Zelenhgorm
Episode 1: The Great Ship
Walkthrough
by Crash
Short Review
Zelenhgorm is an adventure game that is divided into seven different
episodes. The first episode is a very short game. It will only take you
about 30 minutes to finish the game. It has a promising story but I doubt
people want to spend hundred of dollars to purchase the entire episodes
where they could spend as low as $19 for a complete adventure game. Graphic
and sound quality are very good. The puzzles are integrated to the game even
though sometime player could reach a point where they do not have a clue on
how to progress the game.
Introduction
This walkthrough is designed to work according to the flow of the story.
I would not tell you to pick up everything at the first time you enter a
room/scene. Instead, you will pick up items as needed. There are so many
things you could do inside Sevana that are not required for finishing the
game. Those additional actions that you could do will be placed as special
notes.
There is one point that could make you going back and forth to solve the
puzzles. When you reach the ship, read the shortcut note if you just want to
complete the tasks as soon as possible. You could finish the game in 30
minutes once you know what you need to do. This is a very short game.
Try to learn your way around Sevana and take notes on places. Pearls
are the main currency in this land. You need at least 23 pearls to be able
to complete the game. Do not make too many mistakes inside the village
because Arrikk could get a drowning punishment.
Walkthrough
Q: What should Arrikk do first?
A: Check out the window. Arrikk will see a
big ship landed on his back yard. He needs to check the ship out. Exit the
bedroom and enter the bathroom to the left. Pick up the notebook next to the
toilet. He�ll automatically pick up the reading glass also. Go down stair
and head straight to the ship. Hmmmm� It�s a huge ship. How could he enter
this ship? A ladder might come handy. As for now try to get more information
about the ship from the villagers.
Q: Where could Arrikk find more information
about the ship?
A: The couple that stands on the way to the
main road cursed him for being a left-handed man and blamed him for the
stranded ship. Continuing the journey, Arrikk will arrive at the main
intersection. The right path will take him to the lighthouse, the left path
will lead him to the village, and his uncle live at the house across the
path. Take the right path to the lighthouse and he�ll learn from his cousin
(the man sitting on the rock) about the lighthouse. Out of the blue, along
with the presence of the ship, the lighthouse works again. Go back to the
main road and this time take the path to the village. Almost everybody in
the village blamed him for the ship. He could also talk to his grandmother
(the woman sweeping her yard) on the way to the village about all of these problems.
Q: An old woman asked Arrikk to get her a rush
wool. Where could he get one?
A: Received 2 pearls from her. He could use
one to buy the wool and one for his gift. Turn right and walk straight to
the tavern. Turn slight left and follow the path to the wooden fence. The
market is behind the fence. Walk to the second last merchant. Arrikk could
buy wool from her. Give the wool to the old woman.
Q: Where could he find the village�s elder?
A: The council house is on the opposite
direction from the market, pass through the two little kids on the street. The guard will not let him to go through though.
The best way to meet the elder is by doing something wrong. Go back to the
tavern and head to the path in between the tavern and the stall. Enter the
opening on the fence to the right of the standing guards. This is the
council backyard. Enter the council house and talk to one of the elder
woman. No matter what Arrikk answer, she�ll summon the guards. The guards
will bring him to meet the elder. The elder will spare his life and put him
on the stocks for a night. It�s time to go back home and investigate the
ship. If only he could find a ladder.
Note: In front of the guard of the
council house, Arrikk could use his notebook to record the drawings on the
four stones. He could buy a pork meat and give it to the dog at the council
backyard.
Q: Where could Arrikk get a ladder?
A: Talk with his uncle. Make sure he told
him that it's not his fault the ship landed in Sevana or else you will not
be able to borrow the ladder. Promise him to return it later on. Go back
to the ship. Darn, there are guards standing in front of the ship. He needs
to find a way to reach the ship.
Q: How could Arrikk pass the guards of the ship?
A: There are two main clues to solve this
problem. First, find your way to the council backyard.
Click on the opening to the left of the sharpener. He will hear a
conversation between the guards regarding the daily shift of the guard. The
jester on the last stall at the market holds the second clue. Beat him twice
on his game and he will tell you to get the guard uniform.
Q: How could Arrikk beat the jester on his
games?
A: The first game, pearl in the cup, is
quite tricky. To guess the correct cup, you need to pay attention to his
hand. He�ll make an extra forward move on the correct cup. The second game,
the rope knot, is easy. Choose the left knot to solve it. The third game is
easy also. Choose the elder to solve it. The fourth game requires your
agility and quick reflexes.
Note: If Arrikk could beat the jester
for the fourth time, he will receive a deck of cards. It is not useful for
this episode.
Q: Where could Arrikk find the guard uniform?
A: It is kept in the council house. The
back entrance could be found to the left of the standing guard. It is
boarded. Arrikk needs to find a crowbar.
Q: Where could Arrikk find a crowbar?
A: Enter the tavern and sit down on the
empty table to your left. Order a rice beer. Do not drink it yet. Instead
turn to your right and look closely at the barrels on the corner. He�ll find
a crowbar hidden behind the barrels. Use the crowbar to pry open the boarded
window.
Note: There are several things that
Arrikk could do inside the tavern. He could keep on ordering rice beer until
he got drunk. Get kicked out from the tavern by not buying the second round.
Talk with guards and pick up a fight.
Q: It's too dark here in the basement. Is there
any lamp down here?
A: Arrikk needs to buy candles from one of
the merchant. He could find this merchant stall through the path in between
the tavern and the merchant who sells rope and nails. The candles costs 5
pearls. It is a 10 pack candles and comes with a lighter.
Q: Where could Arrikk find money/pearls to buy
items?
A: There are 3 places he could dive to get
pearls: at the dock near the lighthouse, at the dock to the right of the
council house, and at the dock close to the candle
merchant (you need to aim the mouse to the right of the tree when
entering the path back to the tavern, the other direction will take him to
the tavern). The best place to dive is the dock close to the council house
because he could find 2 or 3 pearls in one dive. Arrikk could also borrow 10
pearls from his grandmother by simply talking again with her. Also, he has
his own 1 pearl kept inside his table drawer at the ground floor of his
house.
Q: The basement is like a maze. Which direction
should he take?
A: Light the candle using the lighter then move forward 3 times,
take the left path and move forward once. He'll arrive in a room with
couples of fish barrels. Look up to the ceiling. There is a locked trap
door. Look closely to the door and notice the key hole. He needs to find the
key to unlock this trap door.
Note: There is a wooden book inside
the first room in the basement. The book is not useful for Arrikk right now.
One short trip inside the basement usually costs about 2 candles. If he runs
out of candles, he could buy another one from the mechants.
Q: Where could Arrikk find the key to unlock the
trap door at the basement?
A: He will not be able to find one BUT he
has to create one. To do this he needs to do the following 3 steps: find the
key sample, find a metal for creating the key, and create a template for the
key.
Q: Where could Arrikk find the key sample?
A: Go to the spot at the
council backyard where he eardrop the conversation between the guards
early on. In front of the sharpener, he'll see a small locked guard shack.
He'll be able to find the sample inside the shack. First, he must find a way
to enter the shack. Notice the leather strap on the bottom of the door.
Q: How could Arrikk enter the shack?
A: He needs to find a tool that sharp
enough to cut the strap. Go to the city dock. Locate
the bushes to the left side prior to the dock. He'll find a rusted metal
scissors under the bushes. Go back to the guard shack and use the scissors
on the sharpener to sharpen it. Use the now sharpened scissors to cut the
strap. Enter the shack. Notice the key impression on the wall. He could use
this impression to form the key. Use his notebook to draw the impression.
Q: Where could Arrikk find a metal to create the
key?
A: Go to the
lighthouse area. In front of the dock, there is a pile of metals (looks
like a clay stove). Pick up one of them.
Q: What does Arrikk need to create a template?
A: He needs to find a way to attach the
drawing on the metal. Open his notebook (use the reading
glass to read). He'll find a recipe to create a glue on one of the page. The
ingredients to make clue are shell, rice, and egg. Make sure you have 2
pearls before heading to the market. Stop by at his house on the way to
the market. Pick up the bowl on the shelf, oyster shell near the
fireplace, and a file on the bench to cut the metal inside his kitchen
on the ground level. |
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Go out and grab the grinder from the small shack close to his hut. Head
to the market to buy rice and egg. Use the shell and the rice on the
grinder. Mix them with the egg in the bowl. Use the glue on the metal plate
and then glue the drawing on it. Use the file to cut the metal. Arrikk will
get his key. Go back to the trap door and unlock it
using the key. Grab the guard uniform.
Shortcut Note: If you don't want to
go back and forth to the ship, make sure you have these items when reaching
this point: rope,
grapnel, bucket,
the amber crystal, and
listen to the clue from the stone monument at the council backyard.
Q: Where could Arrikk change his cloth?
A: Go to his house and go up stair. Turn
around and face the stair. Click on the mirror in front of it and then the
hook beside the mirror.
Q: What should Arrikk tell to the guard?
A: Choose this sentence to avoid being
captured: 'The tainted one has been seen in the vicinity' or 'Master Dienn
instructed me to come here', 'I was stung on the right hand by the bee', and
say ok when the guard tell you that he wants to go to the bathroom. Use the
ladder to climb the ship. Do not forget to return the halberd when he climb
down the ship.
Q: The upper deck is too high to reach by the
ladder. What should he do now?
A: Create a
grappling hook. Buy the rope from the rope merchant beside the tavern.
He needs 2 pearls to do this. Make sure he changes his guard uniform before
doing this, or else he'll be captured. He could find a grapnel behind a big
rock on the way to the dock, to the right of the
council house. Combine the rope and the grapnel to form a grappling
hook. Use this hook to climb to the upper level.
Note: Once Arrikk passed the guard at
the first time, he does not need to change his clothes to reach the ship.
The guards will not be around anymore.
Q: There is a locked door on the lower deck. How
does this lock operate?
A: It is a sound lock that is being
operated by water. The three buttons on the top will fill the tubes one
level, whereas the three buttons on the bottom will drain the water from the
tubes one level. Click on the tube to produce sound that will open the door
if you set them up correctly. He needs to find the key sound to open the
door.
Q: Where could Arrikk find more information on
this sound puzzle?
A: Check out the stone monument at the
council back yard. Notice the six pictures on the monument. Use his notebook
to record the pictures. One of the picture is a picture of a crystal. Maybe
this crystal hold the clue to the puzzle. Remember that the lighthouse start
to operate again at the same time as the big ship landed on your backyard.
Go to the lighthouse. Arrikk needs to find a way to cross the water to the
lighthouse. Notice the paddle boat that connect the main land with the
lighthouse. Open his notebook. One of the page mentions about this floating
device.
Q: How could Arrikk
operate the paddle boat to go to the lighthouse?
A: He needs a crank. He could grab one from
behind the hanging coat at the guard shack. Attach
the crank on the device at the end of the paddle boat. Use it to operate the
boat. Go to the back of the lighthouse. There is an amber crystal stuck on
the rock.
Q: How could Arrikk get
the amber crystal?
What does it do?
A: Buy a nail from the rope merchant. The
nail costs 5 pearls and comes with a hammer. Use the hammer to chip the
amber crystal. Arrikk now has a crystal. Use the crystal on each engraving
on the stone monument at the council backyard. He will hear an interesting
tune when he uses the crystal on the sun image. Memorize that sound. That is
the key to unlock the sound lock on the great ship.
Q: Where could Arrikk find a bucket?
A: He Go back to Arrikk's house. Get the
bucket beside his bed at the upper level of his house. Attach the bucket
to the device on upper deck of the great ship. Use the crank to lower the
bucket to get some water.
Q: What is the solution of the sound puzzle?
A: Use the bucket of water on the funnel to
fill up the lock. Set up the tubes so that the left tube is full, the middle
tube is 1/4 full and the right tube is 1/2 full. Use the buttons on the top
of each tubes to do that. Click the tube from the left to the right to
create the tune. Open the door and enter the room. Arrikk will see another
locked door.
Q: How to unlock this door?
A: Notice the crystal image on the lock.
Use the crystal on the slot to unlock the door. Enter the room.
Q: What could he find inside the ship?
A: One of the drawer below the bookshelf
could be opened. The trick is, he could only open it if he stand in front of
the fireplace and face to the left. Get a strange map inside the drawer. Use
the reading glass to view the map.
Q: Who has the information about the map?
A: Go to his grandmother house. Exhausts
all the conversation options to learn more about the map. She told Arrikk to
start the journey from a rice field.
Q: How could Arrikk reach this rice field?
A: Go to the dock close to the
council house. Talk to the ferryman. Ask him to
ferry Arrikk to the rice fields. Show him the map and choose 'I am on my way
to one of the rice growers with provisions'. The ferryman will not take him
if he does not have a proof of the provisions.
Q: Where could Arrikk find the proof of the
provisions?
A: Go to the market and straight to the
second last merchant. Turn around to see a closed stall. Examine closely to
the bag of rice. Pick up the provisions list. He needs to buy every items in
the list and show them to the ferryman. Make sure Arrikk has enough pearls
to buy chicken, rice beer, fish fillets, and pears. Pick up the rice bread
beside the fireplace at his grandmother house. Once he has everything, go
back to the ferryman and ask him to take Arrikk to the rice fields.
Q: What should Arrikk do now?
A: Go straight to the gate and take the
right path to the hill. The night will fall. Collect some dry twigs from the
ground. Use the lighter to light the twigs. Roll into his blanket and
sleep.....
TO BE CONTINUED .........
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