Zelenhgorm: Episode I – Land of the Blue Moon – Zelenhgorm: Land of the Blue Moon
Zelenhgorm: Land of the Blue Moon
Episode 1: The Great Ship
by
Moloto & Federation X
Walkthrough by
MaGtRo October, 2003
Gameplay:
This point and click game is the first episode of a FMV series.
Installation is done on CD1 and gameplay uses CD 2 and 3. It is not possible to
automatically install the full game onto the harddrive. To bypass the CD
changes: Install the game as normal and then copy the “gfx” directory on
disc #2 and disc #3 to the directory where the game is installed.
The main menu has the new, load,
save, options and intro selections. There are also 4 language choices – English,
Spanish, German and Swedish. Under Options, the subtitle and mouse invert
choices can be found.
In most cases, the active spots
are seen when the cursor becomes prominent while being moved around the
screen. Right click to bring up inventory bar at bottom of screen. Left
click to pick up item and right click to place in inventory. To combine items,
click-drag-drop one item over another item that is in close-up view. Right click
to toggle inventory close. ESC brings up the main menu.
This walkthrough is just one way
to get to the end. A lot of variation in gameplay can be done.
Places to get
pearls:
1. Lighthouse water.
2. Town dock area.
3. Council of Elders building
area.
4. Borrow pearls from
grandmother.
Ways to be taken by Guards,
face the Council, placed in stock or drowned (not necessary in the
game):
1. Get drunk.
2. Talk second time with the
Elder’s wife at her house.
3. Talk second time with the
guard at the Council of Elders building.
4. Get caught inside the
Council building.
5. Give wrong answers and talk
second time to guards guarding the ship.
6. Keeping the halberd at
ship.
7. Going for beer with the
guard.
You are Arrikk Vaheirr of the
Dyers in the city of Seneva from the world of Zelenghorm. You dream that you
have to follow your way – the way of the water. The power of the water has
chosen you though they know not yet themselves. They still sleep. Only the
ancient ones know. Awaken yourself and the power of the water. A ship has run
aground close to your home.
Arrikk’s Home
Bedroom:
Look out the window and see a
ship aground close to the house. Right click to back out of close up.
Pick up bucket at right
of window.
Click the bed and have a dream
about a shooting star passing the big dipper.
Bathroom:
Exit bedroom and turn left.
Look at the pictures of the
exploits of 2 drunken young men.
Take the book of
drawings from the seat. A magnifying lens appears in inventory. Use the
lens to read the book. Study the drawings.
Exit, turn left and look at
mirror and hook at right wall. Exit at bottom left of screen.
Main
floor:
Take bag of pearls that
has 4 pearls from drawer of table.
Take mussel shells on
the floor left of table.
Take large bowl from
shelf.
Take file from work
table. Exit the house.
Outside:
See a contraption that is
similar to the one in the book.
Shed – Take the grinder
close to the pyramid block of wood.
Ship – See that the upper deck
is unreachable. No place to go aboard.
Road
Turn around and take to the road.
Talk to man and woman. The woman blames your left-handedness on bringing the
ship to the area. Right click to stop dialogue and go your way. They give the
sign to ward evil.
At the fork of the road, the path
automatically takes the right direction. Turn left.
House: Talk
to a male relative. Borrow a ladder. Note: You can also borrow a ladder
from your grandmother later in the game. You can pick an eggplant if you want
from the vegetable garden. Exit and turn left.
Lighthouse:
Listen to the people talking
about the lighthouse. The lighthouse just have now had light. Learn about the
prophets of the Gods of Water.
Look close at pile of debris
close to the cliff and take a piece of metal.
Talk to Verrit, your second
cousin that is drawing the lighthouse. He warns you about being blamed. Right
click dialogue and find out that only can hear the noise.
Water by dock – Dive into the
water several times and click on the mussels to open them. Take as many
pearls from the mussels as you can. Listen to the sound of your
heartbeat and immediately go to the surface when it gets loud. You can come
back here and other water places to dive in case pearls are needed to buy
things.
Boat line – The contraption by
the dock is similar to one of the drawing on the book. It seems to need a
something to turn the wheel.
Town
Go back to path and walk forward
to town. Listen to town’s people and how they feel about you. Talk to the
people. They shun you. Continue the path.
Grandmother:
Talk to woman hoeing her garden right of blue fence and again be warned. Talk to
her every so often to get information. Talk to her 5-6xs (leave and come back)
until she says to find out why the ship run aground on your yard. Check the
other houses and then continue through the left path.
Wool errand:
An old lady inside a house wants you to run an errand to get a ball of rushwool.
She gives you 2 pearls – one for you and one for the yarn.
Newsstand:
Turn right and forward to tavern. Turn left, see a man in the stock and forward
to market building. Turn left before entering the market building. Check the
drawing of the local news posted which includes the ship in your garden. Try to
talk to the young man and woman.
Market
building: Listen to the mumblings and hear
gossips about you.
Wool store – Go forward
until the end of the walkway. Go to the second from end stall. Buy a small
ball of rush wool for 1 pearl.
Turn around to the closed
stall and take the provision paper on top of the box by a sack with a
triangle icon. The drawing shows chicken, rice wine, fish, pears and
bread.
Jester – The last stall
is the jester, Ayl – one pearl for a game. Play the games of the jester. Pay
him a pearl and when you win you get the pearl back and words of wisdom.
Hint: Save
game before playing and then replay the saved game.
Ball in cups – The
great raft waits for you and the left hand will steer the raft.
Rope puzzle – Steal a
uniform, be the next one on duty and climb aboard the raft.
Card puzzle –
The world is much greater and much older. The world is Selh’garm .
Lever puzzle – You are
not alone, there are other such as you far away. One such as you can
make the world great again.
Sun, moon and hand
Cards – Win the cards. Trust the cards more than words of the
prophets. The cards are not used in this episode.
Fish store (fish or
mussels) – Buy fillet of fish for one pearl.
Rice store (rice and
rice beer) – Buy a keg of rice beer and rice for one pearl
each.
Fruit store ( pears,
spices, eggs and cherries) – Buy eggs and pears for one pearl
each.
Meat store (pork,
cabbages, chickens) – Buy some chicken for a pearl.
Tavern:
Take a seat on the table left of the stairs. Order a rice beer at a cost of a
pearl. Do not drink yet. Turn right and go to the barrels and take the
crowbar. Once you drink the beer and don’t order another, the man will
have you thrown out. If you drink too much, you will get drunk. Exit.
Take the path right of the rope
store to go back to old lady and give her the rush wool. Turn around and go
forward until the blue fence. Talk to grandmother if you want to. You can borrow
money from her if you don’t feel like diving for pearls. She will lend you 10
pearls in exchange for help during harvest. Go forward on the path right of
the blue fence.
Elder’s home:
Round bottom structure –
See a round bottom structure with alligator heads. There are 6 icons at the
base : cup, arrow, stone, sun, sword and anchor. Click the notebook on
the 6 icons and it will be drawn on the book.
Dog – Go to the trees and see a
dog under the trees. He will bark if you get close. He can be silenced with
pork.
Elder’s wife – There’s a break
in the wall and see 2 women talking. The elder’s wife will see you and tells
you to go away. Leave without talking to her any further or the guards will be
called.
Grindstone – Find a
grindstone in front of a screened shed. Note that the right screen has a
rubber latch at the bottom.
2 Guards – Listen to the 2
guards through the fence. One of the guards will watch the ship tonight and
the guards will meet at the tavern later. Hmmm.
Exit through the break in the
fence left of the shed.
Candle seller: Buy ten
candles and free lighter with 5 pearls. Listen to the people
beside the candle store.
Town
dock: Turn right from gossiping town people and forward
right of the tree.
See a big boulder and take the
rusty clippers from the bushes.
There’s a short dock where you
can dive and check the mussels for pearls. This and the lighthouse area
are the best place to find more than one pearl per dive. Be sure to swim to
the surface when you hear your heartbeat. If you need more pearls, dive for
some more.
Turn back and look close at
cartoons behind the swing doors.
Go back to the rope merchant by
the tavern.
Rope merchant:
Buy rope for 2 pearls and nails with
hammer for 5 pearls.
Purloin a Uniform
Time to follow the
Jester’s words of wisdom…
Council of Elders
building:
Take the path left of the
tavern, cross the bridge and see a guard. Talk to him only once or you will
get into a fight.
Turn around and see 4 rocks on
the ground. Use the notebook to get a drawing of each rock.
Go to the right of the building
and up the stairs to a landing. Look around. Go down.
Boatman – The Boatman
will be able to ferry you across to the rice fields. He would need a map
to do so.
The water here has mussels with
pearls also.
Turn back and click on ladder
at the corner. Take the grappling hook beside the ladder.
Dark
maze: To the left of the guard is an enclosure with a
boarded up window.
Use crowbar on the planks
blocking the window.
Enter and see its dark in
here.
Turn to the right and move
forward to the darker passage.
In inventory, click on the
lighter. Then click-hold candle to the lighter in close up view.
Go forward once and look down
on wood book to the right on the ground.
Go forward 2xs. Turn left and
forward 2xs to barrels of fish.
Look up and see a trap door.
It needs a key.
Go back out = F2xs, R, F 4xs.
It takes 2 candles to go around in the dark
basement.
Key: Go back
to town.
Key Impression – Go back
to the grindstone at Elder’s home garden area and use the clippers on it.
Turn around and use the
clippers on the leather strap at bottom of right panel of the shed.
Take the crank from the
green cloth.
See a key impression on the
wall. Use notebook on key impression to make a drawing of the key.
Make a key:
Look in the book and see 2
pages on how to make a glue to fix broken glass.
Read that you place shells and
rice in grinder. Take ground items and eggs and mix in bowl.
In inventory, Look close at
grinder taken from your shed.
Place rice on grinder to get
ground rice.
Place mussel shells from your
home on grinder to get ground shells.
Look close at bowl taken from
your home.
Add ground rice, ground shells
and eggs to make glue in bowl.
Click metal from lighthouse
area on glue to get metal with glue.
Click key drawing from screened
shed on glued metal.
Use file from your home
worktable on key drawing on metal to get key.
Council Building’s dark
basement again:
Enter the dark basement. Turn
right and go forward.
Light a candle. Forward 3xs,
left and forward 2xs to the fish barrels.
Look up and use the key on
keyhole.
Go up, candle is turned off and
turn right to the rack of uniforms.
Take uniform. Do not
open the door or you will get caught.
Exit down, forward 2xs, right
and forward to outside.
Ship
Lighthouse:
Go to the dock. Use
the crank taken from shed by grindstone on the wheel setup.
Ride the
ferryboat.
Go to the backside
of the lighthouse.
Look at base of
lighthouse and see crystal embedded in the rock.
Use hammer to get a
piece of crystal.
Arrik’s
house: Go back to your home and find your house is covered
with graffiti.
Wear the uniform – Enter
your home.
Go up the stairs to the
mirror.
Click on mirror and then click
on hook beside it.
Arrik changes clothes. This
happens only if you have the uniform.
Guards by the
ship: Go to the guards when you’re wearing the
uniform.
Talk to the guards. Be sure to
give the correct answers and if you do give the wrong answer don’t talk to
them a second time or you’ll get in trouble.
Answer 1 – The tainted one has
been seen in the vicinity.
All is well then. You get the
halberd.
Answer 2 – I was stung on the
right hand by a bee.
The guard leaves due to call of
nature.
Ship:
Use ladder from male relative
or grandmother on ship.
In inventory combine rope and
grapnel hook.
Use grapnel hook with rope
on ship’s ledge.
Look around and see a domed
roof on the bridge.
Go down to lower deck via the
ladder on either side.
Go under a beam and see a door
with a 3 mussel shell-like lock. Not enough data yet to unlock the door.
Go back to the ground.
Talk to the guard again.
Do not go for beer.
Return the halberd. Note: From
here on there will be no more guards at the ship.
Go back to the house and change
clothes. Click on mirror and then hook.
Round bottom
Structure:
Use the ladder on the round
base and see the scenery from atop.
Click the crystal on each icon
and get a cutscene and some prophecy.
Sun icon – The crystal’s
effect on the sun icon produces certain tones – remember it. The words are
directed to you.
Ship: Go
to the ship door puzzle.
Cabin door lock
puzzle:
The puzzle consists of 3
shell-like containers.
Turn to the right 2xs and
look at the crank-hook setup on side of ship.
Place bucket taken from your
bedroom on the hook.
Turn the crank. Take
bucket filled with water.
Go back to door lock
puzzle.
Click water filled bucket on
the cuplike part of the puzzle.
Click on each shell and hear
sounds.
Use the top circle to fill
the chambers with water and the bottom to drain water.
Remember the sound made when
the crystal was place on the sun icon at the round bottom structure. Match
the tones here.
Left shell – full of
water.
Middle shell – a quarter
full of water.
Right shell – half full of
water.
Click on each shell.
Enter.
Inner door
puzzle: There are 2 sealed doors in this chamber. Use
the crystal on the lock left of the door with water flowing. Enter the
library.
Library:
Check the mural on right wall after entering.
Drawers with icons –
With back on the mural, look down on the bottom right drawer that is ajar. The
drawer has the sun icon. Take map. The other drawers have the other
icons similar to that of the round bottom structure at the elder’s
residence.
Books – Check all the books and
note that you can read it in all the languages when stared at long enough.
Bridge – Go upstairs. See a
bird in a cage. Sit on the bench in front of the control panel. See a
projector that is not powered yet (like the other doors) that will change the
projected image on the mural.
Leave the ship.
Grandmother’s Home:
Enter granny’s home and talk to
her. Show her the map. Learn about the world, your great grandfather, the
Temple of the Dragons and the prophets. Nana is happy that you decide to go to
the temple.
Take white flat breads
hanging by the fireplace.
Go up the ladder to the attic
and open the chest.
Click on the picture and the
clothes. Learn about your past. You are a Temmel, kin of the Nekkaris.
Look at the drawings that shows
the clues about the chipping of the crystals and the crystals on the icons of
the structure. A stone is needed to be placed on top of the structure.
Go to the Council of Elders
building.
Boatman by the Council of
Elders area dock:
Talk to the boatman. Ask to go
to the rice fields.
Show map. You are on your way
to one of the rice growers with provisions.
Show the provision paper taken
from the closed shop in front of the wool store.
You should have the bread,
chicken, fish, pears and rice beer.
You pay him one pearl.
Rice Fields and Mountain
Trail:
Take the right path in front of
the rice grower’s gate.
At night with the sound of
wolves and other wild animals around, pick up the pile of twigs. Light
the twigs in inventory with the lighter.
Go to sleep now.
To be
continued……
In Memoriam: to Magnus
Welinder. Concept, Story and Script. Game Design and Gameplay. Video and
Technical Director.
This document
may not be distributed without express written permission of the author and the
content may not be altered in any way.
For Questions
or Comments on this Walkthrough,
Please write to: MaGtRo
Copyright ©
10/2003 MaGtRo
