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AGON - The Mysterious Codex Walkthrough, Hints and Tips for PC Games.

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 AGON - The Mysterious Codex

 
   
 
 
AGON - The Mysterious Codex

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 ZSZUBAIRIE@AOL.com.
 
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 
 
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!
 
TABLUT
 
Following is my solution to the game in the NORMAL mode. [Please, 
remember: you can go to the main menu, click on Game Options, and then 
change the difficulty level to EASY to no doubt come up with a 
shorter/easier solution.] Please, note the following in "deciphering" my 
solution: I have labeled the rows A-H, and the columns 1-9. Thus, the 
first cell in the upper left corner is read A1 and the last one at the 
lower right as I9. The red squares in my diagram correspond to the red 
squares in the game, to hopefully make it easier to compare the two 
boards. The green squares in my diagram represent the cells occupied by 
your pieces at the start of the game. Finally, the red square in the 
center is occupied by your KING, of course. Please, note also that you 
need to make ONLY the moves indicated in BLUE at the left in the following 
directions. Moreover, here is an example of how to follow those 
directions: The first move (E7 » D7) means that you must move your piece 
from cell E7 to cell D7. As for the parenthetical statements after each 
move, they are for reference purposes only, to confirm you have made all 
the "right moves" so far. Feel free to ignore these notes completely, of 
course. If you decide to use them, however, please note that these 
parenthetical notes indicate: the result(s) of your move, if any; the 
computer's response; and the result(s) of the computer's response, if any. 
With all this in mind now, let's play TABLUT!

 
E7 » D7 … [E8 moves to D8]
E6 » D6 … [I6 moves to E6]
C5 » C6 … [D1 moves to D3]
F5 » F6 … [E6 killed; F1 moves to F5, killing your G5]
E4 » F4 … [F5 killed; H5 moves to F5]
C6 » C3 … [D3 killed; A4 moves to E4, killing your E3]
D5 » D4 … [E4 killed; E2 moves to E4]
F4 » G4 … [E9 moves to E6]
G4 » F4 … [E4 & F5 killed; E1 moves to E4]
F4 » G4 … [I5 moves to F5]
G4 » F4 … [E4 & F5 killed; B5 moves to D5]
D6 » C6 … [I4 moves to I2]
C6 » D6 … [D5 & E6 killed; A5 moves to D5]
D6 » C6 … [A6 moves to A2]
D7 » D6 … [D5 killed; D8 moves to D7]
C6 » C8 … [D9 moves to D8]
F6 » E6 … [F9 moves to F5]
E6 » E8 … [D8 killed; I2 moves to E2]
E8 » D8 ... [D7 killed; E2 moves to E4]
D6 » F6 … [F5 killed; A2 moves to A4]
D4 » C4 … [A4 moves to B4]
C4 » D4 … [E4 killed; B4 moves to B8]
C3 » A3 … [B8 moves to B2]
D4 » D2 … [B2 moves to C2]
F4 » B4 … [C2 moves to B2]
C8 » C2 … [B2 moves to B3]
C2 » C3 … [B3, the last enemy piece, killed].
 
 
As the second episode concludes, we are once again presented with a map 
and the professor's travel to his next destination, Madagascar, is marked 
across it. As the marking is completed, read the correspondence between 
Smythe and the professor. There are two letters from Smythe to the 
professor at the left side of the map; another letter from Smythe to the 
professor at the top of the map; and then, a letter from the professor to 
Smythe at the right side of the map. Finally, read the eight pages of the 
professor's biography, written by his wife, at the lower right portion of 
your screen.
 
[Note: Again, this might be a good spot to save your game, just in case 
you might want to come back and reread any of these documents or the 
biography.]
 
Episode 3: Madagascar
 
We find the professor at the beach. As the cut scene ends, you should be 
looking out to sea. Turn a little to your right and take two steps forward 
(moving away to the left from the boat) to arrive at an apparent dead end 
by the rocks. Turn right, and go back along the beach to return to the 
boat. Keep going forward (to the right of the boat this time), and go to 
the other end of the beach. Pan the camera to your left and note the 
fishing net. Now turn a little to the left, step forward. Turn right, take 
another step, and hear the professor's comment about the wall around the 
village. Turn right and step forward to approach the guard at the village 
entrance. The dialogue box will indicate many possible topics as the 
conversation develops. Exhaust all of these topics. Don't worry even when 
the guard threatens you with his spear. Just keep on clicking on the 
speech icon on the guard, covering the topics, until that icon no longer 
appears on the guard. Thus, you find out about the villagers' distrust of 
pirates, a little bit about the forest, and about the fact that there is 
apparently one last and old pirate still to be found in the clearing 
beyond that forest.
 
Follow the guard's suggestion to use berries to lure a lemur into leading 
the way through the forest. So pick up a handful of red berries from the 
pan sticking out of the wall slightly to your left. Turn slightly further 
to your left and note the narrow path leading into the forest. Take two 
steps down this path, and the camera will automatically pan down to your 
right to show you a lemur sitting on the ground. Close up on the stone in 
front of him. Place the red berries on the stone, and a short cut scene 
will show the lemur taking them. You will be automatically brought out of 
the close up. Step forward into the forest. You hear nothing, and you will 
find arrows pointing in four different directions. Step forward again. 
"Where are you my little helper…?" Almost as if on cue, you will hear the 
lemur's cry. You must now follow those cries to help you reach that 
clearing the guard had mentioned.
 
Note: Every time you take a step, there will be arrows pointing in four 
directions. The trick is to pan the camera around to a point where the 
lemur's cry sounds the loudest. Click on the arrow in that spot to move 
forward. Wait to hear the sound of the lemur again, determine where that 
sound is the loudest, and then click on the arrow appearing in that spot. 
Some people might do the whole thing in eight clicks; others will take 
ten. But don't despair even if it takes you longer to get through. Just 
keep following the lemur's cries in this way. [I also got the feeling that 
it is best to click in the middle of the lemur's cry itself. So maybe this 
part of the game has as much to do with coordinating with the sound as 
well as the spot where that sound is heard the loudest.] When you take the 
last step, a cut scene will show the professor stepping out of the forest. 
The camera will pan down to the right automatically, to show the lemur 
sitting in front of yet another stone. We will need him again on our way 
back. But for now…
 
Step forward, turn right, and step forward to approach the fireplace on 
the ground. Look down to your right, and pick up the rags. Turn back to 
the fireplace, look up and take two steps forward. Turn right, step 
forward, and pick up the firewood on the ground below. Turn back around 
and step forward. Turn right, step forward, turn right again, step 
forward, to arrive at yet another clearing. Pick up the "slats" (wooden 
planks) from the pile behind the crate with some kind of a device sitting 
on the top. Close up on this device then and find that it is some kind of 
a presser: when you click on the handle in the back of the "head," the 
upper part of the "mouth" presses against the lower part. Hmmm…
 
Step out of the close up, and note that you can go either left or right. 
Take a step towards the right, turn left, and take another step forward. 
Now pan the camera around to your left to find a large tree with some 
wooden planks attached to serve as steps. This is the tree that the 
professor was talking about when we had initially arrived at the area with 
the fireplace. Click on the UP arrow, and the professor indicates that 
some of the steps are missing. No problem. Open your inventory, click on 
the slats and then on the rags, to make two temporary steps. Pick up one 
of them and click on the top hole you see on the side of the tree - in the 
empty part, under the steps already there [your step will begin to glow 
when you hover it over the correct spot]. Now pick up the other temporary 
step and click on the tiny spot under the step you just attached (note 
where the second step glows) to attach this one to the tree as well. The 
professor will indicate that the row (of steps) is still incomplete, but 
that he can manage.
 
Go up a step, to find that you cannot go further. Note the large wooden 
board below, practically at your feet, serving as a kind of landing. Turn 
around, look down, and pick up one of the temporary steps you had just 
attached to the tree. With this step still in hand (appearing as your 
cursor), turn back around and look down under the landing for a spot where 
the temporary step will glow again. Click, and that step will now be 
attached in front of you. Go up, and a cut scene will show the professor 
going up the rest of the way and arriving at the entrance to the tree 
house. Turn to your right and step through the reddish curtain.
 
Turn left and look down at the middle shelf. Note the brown bowl of rice 
on the left side of that shelf. But you don't have anything you can use to 
take some rice out, nor does there appear to be any reason just yet to do 
so. So look back in front of you, step forward, and close up on the table 
down to your right. Pick up the matchbox sitting behind the hand sander. 
Then pick up the ENINA card to its left.
 
Step out of the close ups, turn right and step forward. Turn right and 
close up on the wall painting. Make a note of the letters etched at the 
side of the sail ship: ABE. Step out of the close up, and turn around (to 
the left of the ladder). Pick up the "missing step" leaning against the 
wall in front of you. Then pick up the EFATRA card from the bucket to the 
left of where the step had been sitting. You might have to pan the camera 
slightly to the right to pick up the IRAY card from the floor, immediately 
to the left of the doorway. Turn right and go up the ladder to arrive at 
the second level. Turn right and step through the curtain of vines. The 
old pirate lies on a bed in front of you.
 
Turn right and pick up the ROA card from behind the bag of mushrooms on 
the top shelf. Now step towards the old man and the camera will 
automatically pan down on him. Bring out the wine from your inventory and 
give it to the old man. A cut scene follows. You must now find some food 
for the old man. Look to your left and pick up the DIMY card from the 
right of the wash basin, on the table next to the bed. Turn around further 
to your left and close up on the corner shelf. Pick up the lantern from 
the top shelf to the left of the pole holding up the shelf. Pick up the 
"bowl" (it is actually a deep frying pan) from the top shelf to the right 
of the same pole, and a handful of brown berries from the shelf below. 
Step out of the close up. Go back down to the first level. Go over to the 
entrance but before you leave, turn right and use your recently acquired 
"bowl" to take out some rice from the middle shelf.
 
Step out of the hut and take two steps down to find that you can go no 
further. There is a gear icon right at your feet. Bring out the step you 
had found in the hut and click where you had seen the gear icon (the step 
will glow when you hover it over that spot). Now step down and forward, to 
reach the fireplace clearing. Turn left to look at the fireplace. Bring 
out the bowl of rice and click on the pot over the fireplace, to pour the 
rice into that pot. Look up, step forward and turn around to your right to 
see a barrel full of water. Fill your bowl with some of that water and 
return to the fireplace. Put the water in the pot over the fireplace, only 
to find that it is not enough. So go back to the barrel of water and fill 
your bowl with some more water. Return to the fireplace and pour that 
water into the pot. Bring out the firewood from your inventory and place 
it under the pot. Finally, click on the matchbox and then on the firewood 
below, to light a fire under the pot.
 
Hanging around and waiting will not do any good. You are supposed to do 
something else before the rice is cooked. So look up, and take two steps 
forward. Turn left then, step forward, turn right, and step forward, to 
reach the second clearing. Close up on the device on the crate, place the 
brown berries in the "mouth," and press the handle at the back of the 
"head." The brown berries will turn into red berries. Pick up those red 
berries, and step out of the close up. Note, once again, that you can go 
either left or right. Turn left this time, step forward; turn slightly to 
the left again, and take another step forward; then, turn right and take 
two steps forward, to return to the fireplace. The rice is cooked now. 
Fill your "bowl" with some of that "steamed rice." Turn left and step 
forward to reach the big tree. Go up to the second level and give this 
bowl of rice to the old man.
 
Click on the speech icon now appearing on the man. When he asks, "who are 
you?," you can actually pick either of the answers given, because you will 
get the same information in response. I prefer the second choice though: 
"Adventurer (in search of the Agon)," because the old man seemed to become 
a little hostile when I had tried the first choice in playing this portion 
of the game earlier.
 
The dialogue moves forward and the old man is reluctant to go in details 
for fear that it is a long story. Click on "Please, tell me…" to encourage 
him to continue. A cut scene follows in which you learn all about the old 
man - Jonathan Morgan, and the late Captain Jeremiah Dodd. As the cut 
scene ends, click on Morgan, to gain more information. You will have to do 
this several times, but be sure to keep clicking and asking all the 
questions that appear in the dialogue box, until the professor indicates 
that we should not disturb the man any further. Now turn right and step 
towards the ladder by the window. Turn around to face the ladder, and 
click to go up. Turn around then to face another ladder. Go up that ladder 
as well, to reach the third level, and inside the Captain's "quarters."
 
There is a large window-like opening on your left. Click on the cards 
hanging on the wall to the left of that window, and thus pick up the VALO, 
FOLO, FITO, and SIVY cards, one by one. Turn around to your right, and 
look down on the ground, under the hammock. Feel free to leaf through the 
book in the front but it is the one in the back, almost hidden in the 
right corner under the hammock, which we really need. It is called 
"Vocabulary of the Malgasy - The language of Madagascar" and is stated to 
be "The Most Detailed English-Malgasy Dictionary." "Well, well…" And there 
is good reason for this comment by the professor. As you leaf through the 
pages, note that the words on the cards we had picked (Dimy, Enina, etc.) 
represent numbers. Feel free to make a note of the Malgasian equivalent of 
the ten numbers [1-10] you find in this dictionary, or wait for my diagram 
that shortly follows.
 
Turn left to face the central part of the quarters now. Look down on the 
floor. Again, feel free to pick up and leaf through the two books in the 
box to your right. Next, pick up the TELO card lying on the ground to the 
left of the box full of books. You will see it sticking out from just 
above the book you find leaning against a pile of other books on the 
floor. Thus, you should now have a total of ten cards. [Note: you can 
click on the "F" on the dial in the upper-right corner of your screen, 
thus opening up the Table of Contents where you can click on any one of 
the ten cards you collected in this tree house. Thus, you can refer to 
these cards at any time that you wish.]
 
Now pick up that dark book leaning against the pile of other books: 
"Falconer's Marine Dictionary." Note the three questions on the left page 
as you open the book: Where? What? When? The professor is right that these 
are supposed to serve as some kind of reminders for us as well. In fact, 
the next time you open the book, a key pad will appear to your right and 
you will actually have to answer these questions. But we don't have enough 
information to do that just yet. So just flip through the pages and, as 
you begin the actual dictionary portion of the book, note the letters ABE 
at the top of the second column on the left page. Recall that these are 
the same letters that we had seen on the side of the ship in the wall 
painting at the first level. The text following the letters in the book, 
although hard to read, is actually irrelevant to our quest. The letters 
are all that matter. But again, we don't have enough information yet to 
figure out what they mean. So let's move on for now…
 
Close up on the telescopic apparatus in front of the window to your left. 
Close up first on the settings to the left of the telescope. Note the 
three levers. The one on the left can be set at Roman Numerals I, II, or 
III. The one in the center moves horizontally, from left to right, and can 
be set at 10, 20 or 30. Finally, the one on the extreme right moves 
vertically, from bottom to top, and can be set at 10, 20 or 30 as well. 
Feel free to try different settings. Every time you change the setting for 
any lever, step out of the close up on the settings and into the one on 
the telescope, to check the result. You will find that some settings will 
show writings on objects, indicating different times (at dusk, at 
midnight, etc.) and places (behind the village, on the forest path, etc.), 
while others indicate nothing at all. Again, we don't have enough 
information yet to find the answers that we need. So let's move on again 
for now…
 
It is time to visit the Captain's grave. So step out of the tree house, 
and take a step towards the fireplace. Take another step forward, on the 
path to the right of the fireplace, to return to the edge of the forest. 
The camera will automatically pan around to focus on the lemur sitting on 
the ground below. Close up on the stone in front of him, place the red 
berries, and watch the lemur take them. You will be brought out of the 
close up automatically. Take two steps into the forest, and you will hear 
the lemur's cry. So as before, just click on the arrow in the spot where 
the lemur's cry appears to be the loudest, to return to the village.
 
As you thus step out of the forest, take two steps forward (away from the 
forest) to approach the guard. There is no need to talk to him, however. 
Just pick up another handful of berries from the pan to his left, turn 
slightly further to the left, and take two steps down that narrow path 
back to the edge of the forest. Close up on the lemur sitting on the 
ground to your right, place the red berries on the stone, and watch him 
take off. As you are brought out of the close up automatically, step 
forward to enter the forest yet again. But this time, we are not going to 
the clearing on the other side, but to the Captain's grave in the forest 
itself. So you can ignore the lemur's cry altogether. Just keep clicking 
on the arrow right in front of you to keep going forward. Not counting 
that step you took to enter the forest after the lemur took off, you 
should find yourself facing the grave at the fifth click.
 
Note: Please, SAVE your game at this point and read the following 
instructions carefully, to avoid possible frustration in attempting this 
puzzle.
 
There are nine poles on the left side of the grave. Note the colored 
shapes on the poles, under the ox figurines, and you will find that each 
of these patterns on the different poles is comparable to a pattern (also 
under an ox figurine) in one of the cards you collected in the tree house. 
The English-Malgasy Dictionary had helped us determine the correct order 
(1-10) of those cards. Thus, we can see that the poles here are "out of 
order." We need to rearrange them now in the correct order, left to right, 
going from the foot to the head of the grave. 
 
But we had collected ten cards, and there are only nine poles by the 
grave. Hence, one of the cards should be redundant. In my case, it was 
number ten, Folo. However, I played this game twice and found the poles 
set up in a different order around the grave each time. So I have included 
the tenth card in the picture that shortly follows, just in case that 
pattern happens to pop up in your particular game. It is also for this 
reason that I cannot give you an exact solution to this puzzle. But I 
hope, the following suggestions will be helpful.
 
1. Take one step to the left of the grave, and turn left to face the three 
poles presented to you. Note that you can pick up any one of these three 
poles, but DON'T do that just yet. Rather, refer to the cards in your File 
(or to my diagram below) and make a note of each of the three poles in the 
order that they appear, left to right (For example: Is it 7, 6, 8? or 9, 
6, 4?, etc.).
 
2. Take another step to your right, and turn to face the second group of 
three poles. Again, determine and make a note of the order in which these 
three poles appear, left to right.
 
3. Finally, take another step to your right, and turn around to face the 
last group of three poles. Determine and make a note of the order of these 
poles as well.
 
4. This will be a good point to save your game, now that the computer has 
already established the order of the nine poles and before you move any 
one of them.
 
5. Once you have noted the order of all nine poles, you must now rearrange 
them in the correct order. In this connection, please, keep two things in 
mind.
 
(a) You do NOT have to put a pole into your inventory and then bring it 
out again to put it in a different position. It would be much easier just 
to carry the pole. So when you pick a pole out of its original position, 
move it to the left or right (depending on where you want to go) of the 
group of three poles in front of you and click where the pole (in your 
hand) glows. You will be moved to that position, with the pole still in 
your hands, appearing as your cursor. 
 
(b) Don't forget that when you pick up a pole, you will then be able to 
see only 8 poles on the ground. This is probably the trickiest part of the 
puzzle - keeping track of the order of the remaining poles after you have 
picked up one of them. Taking notes to indicate what you have moved where 
will be really helpful for this purpose.
 
The cards, numbered 1-10, are as follows:

Once again, remember that you have to rearrange the poles so that they 
will appear in the correct order, left to right, i.e., starting from the 
pole at the foot of the grave to the one at the head of the grave. The 
correct order most likely will be 1-9 (but try 2-10, if the pattern from 
the tenth card happens to pop up). As soon as you place the last pole in 
its correct order, the professor will confirm, "Yes, no doubt, this must 
have been the original order." Let's find out now what we accomplished by 
arranging the poles in the correct order.
 
Go to the last pole at the head of the grave. Look down to your right, and 
close up behind the headstone. Etched in the stone, you will see 
twenty-six letters of the English alphabet, and a foreign symbol above 
each of these letters. Thus, each foreign symbol is supposed to represent 
the letter of the English alphabet appearing under it. Go back to the 
poles (now to your right), and note that one or more of these same symbols 
have been carved on the wooden portion of each pole, under the colored 
pattern we had been examining up until now. So now that the poles are in 
their correct order, the symbols are in the correct order as well; and all 
you have to do is to make a note of the symbols on the poles, and then 
refer to the back of the headstone to see what English letters they 
represent, to decipher the message on the headstone.
 
When you are ready, click on the back of the headstone and a piece of 
white paper will appear to your left and a key pad to your right. Click in 
the following message, using the NEXT button at the lower-left corner of 
the key pad to leave a blank space between words: 
 
UNDER THOSE DATES WK
 
Press ENTER on the key pad. The professor will confirm the solution, and 
indicate that we must now figure out what the reference to those "dates" 
means.
 
Go back to the foot of the grave and step towards the right side of the 
grave this time. Close up on the front of the headstone. Open your 
inventory, click on the knife, and then click on the dates (1821-1875) 
written on the headstone. Thus, that part of the headstone is removed, 
revealing a compartment inside. Click on the piece of paper to the right, 
to retrieve the third page of the mysterious codex. Now click on the 
notebook to the left, and flip through the pages. Note the diagram at the 
very end of the notebook.
 
We must now return to the Captain's quarters back in the tree house. So 
step to the foot of the grave, and then into the forest. Step forward 
again, and you will hear the lemur's cry. Once again, follow his sound to 
return to the clearing by the fireplace. Step forward and then to your 
left, to approach the tree. Go all the way up to the Captain's quarters. 
Close up on the telescopic apparatus, and then on the settings. Now click 
on the F, on the dial in the upper-right corner of your screen, to bring 
up the Table of Contents. Click on "Captain Notebook." Go to the end of 
the notebook and look at the following diagram again.
 
 
Recall the letters we had seen on the wall painting on the first level of 
the tree house: ABE. This is the code to the settings as well as the clue 
to the answers to the questions in that book on the floor. Here is how to 
decode both. Note that the diagram is actually divided up into three 
separate sections, each consisting of nine boxes each. Find the letter "A" 
in the left section, under Roman Number I. Note further that the numbers 
written vertically to the left of the diagram represent the settings of 
the lever that moves vertically (i.e., the lever on the right side of the 
settings). There are no numbers written horizontally under the diagram. 
You must assume that they are and that they represent the settings of the 
lever that moves horizontally (i.e. the middle lever in the settings). 
Thus, we see that the "A" in the left section of the diagram requires us 
to set the left-most lever to I, the middle lever to 10, and the 
right-most lever to 10 as well. Click the X/Exit to step out of the close 
up on the notebook and set the levers to these positions. Then step out of 
the close up on the settings and into the one on the telescope, to find 
the words "on the Beach" written on a board on a tree branch.
 
Next, we look at the "B" in the middle section of the diagram, under Roman 
Number II, to find that it requires a horizontal setting of 20 and a 
vertical setting of 10. So set the left-most lever to II, the middle lever 
to 20, and the right-most lever to 10. Now close up on the telescope, to 
see the words "the skull rock" written on an object. Finally, look at the 
"E" in the right-most section of the diagram, under Roman Number III, and 
find that it requires a horizontal setting of 20 and a vertical setting of 
20 also. So set the left-most lever at III, the middle lever to 20, and 
the right-most lever to 20 as well. Close up on the telescope again, to 
see the words "at ebb of tide" written on a broken wooden crate.
 
We are now ready to answer the three questions in that book. So step out 
of these close ups and look down at that book, "Falconer's Marine 
Dictionary," leaning against the pile of other books on the ground. Close 
up on that book and, as indicated earlier, a key pad appears to the right 
while the cursor appears after the first question "Where?" Click in the 
words "on the beach" (using the NEXT button at the lower-left corner of 
the keypad to leave a blank space between words). Press ENTER on the 
keypad to go to the next question "What?" Click in the words "the skull 
rock" and then press ENTER on the keypad again to go to the last question 
"When?" Click in the words "at ebb of tide" and press ENTER on the keypad 
to finish. The professor will confirm the correctness of the solution.
 
Step out of the close up and go down to the second level of the tree 
house. As you step forward, be sure to grab a handful of brown berries 
from that corner shelf to your left. You can leave the tree house now. As 
you get off the last step, pan the camera to your right (just to the left 
of the tree steps) and step forward. Pan the camera to your right again, 
and step forward. Now pan the camera to your left and down to find that 
presser. Close up on the presser, put the brown berries in its "mouth" and 
then press the handle at the back of its "head," to turn the brown berries 
into red berries. Pick up the red berries, and step out of the close up. 
Again, note that as you turn around, you can go either left or right. Step 
forward to your right. Turn left, and step forward (to return next to the 
tree). Step forward, to find the path towards the forest either to your 
right or in front of you. Step forward on this path and then pan the 
camera down to your left, to find the lemur sitting on the ground. Close 
up on the stone in front of him, put the red berries on the stone, and 
then wait to be automatically brought out of the close up. Now turn 
slightly to your right and step forward to enter the forest.
 
You will be happy to know that you don't have to follow the lemur's cries 
all the way back this time because, as soon as you take that one step into 
the forest after the lemur, a cut scene will show the professor back at 
the beach. It will be dusk already. Wait for the professor to finish his 
comment and then step forward to your left. The camera will pan to the 
right automatically, and the professor will exclaim about seeing Skull 
Rock clearly from that position. Look down and pick up one of the green 
strands from the ground. "A strong water plant, and very flexible, too." 
Pick up another strand. 
 
You must now go along the beach to the rocks on the other side. So turn 
slightly right and step forward. Turn slightly left then, and step forward 
again. Turn slightly to the left yet again, and step forward to finally 
reach the rocks. Now turn left, and step forward, in the direction of the 
sea. Step forward in the same direction, reaching the sea. Turn right now 
and step forward to the left of the huge rocks. Turn slightly to the right 
and step forward in the direction where you see some bright orange bamboos 
lying up ahead. At this point, you can either go forward or to your right 
towards the bamboos. But you cannot pick up any of those bamboos just yet, 
so step forward instead, to arrive at the mouth of a cave. As you approach 
it, the camera will pan slightly to focus the view directly over this 
cave, as the professor makes a comment about the cave.
 
Step into the cave, and a cut scene will follow. Step forward, turn 
slightly to your left and click on either one of the bamboos in the water. 
The camera will automatically pan down to your left to show the two 
bamboos now arranged horizontally on the ground. The gear icon on the 
bamboos indicates the need for further action. Step back out of the cave, 
turn left, and step up in the direction of those bamboos you had seen just 
before entering the cave. Pick up all eight of them (five from the front 
and three at your back) and return to the cave where the first two bamboos 
had been laid out for you. Open your inventory, click on a bamboo and then 
on the spot between the two already on the ground. Thus, put all the 
bamboos on the ground to see them arranged in the form of a raft. Now 
click on the two strands of seaweed in your inventory, one by one, and 
then on the "raft," to tie those bamboos together at the top and bottom 
ends of the raft. Click on the completed raft, and a cut scene will 
follow.
 
As the cut scene ends, step forward, and hear the professor complain about 
the darkness. So open the inventory, click on the matchbox and then on the 
lantern, to light up the place. [As in the beginning of the game, the 
lantern will stay in the inventory, but you will now have some light.] 
Turn back around and step forward, to see the raft in the distance. Click 
on the forward arrow to hear the professor explain that the raft has 
drifted away, so you will have to find another way of getting out (after 
you are done in this place, of course).
 
Turn around and take six steps forward, until you hear the professor's 
comment about the fact that this is the place where only the Captain had 
set his foot. Pan the camera down to your left, to see the chest on the 
ground. If you click on the gear icon at this time, you will see a cut 
scene showing that the chest is too heavy for the professor to move it 
just yet. So close up on the chest instead, and find that it is full of 
rocks. Click on the rocks, one by one, to remove them. You will find a 
white box at the lower-left corner of the chest. As you click on this box, 
you find that it is a board game. Click on the X/Exit, to step out of this 
close up. Be sure to remove any remaining rocks from the chest, and then 
step out of the second close up in the chest itself. Now click on the gear 
icon appearing on the chest, to see a cut scene showing the professor 
moving the chest aside and discovering "another tunnel" behind it.
 
Before we go into this tunnel, however, turn right and take two steps 
forward. The professor indicates that we cannot go any further this way. 
Close up on the rocks in front of you. There is a pickaxe-head caught 
between the rocks. Try to pick it up and the professor indicates that you 
cannot free it by hands alone. Step out of the close up, turn around and 
take the two steps to come back to the chest. Step into the tunnel to the 
right of the chest and another cut scene follows. Apparently, the 
professor has tripped or fallen, but don't worry! You can still come back 
to the chest. You would just have to go UP to do so.
 
For now though, take eight steps forward, adjusting your view as you go 
along to keep moving in that direction. You will find yourself at the end 
of the tunnel with a ladder lying against the wall to your right. Step 
towards the ladder and pick it up. Now turn left and step towards the pool 
of water. There is a rope dangling down from above, with a bucket tied to 
the bottom end of the rope. Look up and move your cursor around on the 
well's wall, to the left of the rope. You will see a gear icon where the 
well's natural wall ends and a man-made brick wall rises above it. Bring 
out the ladder from your inventory and click where it glows, to place it 
against the natural edge of the well's wall. Step up on the ladder. Click 
on the arrow pointing up to hear the professor's comment that you cannot 
go any further and that even though some of the bricks can be moved, 
"hands are not enough for such an operation."
 
Look down to the right of the ladder and pick up the pole standing in the 
shadows, against the well's wall, some feet away from the ladder. It turns 
out to be a pickaxe-shaft. Step down the ladder, and go all the way to the 
other end of this tunnel. Pan your camera UP, to find a hole in what 
appears to be the ceiling. This is the spot through which the professor 
had apparently fallen. Click on the arrow appearing in this spot, to climb 
back up next to the chest. Move your cursor around to find the chest and 
then take two steps into that very short, dead-ended tunnel, to the right 
of that chest. Close up on the rocks we had seen earlier. Now open your 
inventory, click on the pickaxe-shaft and then on the pickaxe-head stuck 
among the rocks, to use the shaft to pry out and pick up the pickaxe-head. 
The shaft is still in your hands. So just click on the pickaxe-head now in 
your inventory, to attach the shaft to the head, thus getting a whole 
pickaxe.
 
Go back to the chest and into the tunnel behind it. Go all the way to the 
other end and step up on the ladder. Close up on the brick wall in front 
of you. Bring out the pickaxe from your inventory, and click on the brick 
at the lower-right corner of the screen. Thus, that brick is removed, 
leaving behind an empty slot. You can now use that slot to move around the 
bricks, so that some of them would serve as steps to help the professor 
climb out of this well.
 
Here is the order in which you should place the bricks. The two "columns" 
in the center of the wall is where the bricks will serve as steps. The two 
slots on either side of those columns are for "spares." Note that you need 
to place a total of eight bricks, four in each of these two central 
columns. Note also the number of dashes after the "X" on each brick. The 
two bricks with only one dash each are too short to serve as steps, and 
need to be discarded in the spare slots. The rest of the bricks need to be 
arranged in the order shown below. [Note: the number after the dash in the 
following picture represents the number of dashes on the right edge of the 
bricks in the game itself. Thus, for example, "X - 4" refers to any brick 
with four dashes on its right edge.]
 
 
As you place the last brick in the correct order, the professor will 
confirm the solution, and a cut scene will follow immediately. The 
professor climbs out of the well only to be struck by the guard from 
behind. He wakes up in the Chief's hut, and must now explain why he was 
found entering the village in such a suspicious manner. At the end of the 
cut scene, click on the Chief to start a dialogue. You are given a choice 
of three statements. Use all three, by picking the choice at the top every 
time. At the end of the third statement, a gear icon will appear on the 
Chief. Bring out the board game from your inventory and give it to the 
Chief. Another dialogue follows. Again, click the choice at the top first 
and then the second one that follows. The Chief is convinced of the 
professor's good intentions, and asks him what he would like in exchange 
for the favor he has done the Chief. You get only one choice: ask him to 
help old Morgan. The professor then asks that they start playing the board 
game immediately. So you are presented with the rules for the board game. 
Be sure to read all four pages of these rules. We are now ready to play 
our second and last board game of this AGON installment.
 
FANORONA
 
Following is my solution to this board game. Again, it is for playing the 
game in the NORMAL mode. [Feel free to change the difficulty level to 
EASY, to no doubt come up with a much simpler solution.] Please, note that 
this time, I have not indicated the results of your moves, nor the enemy 
moves and their results. Given the nature of this particular game, it 
would have made things only more complicated, rather than simpler, if I 
had done so. There are more columns and fewer rows in this solution than 
there had been for the first one, because of the difference in the two 
boards, of course. Otherwise, the format of the solution is the same. 
Thus, the first move [C4 » C5] means that you must move your piece from 
cell C4 to cell C5. Note also that this is the only move I have 
recommended that will require you to choose which enemy piece should be 
removed from the board. As I have indicated parenthetically, pick the 
piece on cell C6. So with all this in mind now, let's play FANORONA!

 
C4 » C5 (pick C6 to be removed from the board)
C5 » D6 » E6
D3 » D2 » E3 » C3 » E5 » C7 » B6 » C6 » C7
D1 » C1 » C2 » B2 » B4 » D4 » B6 » B1
E2 » D2
D5 » C5
C5 » C6
C6 » B6
B6 » B7
B7 » B8
B8 » C9
 
Sit back now and enjoy the ending. But don't doze off altogether or you 
will miss what is obviously meant to serve as a prelude to the first 
episode ("The Lost Sword of Toledo") in the next installment of AGON that 
the developers have promised.
 
Have a Safe and Happy Spring Break!
 

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