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Welcome to our strategy guide for AGON: The London Scene.

GENERAL TIPS

CONTROLS

1. Hold the left mouse button down and move the mouse to look around.

2. Left click when the cursor is over a hotspot to perform actions. The type of action varies depending on the icon that is shown. Refer to the icons section below for more information.

3. Left click or press escape to skip a cutscene or a line of dialogue.

4. Left click the buttons at the top-right corner of the playing area to bring up the menu, files and inventory windows.

ICONS

SAVING AND LOADING

To save, select the M button at the top-right corner of the playing area to bring up the menu. Select the Save Your Position save game button and then select the box where you would like to save. Saved games are given a thumbnail image, location name, date and time. To load, select Load Game from the menu and choose the thumbnail image of the saved game you would like to load.

FILES

Select the F button at the top-right corner of the playing area to bring up the file book.  Left click to start reading a file, or press the X at the bottom-left corner of the area to stop reading the file. New files are added in the file book as they are discovered in the game.

INVENTORY

Select the I button at the top-right corner of the playing area to bring up the inventory.  Left click to select an item and it will be tagged onto the cursor. The item will glow white when it is moved over an object in the playing area that it can be used on. Some objects can also be combined by using them on another item in the inventory window.

 

ITEM LIST

BOTTLE OF WHISKEY

Found in the cabinet in the director’s office. After calling Smythe from Moresby’s office, talk to Swanson to automatically give him the bottle of whiskey.

KEY WITH GREEN RIBBON

Found by talking to Swanson after examining the inventory book in the basement. It is used to unlock the door to the director’s office on the top floor. It is also used on Dr. Moresby’s peg in the key cabinet behind Swanson.

LANTERN

Found on top of the crates in the basement hall. It is combined with the matchbox to make the lit lantern.

LIT LANTERN

Made by combining the matchbox with the lantern. It is used to provide light in storage room D.

MATCHBOX

Found on top of the fireplace in Moresby’s office. It is combined with the lantern to make the lit lantern.

RUBBER STAMP

Found on top of the desk in Moresby’s office. It is used on the locus sigilli at the bottom of the form on the desk in the director’s office.

RUSTY KEY

Found after putting all of the keys on the correct pegs in the key cabinet behind Swanson. It is used to unlock the door to storage room D.

STONE

Found in the sculpture at the back of storage room D. The stone is examined in Samuel’s study so that the runes can be translated.

 

WALKTHROUGH

The game starts in Samuel Hunt’s office. Hold down the left mouse button and move the mouse down to look down at the desk. Move the cursor over the newspaper and it will change to a magnifying glass, which means that the object can be examined in a close-up view. Left click to look more closely at the objects on the corner of the desk.

Start by examining the newspaper: It mentions that a number of uncategorized and unidentified artefacts have arrived at the museum. Back out of the newspaper view. Open the envelope to find a strange letter written by a person with the initials W.K. The writer of the letter says that he entrusts Samuel with a precious secret, and that he believes only Samuel can solve the secrets in the museum.

Select the codex in the envelope to read it:

The writer mentions that it was his mission to find places in the world where the masters of the lost board games live, and to mark each place with a strange stone. The codex and the mysterious letter are both added to the files menu. Examine the letter on top of the newspaper: Smythe mentions his phone number (55-623) and tells Samuel to ring him if he has anything important to discuss. Exit the view of the letter and back out of the desk view: Samuel suggests letting Smythe know about the letter. Open the door to exit the office.

Quarter turn left and move forward twice to see the door to the director’s office. Try to open the door to see that it is locked. Half turn and move to the other end of the hallway to see doors next to the plaques Main Building and Back Staircase. Open the door to the back staircase. Go downstairs four times to the bottom floor and open the door to enter the basement.

Talk to Swanson the guard: He won’t let Samuel look in the warehouses but will allow the warehouse inventory book to be seen. Look down at the desk and examine the inventory book, which lists the date, origin, note and store name of each item that was brought into the museum. Exit the view of the book and talk to Swanson again: He fell asleep on the job one night because he had too much to drink. After the conversation, Swanson gives the key with green ribbon to Hunt. Go through the door to the back staircase and return to the hall on the top floor.

Move to the other end of the hall and use the key with green ribbon on the door to enter the director’s office. The room is currently dark, so half turn left and operate the light switch at the right side of the door to turn on the lights:

Move forward twice toward the window and open the cabinet. Take the whiskey bottle. Back away from the cabinet view. Open the double door to enter Moresby’s office:

Half turn right and operate the light switch at the left side of the door. Approach the fireplace and take the matches on the left side of the shelf. Go behind the desk. Examine the desk. Take the rubber stamp:

Use the phone and dial 55-623 to call Smythe: He tells Hunt about a strange black, granite sculpture that has recently arrived in the museum, but he doesn’t know which storage room it is kept in. Back away from the table view, look down and examine the bin at the left side of the table:

Take the crumpled piece of paper. The black sculpture is listed as arriving on the 1st October and the number 1020624 is shown next to it:

Exit the office and return to the basement. Approach the table and talk to Swanson to give him the bottle of whiskey. Examine the inventory book on the table again. Turn the page to see that a sculpture was placed in store D on the 1st October:

Go back upstairs to the hall on the top floor. Enter the director’s office. Go behind the desk and examine the order form in the tray. From the crumpled piece of paper and inventory book we know the inventory number and store letter where the sculpture is stored. Enter 1020624 as the order number and D as the store letter:

Press the Enter button and Hunt will say that he just needs to certify the form. Select the rubber stamp from the inventory and use it on the locus sigilli at the bottom of the form to certify it. Exit the office and go back downstairs to the basement.

Approach the desk to see that Swanson is now sleeping. Examine the inventory book on the desk and flip to the last page to see notes about different keys which will be of use in the next puzzle:

Some of the clues that are given in the book are:

1. Store A needs the lock changing.

2. Mrs. E. von D. is mentioned. Scrolling back one page, Mrs. E von D. had restored material placed in store B, and that keys were attached.

3. Dr. Moresby had a key with the green ribbon.

4. Store C had a new upper safety lock fitted.

Exit the book. Move forward to the key cabinet behind Swanson and open it. From the clues given in the inventory book, put the key with the green ribbon on Dr. Moresby’s peg. The silver key would fit a new lock, so put that on the store A peg. The key with the two smaller keys would fit the description of Mrs. E. von D. in the inventory book, so put that key on the store B peg. The note about the new upper safety lock refers to the key with the single smaller key, so put this on the store C peg. This leaves two keys now that weren’t mentioned in the inventory book. Put the key with the MB tag on the main building peg, and put the remaining key on the store D peg:

After placing the keys on the correct pegs, Samuel takes the rusty key with him. Half turn from the key cabinet and move forward through the hall. Take the lantern on top of the boxes at the left side of the hall. Storage room D is the last door on the right. Use the rusty key from the inventory on the door to enter storage room D.

Combine the matches with the lantern in the inventory to light it. Go down the far left aisle. Quarter turn right and move forward twice to see the granite sculpture. Examine the pattern on the sculpture and take the stone to see the runes on it. Exit storage room D and go back upstairs to return to return to Samuel’s office.

Approach the book case and examine the green book on the second shelf from the bottom on the right side to start reading Classes Linguarum:

Scroll right to the page on Hungarian Runes to see that they are the same as the runes on the stone. The book mentions that the runes were written alternating from left to right then right to left:

Exit the view of the book. Examine the stone in the inventory. According to the book, the runes on the stone translate as: E 3 5 20 and N 3 5 60 on the top line. The numbers are added together to give E28 and N68. On the bottom line of the runes on the stone, the word is translated as OINIAV. Because the book mentions that the language alternates from left to right and right to left, the word that is on the bottom line must be reversed. Enter E28, N68 and VAINIO and then press the Enter button: Samuel suggests the map may help:

Examine the map on the wall. Move the magnifying glass so that E20-30 is shown top of the map and N60-70 is shown at the left side of the map. Select the map to zoom in:

Move the magnifying glass to E25-30 and N65-70 and zoom in again:

Move the magnifying glass to E28 and N68 and click again to see Lapland:

Exit Samuel’s office and return to the director’s office. Quarter turn left and enter the study. Go behind the desk and use the phone. Dial 55-623 to call Smythe and complete the game.

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