [object] SCRATCH [object] HELP SEND [object/target] HOLD [object] SIT [structure] INV SPEAK [character] JUMP OFF STARE [object] JUMP ON TALK [character] KISS [character] TURN [object] LISTEN [object] USE [object] LOOK [object] YES +--------------------------------------+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.1.3] Map ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Item Locations: +------------------------------------------------------------------+ | | | Overworld: Labyrinth: | | (08,03) - Jen's Pipe (03,04) - Castle Key | | (10,06) - Kira's Sling | | (13,10) - Crystal Shard Castle: | | (10,02) - Shale (02,03) - Scepter | | (08,05) - Lily Pad | | (10,09) - Pouch | | | +------------------------------------------------------------------+ Overworld: .......................................................|----|----| 10 .......................................................| |Augh| ...............|----|----|----|----|----|----|----|----|----|----| 09 ...............| | | | | | |Rive|Pit | |Vine| ..........|----|----|----|----|----|----|----|----|----|----|----| 08 ..........| | | | |Land|Rock|Podl| | | |..... |----|----|----|----|----|----|----|----|----|----|----|----|..... 07 | | | | | | | |Ruin| | |....|Mud |..... |----|----|----|----|----|----|----|----|----|----|....|----|..... 06 | |Cast| |...................| | |Tree|....| |..... |----|----|----|..............|----|----|----|----|----|----|..... 05 | | | |..............| |Pads| |Wall| | |..... |----|----|----|..............|----|----|----|----|----|----|..... 04 ...................................| | | |............... .........................|----|....|----|----|----|............... 03 .........................|urSu|....|Tree| | |............... .........................|----|----|----|----|----|............... 02 .........................| | | |Lake|Clif|............... .........................|----|----|----|----|----|............... 01 ...................................| | | |............... ...................................|----|----|----|............... 01 02 03 04 05 06 07 08 09 10 11 12 13 Labyrinth: Castle: ..........|----|.......... .........................|----|----| 04 ..........|Door|.......... 04 .........................| |Crys| .....|----|----|----|----| .....|----|----|----|----|----|----| 03 .....| | | | | 03 .....|Thro| | | | |..... |----|----|----|----|----| |----|----|----|----|----|----|..... 02 | | | | |..... 02 |Pit |Shaf| |.................... |----|----|----|----|..... |----|----|----|----|............... 01 |Pit |....|Door|.......... 01 .....| | |Dine|............... |----|....|----|.......... .....|----|----|----|............... 01 02 03 04 05 01 02 03 04 05 06 07 ------------------------------------------------------------------------------ [4.2] GA Quick Reference ------------------------------------------------------------------------------ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.2.1] Item Locations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Jen's Pipe - Jen begins with this Gold Key - Old Tree North of the Standing Stones Storm Stones - Dry Spot in the Forests Crystal Shard - Great Observatory Kira's Sling - Kira begins with this ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.2.2] Quick Moves List ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #01 - Take a nap. #02 - Go back to sleep. #03 - Go west, along the Valley floor. #04 - Go west, through the Valley. #05 - Run into the cave. #06 - Look into urSu's bowl. #07 - Get help for urSu. #08 - Leave the cave. #09 - Go to the east. #10 - Follow the shadows north. #11 - Dig under the tree. #12 - Head north. #13 - Head north. #14 - Wade north past the creature. #15 - Run from the thunder. #16 - Go toward the cry of the bird. #17 - Go toward the croaking sound. #18 - Go towards the tall grass. #19 - Climb over the hill. #20 - Hurry north, toward the mountains. #21 - Hurry north. #22 - Walk past the tree. #23 - Keep walking forward. #24 - Jump down from the tree. #25 - Walk between the vines. #26 - Stay very still. #27 - Answer the question. #28 - Follow Aughra. #29 - Choose a crystal shard. #30 - Take the Blue Shard. #31 - Leave Aughra's dome. #32 - Jump out the window. #33 - Head down the hill. #34 - Go back to Aughra's hill. #35 - Go south into the swamp. #36 - Call for help. #37 - Reach for the girl's hand. #38 - Go with Kira. #39 - Look at the sky. #40 - Head for shore and row like crazy. #41 - Follow Kira. #42 - Dance to the music. #43 - Slip out the window. #44 - Read some more. #45 - Get out while the getting is good. #46 - Climb on the animals. #47 - Hold tight and go west. #48 - Go south. #49 - Ride the Landstriders into battle. #50 - Jump off the cliff. #51 - Prepare to land in the rocks. #52 - Walk around the wall to the left. #53 - Fizzgig wants to run away. Let him. #54 - Follow Fizzgig into the opening. #55 - Go toward the left of the screen. #56 - Go toward the left of the screen. #57 - Refuse to go with the skeksis. #58 - Try to wiggle free. #59 - Use the door at the end of the hall. #60 - Go up the stairs to the right. #61 - Take the Gold Key and open the door. #62 - Jump to the top of the Dark Crystal. #63 - Shout: 'Kira, throw me the Shard.' #64 - Put the Shard into the Dark Crystal. #65 - Listen to the new creatures. #66 - Hear the rest of the urskeks' words. #67 - See your Score for the game. ------------------------------------------------------------------------------ [4.3] urru-skeksis Parallels ------------------------------------------------------------------------------ +----------------------------------------------------+ urru skeksis +----------------------------------------------------+ urSu (Master) skekSo (Emperor) urZah (Ritual Guardian) skekZok (Ritual Master) urSol (Chanter) skekSil (Chamberlain) urIm (Healer) skekUnz (Garthim Master) urTih (Alchemist) skekTek (Scientist) urYod (Numerologist) skekShod (Treasurer) urAmaj (Cook) skekAquk (Gourmand) urNol (Hunter) skekNa (Slave Master) urAc (Scribe) skekOk (Scroll Keeper) urUtt (Weaver) skekEkt (Ornamentalist) +----------------------------------------------------+ ============================================================================== [5] Reference ============================================================================== ------------------------------------------------------------------------------ [5.1] Game Source Information ------------------------------------------------------------------------------ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [5.1.1] TDC Version ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Sierra On-Line Hi-Res Adventure #6: The Dark Crystal (TDC) Name: Gelfling Adventure (GA) Developer: Henson Associates and Sierra On-Line (TDC) Developer: Henson Associates, Al Lowe Associates, and Sierra On-Line (GA) Producer: Sierra On-Line Genre: text adventure Players: 1 Save: Disk (227 KB) (TDC) Save: none (GA) Disks: 3 (TDC) Size: Disk 1 - Side A: 140 KB Disk 1 - Side B: 227 KB Disk 2 - Side A: 227 KB Disk 2 - Side B: 227 KB Disk 3 - Side A: 227 KB (Save Disk) Disks: 1 (GA) Size: Disk 1, Side A: 140 KB Disk 1, Side B: 140 KB Publisher: Sierra On-Line Release Date: 1982 (TDC) Release Date: 1984 (GA) ------------------------------------------------------------------------------ [5.2] Additional Reference ------------------------------------------------------------------------------ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [5.2.1] The Dark Crystal (Film) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Dark Crystal Copyright 1982 The Jim Henson Company Name: Dark Crystal, The Directors: Jim Henson and Frank Oz Producers: Jim Henson and Gary Kurtz Screenplay Writer: David Odell Story Writer: Jim Henson Conceptual Designer: Brian Froud Music Composer: Trevor Jones Release Date: 1982-12-17 Running Time: 94 minutes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [5.2.2] The Crystal (Booklet) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Name: Crystal, The Writer: Jim Henson Designer: Brian Froud Date: 1978 The Crystal (a.k.a. the "Froud Project") is the early version of The Dark Crystal. Here are some differences found within it: - Kira was originally named Dee. - The urru were originally named the oo-ur. - The Gelfling were originally named the Gelflin. - The Podlings were originally named the earth people. - The Garthim were originally named the Garthem. - The skeksis had enslaved members of a burrowing race who were forced to dig for precious metals and minerals in the Labyrinth. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [5.2.3] The World of the Dark Crystal (Book) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The World of the Dark Crystal Copyright 1982 2003 The Jim Henson Company Name: World of the Dark Crystal, The Illustrator: Brian Froud Author: J. J. Llewellyn Designer: Rupert Brown Editor: Rupert Brown Publisher: Alfred A. Knopf, Inc. (Original Edition) Publisher: Harry N. Abrams, Inc. (Collector's Edition) Date: 1982 (Original Edition) Date: 2003 (Collector's Edition) The Collector's Edition includes a new foreword by Froud, fifteen additional illustrations (which have not been published earlier), and a facsimile of the promotional booklet for The Crystal. ------------------------------------------------------------------------------ [5.3] Really Small Details With Which Garthim Wipe Their Asses ------------------------------------------------------------------------------ Confusing Critters The World of the Dark Crystal lists the names of the following animals: golarch, hsilin, yoket khria, vereina, gilyak, cherfas (the deceiver), pbyx, storax, garodemana, khaipokhiu, and iosis. Ever figure out which names refer to exactly which animals? Evil Life If the skeksis prolong their life with the powers of the Dark Crystal, and if the urru's life forces are linked to theirs, then doesn't that mean the urru are indirectly feeding off from the skeksis' corrupt energy? So what exactly does urIm's medicines do? Prevent the urru from turning homicidal? What also happens if one of the urru or skeksis doesn't eat? Does his counterpart starve to death with him, or will both of them continue to live as long as one of them feeds? Lost Life What happens to the life essence that has been sucked out of Kira? After the urskeks heal her, does the stuff magically beam back into her? If not, Aughra can probably pump it back into her with one of skekTek's nasty tools. Maybe Kira can also simply drink it. That should be far less painful. Inconsistent Jens Jen's physical appearance has changed a lot. In the game, he appears a lot buffer in some scenes. The Sierra guys have also messed up his clothing. Sure, the Gelfling crest is still on his collar, but there are other important details that are wrong. His short cloak is missing, and he isn't supposed to wear boots. The Chamberlain on Speed skekSil must be pretty fast if he can travel across the deserts and the forests to catch up with Kira and Jen so many times. Considering how the kids have boats and Landstriders, the Chamberlain must have a rocket booster stuffed up his ass to keep up with them. Real Adventurers Don't Need Water Except during the festival scene at the Podlings' village, we never see Kira and Jen near any food or drink. Come to think of it, we never see Jen drink anything at all during his three-day journey. Considering how he has been walking across vast plains and scaling steep mountains under multiple suns, Jen is one tough sucker if he can avoid turning into a shrivelled corpse. Super Slide How high is that Great Observatory? We see Jen spending what seem to be hours to climb the mountain, but we see him take seconds to fall back down during his escape from the Garthim. Take a close look. Jen breaks through the window, tumbles down the slope for a few moments, and then gets up and sees the dome about a kilometer away. Yeah, that makes sense. Death Drop When skekTek flies off into the Great Shaft, what about those cute little forest critters clinging onto him? We don't see them jumping or climbing back to safety. (Aughra is alone in the laboratory.) Mmmm, assorted fried meat. True Prophecy In TDC, if Jen tries to talk with animals, he will get a message saying, "This is 'The Dark Crystal' ... not 'Dr. Doolittle.'" The funny thing is The Jim Henson Company eventually winding up to help create the special animal effects in a remake of the movie about that doctor. Scary. Krezzy Comparisons - Jen Is Actually Luke Skywalker The similarities between these two heroes can be disturbing: - Both are "orphans." - Both have been raised on a planet with multiple suns. - Both are destined to save the world from a corrupt empire. - Both have their origins initially hidden from them. - Both make friends with people who have furry companions. - Both travel through weird forests or jungles. - Both meet wise elders who speak bad English. - Both avoid falling to their deaths inside a large shaft. - Both have a mentor who dies by fading away while resting on a bed. - Both are willing to surrender to the bad guys to rescue their friends. - Both injure the hand of a hated enemy. Krezzy Contrasts - Jen Is Nothing Like Luke Skywalker Fortunately, these guys are different enough so we won't get any lawsuits: - Jen plays music by the lake. Nekkid. - Jen does not get his ass kicked at a bar. He gets it kicked inside a cave. - Jen does not dress up like a Garthim to rescue a princess. - Jen does not pilot a Landstrider down the Death Star trench. - Jen wields a crappy broken Shard instead of a bitchin' lightsaber. - Jen can walk away unscathed after being smashed by multiple heavy objects. - Jen does not get his arm hacked off by a Garthim. - Jen does not hear skekUnz say, "LUKE, I AM YOUR FATHER." - Jen does not let Kira strangle skekAquk to death in a sexy slave outfit. - Jen has an underage girlfriend who also doesn't have funny-looking hair. - Jen does not kiss his sister. Twice. ------------------------------------------------------------------------------ [5.4] Document Credits ------------------------------------------------------------------------------ Henson Associates and The Jim Henson Company (www.henson.com) For creating The Dark Crystal. Sierra On-Line (www.sierra.com) For creating both The Dark Crystal game and Gelfling Adventure. As for Gelfling Adventure, the people at Al Lowe Associates have done the programming, and Rae Lynn Macchesney and Michael Macchesney have done the text and the "educational concepts," whatever those are. Spherelanders For playing through the game and figuring out the best tactics. Extra thanks to Alex Round for actually authoring this document. ============================================================================== [6] Contact Information ============================================================================== mail: faididi@yahoo.com ============================================================================== ==============================================================================