The Mutants have searched every weapon maker in Gorn City without luck, and when Skeletor presses a stranger about his arms he names a blacksmith on Crelus. Flogg decides to go there and arm the Mutants for the games, and Primus sends the Galactic Guardians after the same man. The Mutants fire heat-seeking strike sticks at Starship Eternia, and the Guardians try to give the missiles something else to follow. The blacksmith Yolt takes the Mutants for the good side after they return a chain sword, but when the Guardians show him no harm he sees he was fooled and arms them instead. Skeletor attacks, retreats, and Flipshot is warned about ladders.
Flipshot is warned that the top of a ladder is not a step, and the closing lesson tells viewers to use a ladder the right way: be on steady ground, have someone hold it if not, and do not use the top as a step.
Whom should a stranger believe when two sets of visitors reach his forge on the same day and each is ready to be called the good side? "The Blacksmith of Crelus" builds its half hour on that question, and it opens with the Mutants, not the heroes, shopping for the one thing Gorn City cannot sell them. Their complaint is that every weapon maker there offers blades so feeble they could not cook dinner with them, and elsewhere Skeletor leans on a stranger to learn where his weapons came from, which brings out the name of a blacksmith on Crelus and a retort that nobody lives on Crelus at all.
Both camps hear of the blacksmith and both draw the obvious conclusion. Flogg announces that the Mutants will go to Crelus and arm themselves for the games against the Galactic Guardians, while on Primus someone checks the geography, remarks that the planet was thought to be uninhabited, and then says that if Meliac was right about a blacksmith there, the Guardians should go and have weapons made so that Primus can win the games. The script lets the villains reach the forge first.
Put in plain words, this is a story about how easily a kind person can be fooled, and what he chooses to do once he knows it. Yolt greets the Mutants by saying the fires of his forge foretold two visits, one by evil strangers and one by good, and asks which they are; when they hand back a chain sword that he says was stolen from him, he decides they must be the good ones, and by the time the Guardians arrive he has been told that they are the wicked party. What turns him is an argument: a man who meant harm would have used his chance, and the good have nothing to fear from each other. His admission afterward, that he has been fooled but is wiser for it, is the emotional centre of the piece, and his advice to take time over making friends and let people prove they deserve them is a decent thing for a children's cartoon to say aloud.
The action around that centre has a nice rhythm. The Mutants launch heat-seeking strike sticks at Starship Eternia, Skeletor gets his Lone Ranger joke in as he spots He-Man, and Slush Head is left to grumble that he is the one who has to land the ship, a small piece of put-upon comedy that suits him. On the Guardians' side the pursuit by a swarm of homing missiles ends in a plan to give them something else to follow, which is the sort of quick, clear problem a half hour handles well.
The weakness is how quickly the scales tip, first one way and then the other. Yolt is won over by a returned chain sword, then talked round again by a short exchange in which the Guardians point out that they could have harmed him and did not, and a character who has just been taught that evil is everywhere takes very little convincing in either direction. We can guess why: the story has a weapons delivery, a missile chase and a skirmish to fit in, and a longer test of the visitors would have cost one of them. The shortcut sits oddly beside Yolt's own lesson about patience.
The closing safety tip turns to ladders: the top of a ladder is not a step, and viewers are told to use one the right way and to have someone hold it if the ground is not steady.
Verdict: a brisk, good-humoured opener to the series' last five-part run, with a solid idea about trust that it states clearly and then rushes slightly. Its best line is also its simplest, that a friend should be allowed to prove himself.
- Toys: The He-Man wiki says the new weapons Yolt makes are based on variants from the last wave of the He-Man toy line, except Kayo's and Optikk's, which may have been meant for a later wave.
- Homage: Skeletor mentions the Lone Ranger in jest, per the He-Man wiki.
- Edit history: The He-Man wiki records a layering error where, as Needle-Nose is kicked toward the camera, a tiny Flogg appears in front of him for a few frames.
- Edit history: Hoove has the wrong color palette, blue instead of brown, as the Mutants first stand in the blacksmith's doorway, according to the He-Man wiki.
- Continuity: Needle-Nose and Yolt appear only in this episode, and Karatti and Staghorn make their last Jetlag appearances as cameos, per the He-Man wiki.
- Edit history: Per the He-Man wiki, Optikk's alternate outfit seen here shows up early in a scene of There's Gems in Them Hills.
- Continuity: The He-Man wiki notes that Adam of Grayskull does not appear in this story.
- Continuity: Wikipedia's episode list labels this episode Part 1 of 5, opening the run of stories that ends the series.
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