| 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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