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Agon: The Mysterious Codex – AGON – Ancient Games of Nations

by Zurreen Zubairie 4 sections about 67 minutes to read

AGON – Ancient Games of
Nations

The Mysterious Codex

 

(A Walkthrough by
Zurreen Zubairie)

Copyright
© 2007.  All rights reserved.

(Please,
note that this walkthrough is copyrighted.  Hence, any attempt to
reproduce anything from this walkthrough will be severely
punished to the maximum extent of the law.)

The Walkthrough

            This is a
point-and-click game.  Please, note the following explanations for the
shorthand references I have made throughout this walkthrough.

Close
up on…
  Click on the
magnifying-glass icon appearing on an object or location, to get a close up of
that object or location.

Flip
through the pages…
  The
pointing finger is one of the ways to interact with the objects in this game. 
The other is the gear icon.  In the case of pages of a book or document,
however, you “flip through the pages” of a book by clicking on
the big black arrows (pointing left or right, depending on whether you would
like to read ahead or go back to an earlier page), but you must click on the
pointing finger to “flip through the pages” of a letter.  In
short, just click on whatever icon might have been provided to “flip
through the pages” in question.

Look/Turn
up, down, left, right, etc….
 As you will
soon see, there are no directional arrows in this game.  The only way to
explore your environment is to click and hold the left-mouse
button as you move your mouse (or mouse-ball) to examine your surroundings. 
Indeed, in the very first scene, the objects you need to examine are literally
under your nose.  But the only way to access them is by the use of this click-and-hold
the mouse button technique.

Please, also note that “The Mysterious Codex” is only
the first “installment” in the AGON series.  In other words, do not
be disappointed to find that the end of this particular game is not the end of
the story itself.  In fact, this installment contains only the first three of a
total of fourteen game episodes.  One might wonder, of course, what if
the game doesn’t do well and the remaining episodes never materialize.  But the
story line is quite intriguing, and the two board games are very challenging as
well as a lot of fun.  Hence, even if the developers renege on their promise to
deliver more, this particular installment itself is worth playing.

Finally, please, feel free to address any comments or
questions about this walkthrough to .

 

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * *

Episode
1: London

            At the end
of the opening cut scene, you find yourself in the office of Professor Samuel
Hunt (our hero), at the British Museum in London.  Look down to see some papers
at the very corner of the table in front of you.  Close up on those papers. 
The professor mumbles, “Ah, this must have been Smythe!”  So
read the letter by that man first (the two white pages starting with “Dear
Friend”).  We learn that Smythe is the museum director’s secretary and a
friend of the professor.  Make a note of his phone number (on the second page
of the letter): 55-623.

Step out of the close up on Smythe’s letter, and click on
the newspaper next.  Read the article appearing on the lower-left corner, under
the picture (“Is the British Museum keeping some secrets?”).  [Note
for the “discerning” gamers:  We were given the date of October 13,
1903 at the end of the opening cut scene.  The P.S. in Smythe’s letter stated
that he had brought “today’s newspapers.”  Yet, the date of this
newspaper is “for the week ending Saturday, October 21. 1903” 
Obviously, it is not likely that a newspaper would have been delivered eight
days in advance.  So the date at the beginning must be a typo.  Ignore this
discrepancy, however, because neither of these dates is really relevant to the
story anyway.  The year is all that matters, as we shall shortly see.]

Listen to another comment by the professor, as you put away
the paper.  Then, click on the thick white envelope.  Read the anonymous
letter, signed W.K., and then click on the yellow page to the left that is
still inside the white envelope.  This is the first of the three pages of the
Mysterious Codex you will collect in this installment of the game.  Step out of
the close up, and the page will be deposited in the professor’s files.

Note: You
can always look at the documents collected during a particular episode by
clicking on “F” on the dial you see at the upper right-hand corner of
the screen.  You will then be shown a page (or table of contents) listing the
collected documents.  Just click on the document that you would like to see
again.  Note also, however, that once you go on to the next episode, the
documents collected in the previous episode will no longer be available for
viewing.  But don’t worry: you won’t need to refer to a document from an
earlier episode after you have successfully completed that episode.

            Step out of
the close up on the table corner and the professor will indicate that he must
let Smythe know about this, i.e., the mysterious letter and its attachment.  So
turn around, step towards the door and click on the gear icon to open the door
and step out into the corridor.  The professor indicates that the only phone
available at this time of the night is in the Director’s Office.  So turn left
and go to that office at the end of the corridor.  As you click on the door,
however, you find that it is locked.  So turn around again, and go all the way
down to the opposite end of the corridor.  Step to your left, and turn around
left to find a door with the sign “Back Staircase” on the wall to the
left of that door.  Approach this door, close up on the keyhole and note the
key in there.  [You will realize the relevance of this fact later.]  Step out
of the close up, and click on the door, to come out at the head of the
staircase.  Go down four flights of stairs, reaching the ground level.  Step
through the door and look around to your right to find the guard, Swanson, sitting
behind a desk.

            Step up to
him and then turn around left, to face the man across the desk.  Now click on
the speech icon, appearing on Swanson, to talk to him.  At the end of the
conversation, he allows you to look at the inventory ledger.  You will be shown
a brief glimpse of this notebook during the conversation itself.  As the
dialogue ends, look down at the edge of the table closest to you, and click on
the brown battered notebook.  Flip through the pages, but realize that you
don’t have enough information yet, about what you are looking for, to be able
to see in which of the four warehouses you will find it.  Note, however, the
comment on the left page at the very end of the notebook: Dr. Moresby’s new
safety key is the one with the green ribbon!
  [This information will come
in handy later.]

            Talk to
Swanson again.  At the end of this conversation, he gives you the key to the
Director Moresby’s office, so that the professor can supposedly call his wife
to let her know that he will be working late again tonight.  Go back upstairs,
bring out the key from your inventory, and click on the door to unlock it and enter
the Director’s office.

It is dark inside.  So turn around and click on the gear
icon to the right of the door, to switch on the lights.  The camera will automatically
pan from the light switch back to the view in front of you, to show you the
essentials of the room.  As the camera stops panning, the professor will make a
comment about Smythe’s “invaluable treasures.”  So this is actually
Smythe’s office.  If you look down to your right, you will find three flyers on
the little round table.  Feel free to leaf through those flyers.  Further down the
same wall, you will find a filing cabinet.  Step forward and turn right to look
at it.  Only one of the drawers is unlocked: the second one from the top, on
the right side.  Open it to find only one file that you can pick up.  Feel free
to examine it, to find a letter as well as two pages giving a brief history of
the British Museum.  Nothing you need in your quest.  Step out of the close ups
and look to your left now.  There is a little cabinet, under the window, with a
tea-set sitting on top.  Step towards the window and close up on the cabinet below
to open it.  “Let us see one of Smythe’s treasures.”  Pick up
the big dark square bottle of whiskey from the right on the upper shelf.

            Step out of
the close up and turn around.  We will ignore Smythe’s desk, on your right, for
now.  Go past it to the double doors instead, and enter the Director’s office
itself.  This room is dark as well.  Turn around and click on the light switch
to the left of the double doors.  Again, the camera will give you a
panoramic view of the room.  There are four sets of bookcases to your left, a
fireplace in the wall in front of you, and a large desk to the right of the
fireplace.  Feel free to go along the bookcases and examine the few books you
will be allowed to pick up from two of these bookcases.  Next, go over to the
fireplace, and pick up a box of matches you will find to the left of the
candle-holder on the mantel.  Turn right now and go around behind the
large desk.  Close up on the top of the desk.  Click on Moresby’s business card
lying on the left side of the desk.  You don’t need his number though, so put
it back.  Pick up the blue rubber stamp, from the top center of the desk, behind
and to the left of a glass bottle.   Finally, click on the old-fashioned phone
to your right.  A key pad will appear to your right, as the operator will ask
you for a phone number.  Use the key pad to click in Smythe’s number:  55-623.  [You do not have to press
“Enter.”]  Sit back then and listen to the conversation between the
two men.

            As the
conversation ends, step out of the close up on the desk and look left and down
at the wastebasket sitting on the floor next to the desk.  Close up on this
wastebasket and pick up the crumpled piece of paper lying inside.  Based on
what you have learned from Smythe, you know exactly what you are looking for
now: “Black granite
sculpture (sitting figure).

 You will find this item listed on the third line from the bottom of the page. 
Make a note of the number appearing to the right of this entry: 1020624.  [You will need this number
later.]   Note also the date on the left for this item: 1 October.

            Go back out
to the corridor, “but the door is left open ‘accidentally‘…” 
Go downstairs and talk to Swanson again.  A cut scene follows in which the
professor gives Swanson the bottle of whiskey.  The guard starts to drink and nod
off already.  But you need to wait for him to be completely out before you can do
anything sneaky.  So you must bide your time until then.  Look at the inventory
book again.  As you open it, you see that the first page on the left is for the
year 1901 and that on the right is for the year 1902.  Turn the page and note
that the left page is for the year 1903, the year of this story.  As you look
down the list of items on this page, you find only one entry for
“sculptures, utensils.”  The date for the entry is right as well: 1 October,
same as the one noted in the crumpled page in Moresby’s wastebasket.  So now we
learn that we should find the statue in Store D.

            Go back
upstairs to Smythe’s office, and step behind his desk.  Close up on the top of
the desk and pick up an “ORDER” form from the top tray on your left. 
Yes, I was looking for something like this …”  The form
will appear on your left, as a key pad appears on your right.  Note the dark
vertical line after the words “inventory number” on the form.  This
is our cursor, indicating where the letters we type will go in.  Use the key
pad to click in the number we had noted from the crumpled page in Moresby’s
wastebasket: 1020624.  The
cursor automatically moves over to the next place of entry, after
“Store.”  Click D,
the storage room that should have our sculpture, according to the inventory
notebook.  Be sure to now press “ENTER
on the key pad, to register your input with the computer.  The accuracy of your
data is confirmed when the professor comments, “I just need to certify it
now!
”  Open your inventory, click on the rubber stamp, and then click just
above the words
locus sigilli.”  The professor exclaims, “That’s
it!
,” indicating we are done.

            Go back
downstairs, to find Swanson keeled over his desk.  Step towards the key
cabinet
on the wall to the guard’s left, and a cut scene will kick in. 
After the cut scene, turn around left and click on the cabinet to open it.  You
will find that there are eight key slots but only six keys lying at the bottom
of the cabinet.  Recall that we had found the key to the Back Staircase door already
in its keyhole upstairs.  The label for the key slot second from the left, down
in the second row of the cabinet, has been scratched off.  Hence, we need to
concentrate only on the six remaining key slots.  Here is where each key goes:

Main Building:  Put the key with the tag marked MB under this label.

Dr. Moresby:  As noted previously, the key with the green
ribbon goes here.

Store A:  Put the clean, silver-colored key under this
label.

Store B:  The key with the two smaller keys attached to
it goes here.

Store C:  The key with a smaller key attached to it
goes here.

Store D:  Put the rusty key under this label.

            As you
place the last key, the professor’s comment will confirm that you have made the
right selection and the rusty key, for Store D, will be deposited in your
inventory.

            You need to
go down the corridor facing Swanson’s desk.  In order to do this, you will have
to step towards the back staircase door and then to the left, to come back
around in front of the desk.  Turn right now, and take two steps forward
down the corridor.  Turn around to your left and pick up the lantern, sitting on
top of a pile of crates, almost behind you.  Turn around right, back in the
direction you had been taking, and take another step down the corridor.  Turn
right then and close up on the crooked sign, to the right of the door in front
of you.  It says: Storage Room D.  Step out of the close up, click on the rusty
key in your inventory, and then on the double doors to enter the storage room.

            It is pitch
dark inside, and the professor says so.  Open your inventory and click, first
on the matchbox and then on the lantern, to light the lantern.  [Note: The
lantern itself stays in the inventory, but you have light now.]  We need to go
all the way down to the wall on our left, but this is somewhat tricky. 
The best way to do this is to pan a little bit to your right and click on the
arrow pointing to the left side of the room.  This takes you to the entrance to
the next-to-the-last aisle on the left side of the room.  But we want to go to
the very last aisle, not this one, so don’t go in any further.  Rather, turn
around left and click on the arrow that points further to what is now to your
right.  Click on the wall you now see in front of you, to finally reach the
side of the room you had wanted to reach all along.  Turn right and take two
steps down this aisle, to reach the end of the aisle.  Turn right again and
you will see moonlight coming from a couple of windows up in the wall to your
left.  Take one step forward, and then click on the forward arrow to take
another one when a cut scene will bring you to a granite figure, in a sitting
position, on the floor.  The figure has its arms wrapped around a square
diagram.  Close up on that diagram.  Pick up the gray stone lying in the
lower-left portion of the diagram.  “I must solve the message of the
stone!

            Click on
the X /”Exit” at the lower-left corner of the screen to step out of
this particular close up.  Step out of the other close up in the usual way (by
clicking on the down arrow at the bottom of the screen).  Go out of the storage
room and back up to the professor’s office.  [In case you might have forgotten
how to get there:  As you step through the back staircase door upstairs, turn
right and step forward.  Turn right again, and take another step forward.  The
professor’s office will be immediately to your left.]

            There is a
large bookcase with three subdivisions on the right side of the room.  As you
approach this bookcase, feel free to examine the few books you will be allowed
to look up in the middle and rightmost sections of the bookcase.  The book we
are looking for, however, is the dark green one, situated to the right of (and leaning
away from) the cardboard box, in the third from the top shelf of the rightmost
section of the bookcase.  It is called “Classes LINGUARUM.” Flip
through the pages of this book until you find the “Hungarian Runes.”

 

            Based on
the information in this page, the first line on the stone reads:

E 3+5+20 [or E28]; N 3+5+60 [or N68]

Similarly, the second
line should read as OINIAV.  However, the rules on the second page (not
shown here) tell us that the runes were usually written “alternating
direction left to right then right to left.”  Hence, since we had read the
first line left to right, we must now read the second line right to left.  Thus,
the second line actually reads as VAINIO.

            Open your
inventory and click on the stone.  A white piece of paper appears to your left
with two sets of three boxes each on the first line and a set of six boxes on
the second line.  Note the cursor in the first box on the top line.  Use the
keypad appearing on your right to click in E28
The cursor goes to the second set of three boxes, still on the first line. 
Click in N68.  As the
cursor moves down to the six boxes on the second line, click in VAINIO.  Press “ENTER.” The professor confirms
that we have the right solution.  He also suggests looking up the map.

            Turn to
your left now and approach the map on the wall.  Close up on it and your cursor
itself becomes a large magnifying glass.  Move this glass around and note that
the higher up you move over the map, the directions (showing vertically on your
left) change from South to North, while moving further to the right changes the
directions (showing horizontally above the map) from West to East.  Thus, move
the glass around until you see N 60-70 vertically to the
left of the map, and E 20-30 horizontally above the map. 
Once you have these co-ordinates, click and you will zoom in further on the
map.  Move the glass around again until you get N 65-70 on your
left and E 25-30 at the top of the screen.  Click to zoom in even
further.  Finally, you are at a stage where you can zoom in on the
actual co-ordinates from the stone.  So move the glass now until you get N68 on your left and E28 above the map.  Click on these
co-ordinates and listen to the professor.  Then go back to Moresby’s office and
call Smythe [55-623].  [Note
It might be a good idea to save your game just before you make the call,
because this is the last point when you can click on F in the dial in the upper
right-hand corner of the screen and still look up the documents collected in
this episode.]  Listen to the conversation between the two men, and we are off
to Lapland!

* * * * * * * * * * * *

            As the first
episode concludes, we are shown a map and a path is drawn across it marking the
professor’s travel.  Note the documents that accumulate around this map as the
path is marked.  You will regain control of the game only after the path is
completely drawn.  Read the documents.  You will find three letters (from
Smythe to the professor) on the left side of the map, a postcard (from the
professor to Smythe) at the top right of the map, and two letters (from the
professor to his wife) on the right side of the map.  Finally, there is a book (the
professor’s biography, written by his wife) at the lower right-hand side of the
map.  But don’t worry: there are only two pages to read here.  [Again, note:
this would be a good place to save your game as well, because none of
these writings are deposited in the professor’s file when the following episode
begins.  Thus, if you save your game now, you can easily come back to this save
and reread anything here that you might wish to read again.]

* * * * * * * * * * * *

Episode
2: Lapland

            The train
drops the professor at the station and moves off.  Step forward, turn left and
click on the door to knock.  Click again to enter.  “Uhh!  What a
stuffy smell of alcohol!
”  Turn left and step forward.  Close up on
the map on the wall to your left, and note the three villages indicated there. 
Turn to your right then, to find the station master in bed, apparently out in a
drunken stupor.  Step up to him, listen to the professor’s comment, and then
click on the man to try to wake him up.  “Hopeless…

If you stay in the station long enough, you will hear the
professor start to complain about the cold in the room.  He will also worry
about the station master freezing to death before he wakes up.  So let’s take
care of that before doing anything else. Turn slightly to your left and go to
the bookshelf on the wall to the left of the large mirror.  Feel free to click
and leaf through the two books on the left, but it is the fourth one
from the right that is important.  Close up on that book, click on it to
straighten it and reveal a box of matches behind.  Pick up the match box, and
step out of the close up.

Go over to the boiler that you will find against the wall
opposite the map.  Look down at the lower part of the boiler.  Pick up the
“stump” (firewood) from the floor immediately to the left of the
boiler.  Now close up on the boiler door below.  Click on that door to open
it.  Now open your inventory, click on the newspaper and then click in the
boiler opening, to put the newspaper inside.  Similarly, put the stump in there
as well.  Finally, click on the matchbox in your inventory and then click
inside the boiler opening, to start the fire.  Look up and click on the lever
on the vertical pipe at the top of the boiler, but the pressure fails to rise. 
There seems to be no need to raise that pressure just yet, so go back to the
station master.

 

Look up at the single bookshelf above the bed.  Feel free
to leaf through the book on the right, but it is the second one from the
left that we will need shortly: “Learning the Morse Code.”  Flip
through the pages to the chapter entitled “The International Morse
Code.”

            Turn left
and step over to the window in front of you.  Look down at the cabinet (or
“cupboard”) under the window.  Feel free to leaf through the book on
the top edge of the cabinet closest to you.  Close up then on the cabinet doors
below.  Click on the right doorknob, to find the cabinet locked.  Step out of
the close up and turn slightly left to face the wall with the other window. 
Move towards that window, turn right and close up on the two drawings above the
desk.  Step out of this close up then and into the one on the wall drawing above
and to the left of the desk.  “Kaira…?”  Find this word scribbled
in the lower right corner of the drawing.  Make a note of the letters that
appear under it: c-f-c-f-c-d-c.

            Step out of
this close up and into the one on the desk itself.  There are only two objects
on which you can click.  Click first on the yellowish envelope in the left
corner of the desk.  Next, click on and read (the two pages of) the letter in the
center of the desk.  “Everyone’s fate is a whole novel…!” 
Step out of this close up, turn left and look down at what looks like a night
stand, under the window.  Note the device with a strip of paper coming out of a
roll, sitting on this night stand.  Close up on this device, to find that it is
a telegraph and that the last message has not yet been decoded.  Click on the
strip and use your recently acquired knowledge of the Morse Code to decode the
message.

As usual, a blank piece of white paper will appear to your
left and a key pad will appear to your right.  As you click in the letters on
the white page using the key pad, note: click on the “NEXT”
button at the lower left corner of the key pad to leave a blank space between
words; use the red button (with the arrow) in the lower middle, to delete the
previous letter(s), if you make a mistake; finally, do not worry about
punctuation, nor should you try to leave more than one blank space between
words.  Thus, click in the following message:

TO
76 PROFESSOR SAMUEL HUNT FROM ENGLAND IS EXPECTED TO ARRIVE ON WEDNESDAY PLEASE
PREPARE A SLEIGH FOR HIM PEKKA

 

Check to make sure that you have made no
typographical errors.  Otherwise, you would not be allowed to proceed in the
game.  After checking, press “ENTER,
and hear the professor read the message, thus confirming the accuracy of your
input.  Hence, we learn that Smythe had done his best but in vain, because there
is still no sleigh around to deliver the professor to his next destination.  So
now you need to take care of this problem yourself.

Step out of the close up.  Go out of the station, turn left
and take a step forward.  Note the water tank that the professor points out to
you.  Turn left then, and take two steps forward.  Turn left again, step forward,
and then turn around left to find the door to the shed in front of you.  Click
on the door to find it locked.  Close up on the hole in the wall to the left of
the door.  You can’t see any lock, but it must have something to do with
opening the door.  You must now figure out the mechanism that makes it work.

            Go back inside
the station and approach the railway man again.  Note that he has turned over
to his right side.  Close up on the red belt around his waist.  Pick up the
small key sticking out of his back pocket.  Step out of the close up and
approach the cabinet under the window to your left.  Close up on the cabinet
doors once again, and use the key on the right doorknob to open the cabinet. 
Pick up the green medicine bottle sitting on two pieces of paper, in the upper
shelf.  Now click on those documents, to find a two-page letter from the
railway man’s son and a yellow-colored piece of paper with a drawing on it.  Look
closely at this drawing.  Note the two levers in the middle of the page, each
of them with a gear to its right.  The lever on the left has nine grooves in
it, and the gear next to it also has nine protruding points.  Note also that
the gear clicks into the lever at the second notch from the top. 
Similarly, the lever on the right has thirteen notches on it, and the gear next
to it also has thirteen protruding points.  This gear clicks into the lever at
the fifth notch.  We now have all the information we need about the shed
door’s lock system – thanks to Paavo, the railway man’s son.

            Step out of
the close up and go to the door.  Instead of stepping out, however, turn around
to see three plates on the wall in front of you.  Step forward, look down, and
see the stool on the floor.  Click on the arrow pointing LEFT, to move the
stool under the leftmost plate on the wall.  You can close up on this plate
now, so do that.  Turn the plate all the way to the left and then all the way
to the right.  You will find that it makes eight turns.  Thus, it controls the
smaller gear we saw in Paavo’s drawing.  Turn the plate to the extreme left. 
Since this starting position is in fact the first notch on the diagram, turn the
plate to the right once.

Step out of the station.  Turn left, and step forward. 
Turn left again, step forward, and then close up on the rusty-looking
small plate on the wall to your left.  As you count, you find that the valve in
this plate makes twelve turns.  Hence, it must be what controls the other gear depicted
in Paavo’s drawing.  As you had done with the plate in the station, turn the
valve all the way to the left and know that this is the first notch from the drawing. 
So turn the valve to the right four
times
.  Step out of the close up.  Go right and around the
corner of the building, to return to the shed door.   Close up on the hole to
the left of the door and note the triangular opening within that hole now.  You
must now find the key that fits this opening.

            Step out of
the close up, go right and around to the end of that wall.  Look up to see the
bell above you.  Pick up the clapper.  This is the key we wanted!  So return to
the shed door again, close up on the hole, and use this key on the triangular
opening.  You are automatically brought out of the close up.  Click on the
door.  “Open Sesame!”  You find yourself inside the shed at
last.  Turn left, step forward, and close up on the steam organ below.  As you
touch a key, you find that you need steam pressure to make it work.

The time has come to raise the pressure in the station’s boiler
now.  So step out of the shed, turn right, and take two steps forward to reach
the water tank.  Take a step UP on the ladder, turn around, and take another
step UP to reach the top.  Step forward now, look down, and click on the lever on
the floor, to see it turn and point towards the station/shed building.  Go to
the station now, close up on the boiler, and click on the vertical lever.  See
the pressure rise!  Go back to the shed and try to play the organ again, but it
still doesn’t work.

 

Step out of the close up, look down to your right, and pick
up the “lint” (looks like a roll of gauze) from the floor.  Turn
right now and step forward to the wall opposite the door.  Click on the valve
in the pipe in front of you.  The professor exclaims in joy but this sense of
triumph is cut short by the observation that “The steam is escaping,
the pressure is falling!
”  No problem.  Look to your left, to see the
white steam coming out of the pipe.  Open your inventory, click on the lint and
then on the spot in the pipe the steam is coming from, thus sealing the leak. 
Go back to the organ, close up on it, and click: C F C F C D C (the code you had noted from the Kaira
drawing in the station).  Let’s see if it worked…

            Step out of
the shed and to your right, and you will see “Kaira.”  This is your
ticket out of this place, but you must now give her the directions for the
village you need to visit.  Go back to the organ inside the shed.  Recall the
three villages you had seen on the map in the station.  If you play CDC, then go
out and approach Kaira, you will find her facing in the direction of the
village to the west.  But that is not the village we want.  Again, if you play
DFD, she will turn to face in the direction of the village to the east.  But
that is not the village we want either.  So just play CFC, come out and find Kaira facing
north.  That’s the direction to the village we want!  So approach Kaira, click
on her cart, and off we go to Borgesiida!

* * * * * * * *

            As you
arrive in Borgesiida, you find a number of houses scattered around.  If you go
knocking at the doors, however, you will find that some people will open the
door and quickly shut it again, while others will never answer.  “This
mistrust is truly scary!
”  Here is how to quickly get through this
segment of the game.

            As the cut
scene ends, turn left and step forward.  Turn left and knock on the
door.  Nothing happens.  Turn right, step forward, and turn left to knock at
another door.  No answer.  Turn right, step forward, and turn left until
you find yourself facing the side of a house.  Note the scraping on the left
side of the wall.  Close up on this and make a note of the numbers: 264351.   Under the numbers, there is
that strange monogram again!,” i.e., W.K.

            Step out of
the close up, turn right and step forward.  Turn right again, and step
forward.  Turn right now and take two steps forward.  Look to your left
to see a fence.  But if you click on the gear icon at the gate, nothing will
happen (just yet).  So just turn right, step forward, right again, another step
forward, and then turn left to see a door with what looks like an oval-shaped
black metal knocker on it.  Pick up the icicle hanging down and over the left
wooden post in front of the door.  Now click on the door to enter what turns
out to be a bar.

            Step to the
counter on your left and try to talk to the barman.  You get a choice of making
one of three statements in the dialogue box.  Try each of them, one by one, only
to get a grunt but no answer from the barman every time.  Turn right now, step
over to the girl in front of you, and try the three lines with her.  She will
look up but not even grunt in response.  Turn to your right again, step
forward, and pick up the bluish tin cup from what appears to be a mantel but
has no fireplace underneath.  Turn slightly to the left now and approach the
boiler in that corner of the room.  Open your inventory and place the icicle in
the cup.  Now put the cup on the boiler.  The icicle will melt and the cup will
automatically return to your inventory.  Put the medicine (from the train
station) into the cup, to get “dissolved medicine.”

            Turn right
now, step forward, and turn right again, to see the sick dog on the floor to
the left of the door.  Approach the dog and put the dissolved medicine in his
food dish.  A cut scene will begin, and end with the girl stepping out the door
and signaling the professor to follow.  So step outside, turn right and
approach the girl standing by the fence.  Click on her to talk to her, and
another cut scene will follow.  Click on the fence gate now to open it.  Step
inside and towards the reindeer.  Pick up the oil can lying on the snow to the
right of the sleigh.  Then, click on the sleigh, and we are off to see Vainio!

* * * * * * * *

            The ride is
cut short, however, as a wooden bridge collapses before us.  The professor
steps out of the sleigh and must go on foot from here.  Step forward to cross
the bridge and hear it collapse completely behind us.  There is only one
direction we can take right now, so turn left and step forward.  As you move
the cursor over a structure up on the hill slightly to your right, the
professor will remark, “Lo, a polar lights observation post!” 
Before we get to that, however, let’s turn around left and take that one step
back to the collapsed bridge.  As you move your cursor, you will see that you
can now go in two different directions.  The left one will take you back
to that observation post.  Take a step to the right instead.  Turn left and
take two steps.  Turn left again, take one more step, and then look to your
left to find a giant bolder on the ground with two much smaller stones in front
of it, at its base.  Pick up the wheel lying between these two smaller stones.

            Turn right,
step forward.  Turn left then, and take another step forward.  That observation
post is in front of you again but the only way to reach it is to turn left,
take a step, turn right, and take two steps forward.  As you thus approach the
device, close up on it.  Feel free to close up at the top to get a starry
view.  Step out of that close up then, and look at the panel below with six zeros
showing.  Click in the numbers 264351
(that we had noted from the side of the house back in that village).  Now open
your inventory, bring out the wheel, and click on the left side of the device
to attach the wheel to that side.  Bring out the oil can then, and click on the
wheel, to oil it.  Now click on the wheel again.  The numbers panel will open
like a drawer, revealing a scroll inside.  Pick up the scroll, to find that it
is another page from the mysterious codex.

            Step out of
the close ups.  Turn around and step forward (it will seem like you have
taken two) to come down the hill.  Turn left, and take a step forward.  Turn
slightly to the right, and take another step forward.  You will see a kind of
gulley ahead of you.  Take two steps forward through it, to arrive at a pier. 
Close up on the boat sitting on the pier.  There is nothing there.  [Note
there would have been an oil can in the boat, if you hadn’t already picked one
up before getting on the sleigh at the village.  Thus, this would have been
your “second chance” to get one, to use it on the observation post.]

            Step out of
the close up, turn right, and take two steps forward.  Turn slightly to the
right, and take another step forward.  Turn a little to the left, and see a
large gulley.  Take a step through it.  “Isn’t that a hut there in the
distance?
”  Yes, it is, and you can even see the smoke coming out of
the chimney at the top.  Take two steps forward to approach it and then click
on the door to enter.  A cut scene follows.  Step towards the young man and
give him the letter from his sweetheart back in the village.  Another cut scene
follows and you are then presented with the rules for the board game, Tablut. 
Be sure to flip through the pages to read all four pages.  Click on
X/”Exit” and we are ready to play our first AGON board game!