Azada: Ancient Magic Walk Version 1.3 4/2/13 ?????? ???????? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? Azada: Ancient Magic A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2013 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Walkthrough 003a. The Fairytale 003b. The Ghost 003c. The Castaway 003d. The Secret Garden 003e. The Timeline 003f. The Vampire 003g. The Treasure 003h. The Headless Horseman 003i. The Descent 003j. The Dive 003k. The World of Oz 003l. The Witch 003m. The Detective 003n. The Gold Rush 003o. The Traveler 003p. The Strange Case 003q. The Voyage 003r. The Invisible Man 003s. The Baron 003t. The Legend 003u. The Genie 003. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the game called "Azada: Ancient Magic". It's the sequel to "Azada". This game has been released on multiple platforms; I have played the iPad and PC versions. If you want to contact me about this guide, use my email address, ilovecartoonssomuch@yahoo.com. 002-Video Walkthrough --------------------------------------------------------- Would you like to see someone play the game, not just read about how to play the game? You're in luck! I've done a video walkthrough for this game, which can be seen here: http://www.youtube.com/playlist?list=PL- BD_KjCUmdxugdrdgmrxlt6yKkM_2ffZ The video comes complete with my commentary. 003-Walkthrough --------------------------------------------------------- To start with, you must decide whether to play on timed mode or untimed mode. The game sends you to a library. In the first game, Titus was trapped in a puzzle book. As it turns out, there is a whole library full of puzzle books, and unless you solve the puzzles, people could be trapped inside them, just like Titus. Take the hint medallion, then take the first book from the shelf to get started. 003a-The Fairytale --------------------------------------------------------- Page One -------- You start on Rapunzel's page. She is trapped inside a tower! Click on her to zoom in on her. Click the shutter next to her to add it to your inventory (on the bottom of the screen). We can't help Rapunzel right now, without getting items from other pages in the book. Page Two -------- We have a maze here. Inside the maze, you'll see a shutter and some logs. Click on the maze, and Hansel agrees to give you the objects, if you guide him to the center of the maze. This is a simple challenge. The hedge walls of the maze appear automatically, as you move Hansel through them. Get the wood on the right and the shutter in the middle of the maze. That's it for this page! You'll notice that your hint medallion (in the lower/right) now reads "Page Complete". This happens whenever you solve all the puzzles on a page. Page Three ---------- Click on the wolf here to learn that it is the Big Bad Wolf, intent on eating one of the three little pigs. Click on the side of the house to see the pig. Titus tells you to use the wood (from the maze) on the fireplace. A fire will get rid of the wolf, but we need a way to light the fire. Page Four --------- This page has three pictures on it. The lower/right picture has some candles. Click on the lit candle, and it is added to your inventory. The left picture has a window of sorts. Use both shutters (one from page one, one from page two) on the window. Then tap the shutters to open the window. This gives you a ladder. Page Three ---------- Use the lit candle (from page four) on the fireplace. This gets rid of the Big Bad Wolf and the pig. Take the key from the table, the ladder from the left side of the house and the cupcake from the bed. Page Four --------- The Big Bad Wolf is now on Page Four, waiting for Red Riding Hood's Grandmother. Oh, dear. Give the cupcake to the Big Bad Wolf to get rid of him. Use the key on the cupboard to open it. The cupboard opens, and you can take a card from inside. The card has a picture of Rapunzel on it. Page One -------- With pages two through four completed, we have everything we need to save Rapunzel! Use both ladders on the tower, and she can climb down. Rapunzel asks for her card. Give her the card to finish the book. Library ------- Back in the library, the fairy tale book is put on the right shelf, and its magic is gathered. Titus asks you to go upstairs to a machine. Click on the fuse board for a puzzle. You want to move fuses around so each row has an even number of fuses. For the purposes of this puzzle, zero counts as an even number. Here is one solution, where X stands for a fuse: XX-- XXXX X-X- X--X When you're done, go downstairs. You have two books that you can pick from the shelf now: The Ghost and the Castaway. Pick whichever one you like! 003b-The Ghost --------------------------------------------------------- Page One -------- The ghost is a hunter. He is trapped in the mirror here! Tap on the picture to see what the room must look like. There are twelve differences between the room and what it should look like. The first difference is the door; tap on it to close it. The next two differences involve the pillow in the lower/right. Pick it up, then put it on the sofa. The next two differences are the books under the sofa; pick them up, then put them in the middle cabinet on the left. The other things that need to be changed can be found in the other pages. Page Two -------- You have three items you can get here. They are the board below the table (which looks like a picture frame), the blue paintbrush (on the left part of the table), and the red box on the corner of the table. Now, examine the picture on the table. This is a jigsaw puzzle. Put the pieces together to form a picture. Pieces will snap together, when placed next to each other correctly. At the top are brown horses, the middle has a red bull, and the bottom has black human figures fighting a gray bull. Recreate the painting to have it added to your inventory. Page Three ---------- Pick up the statue on top of the desk, as well as the egg on the left side of the desk. Zoom in on the center cabinet. You have a puzzle, to put the six pieces onto the board without any overlap. Pieces cannot be rotated, and the pieces you get are randomly determined. Some people find it easiest to start with the big pieces, such as the ones with four or more blocks. Solve the puzzle and a drawer opens. Take the necklace and card out of it. Page One -------- Click on the mirror to see what the room should look like. Go back and forth between the picture and room, until the room looks like the picture. The necklace goes on the Buddha statue. The paintbrush goes inside the silver container, right of the Buddha statue. The painting goes on the wall (in the empty frame on the right), while the board goes on the wall by the elephant head. The statue goes on the stand on the right. The egg goes on the corner of the shelves, and the box goes in front of the small bear statuette. When no more differences remain, the ghost leaves the mirror. Give him the card, and the book is done. 003c-The Castaway --------------------------------------------------------- Page One -------- Robinson Crusoe is stuck on this island! He needs a crystal to power a machine that will make a distress signal. At the moment, we can't do anything, so let's visit the other pages. Skip all the way to Page Four. Page Four --------- Pick up the machete against the tree, and pick up the rock on the ground. The page is done! That was simple. Page Three ---------- There are two items for you to pick up here. Get the shovel head, near the crate. Pick up the fishing pole, which is leaning against the tree on the left (by the red feather). Page Two -------- Take the handkerchief from the branch. There is a thick branch coming out of the lower/left. Use the machete on the branch to cut it. Pick up the cut branch to add it to your inventory. We can now make a shovel, with the branch, shovel head, and handkerchief. Simply put the handkerchief on the shovel head, then the branch on the shovel head. Presto! A makeshift shovel! And what's better, the page is done. Page Three ---------- Use the makeshift shovel on the soft ground here to find some crystals. Click on the crystals to pick one up. The page is done! Page One -------- Use the crystal on Robinson Crusoe's machine to power it. He is grateful, but the machine isn't working yet. Click on the machine to start a mirror puzzle. Move the four mirrors around, so the other mirrors are all lit up. This puzzle can be difficult to solve; I solved it by switching all four mirrors around. When you're done, Robinson Crusoe asks for his card. Use the fishing pole on the bottle here, and use the rock on the bottle to open it. This gives you a card. Give it to Robinson to complete the book. Library ------- When you solve your third book (which will either be The Ghost or The Castaway), you have a puzzle to solve on the upper level of the library. The machine here will let you examine the three cards you have. You have two lenses: one blue and one purple. Move the blue lens over the cards; you will see a number of pulsating symbols. Click on a symbol when you see it. Do the same thing with the purple lens. Once you've found all the blue and purple symbols, a puzzle starts. Put the symbols on the board, in order to fulfill the various conditions described on left. The rules you have to fill change every time you play the game, but they are all simple things like "three purples in a horizontal row" and "two star symbols next to each other". Once you've solved the puzzle (or when you've skipped it), you have a yellow lens. Move it over the cards. One card has a pulsating symbol on it. Click the symbol, and the person in that card is added to your list of suspects. Go back downstairs. There are three new books that you can use now: The Secret Garden, The Timeline and The Vampire. 003d-The Secret Garden --------------------------------------------------------- Page One -------- Colin is here, inside his dark room. He wants to go outside and see the secret garden. It's dark in this room. Tap on the curtains to open them. This brightens things up and reveals a hungry robin. Pick up Colin's clothes (which are on the chair) and give them to Colin. Now he can get up and leave the room. Page Two -------- Pick up the watering can and seeds in the small garden, in the lower/right. Near the windows of the building is the hungry robin. Page Three ---------- We have items to collect. Get the trowel in the sand, the pruning shears by the pump, and the whistle in the grass (also by the pump). Use the watering can on the pump, then click on the pump to fill the can with water. Page complete! Page Two -------- Use the whistle on the robin by the house. It flies and picks up a worm. Use the trowel on the dirt where the worm was to get a key. Use the shears on the wall of vines here to reveal a door. Use the key to open it. The page is complete, and you can now enter the secret garden on page four! Page Four --------- As Titus notes, the garden could use some tending. Use the trowel on the plants here, and everything is cleaned. The robin appears again, standing on the wall. Use the whistle again to move it to a tree. That'd be a nice place for a bird's nest, right? Pick up the twig on the ground in the lower/right and give it to the robin in the tree. Use the seeds on the area where the twig was (the lower/right). Water the seeds with the watering can. This starts a puzzle. The number in each circle is the number of plants in the four squares touching the circle. Put plants on the board so every circle's number is accurate. When the puzzle is done, the secret garden is restored. Hooray! A red apple appears in the tree on the left; pick it. Page One -------- Use the apple on Colin, to prove to him that you found the secret garden. He will leave. Now that he is gone, you can examine the covered picture above the fireplace. Click the picture to remove the cover and click it again to reveal a card. Pick up the card to complete the page. Page Four --------- Give the card to Colin. The book is now complete. 003e-The Timeline --------------------------------------------------------- Page One -------- There's a time traveler here. He wants you to restore the timeline, which is an understandable desire. Pick up the coat of arms which is against the wall here. Page Three ---------- Put the boat or arms in the spot above the doorway. Click on the rock for a puzzle. This is a randomized puzzle, in which you can click on a square to raise or lower it. Raise and lower squares to move the boulder to the exit. Blue squares are warp tiles. Solve the puzzle and the boulder is gone. You can see a man here. Zoom in on him and take his bottle of wine. Page complete! Page Four --------- This is the cave from page one, except many years in the future. Take the shovel from the platform, and take the Horus Head from the railing. Page One -------- See the patch of dirt? Dig it up with the shovel to make a hole. Put the wine inside the hole. Then, use the shovel on the dirt to bury the wine. Page Four --------- Dig up the wine here. It is now vinegar. Page complete! Page Two -------- See the dirty smudge under the statue? Use the vinegar here to clean it off. You see a randomly-determined code. Use the Horus head on the statue. Zoom in on the eyes. Press them, in the order indicated by the code. The Sphinx in this room spits out a card. Take it. Page One -------- When you've finished all the other pages in this book, return to page one. The time traveler is happy that you restored the timeline. Give him the card to complete the book. 003f-The Vampire --------------------------------------------------------- Page One -------- Count Dracula is holding Jonathan Harker hostage! Can we save him before Dracula sucks his blood? Pick up the crowbar by the doorway. Do you see the boarded- up window of the castle (on the left)? Use the crowbar on the boarded-up window. Now light shines into that room. Page Two -------- There is a steaming pot here. Take the lid right of the pot and take the rag hanging off of the left part of the stove. Use the rag on the lid, then use the lid on the pot. The steam goes away, and you can get a knife. Click on the cupboard marked with a skull. This starts a puzzle. Put pieces on the board. If two side-by-side pieces have the same color or same symbol, they glow. Put all the pieces on the board, so all of them glow, and the cupboard opens. Take the garlic from the cupboard. Page complete! Page Three ---------- Dracula is here! Click on the curtains to open them. Provided that you used the crowbar on the window on the first page, light streams through the open window. Use the garlic on Dracula to get him to move to the left. Use it on him again to move him to the right. Vampires hate sunlight just as much as they hate garlic, right? Zoom in on the clock on the mantle and set it an early morning hour, like 12:00. Sunlight now pours through the window. Use the garlic on Dracula to move him into the sun. He will flee the room. With him gone, you can take the key from the table. You can also zoom in on the book. Use the knife to open the book to get a card. Page One -------- Use the key on the door to open it, then use the card on Jonathan to complete the book. Library ------- When you finish your sixth book (which is either The Secret Garden, The Timeline or The Vampire), you have to do the puzzle at the machine again. The machine will let you examine the cards you have. You have two lenses: one blue and one purple. Move the blue lens over the cards; you will see a number of pulsating symbols. Click on a symbol when you see it. Do the same thing with the purple lens. Once you've found all the blue and purple symbols, a puzzle starts. Put the symbols on the board, in order to fulfill the various conditions described on left. The rules you have to fill change every time you play the game, but they are all simple things like "three purples in a horizontal row" and "two star symbols next to each other". Once you've solved the puzzle (or when you've skipped it), you have a yellow lens. Move it over the cards. One card has a pulsating symbol on it. Click the symbol. The person in that card is your new suspect. Go back downstairs. There are four new books that you can use now: The Treasure, The Headless Horseman, The Descent and The Dive. 003g-The Treasure --------------------------------------------------------- Page One -------- Long John Silver is here on Treasure Island, hoping to get treasure. He can't land until his flag is raised. Page Two -------- Grab the flag on the left page and use it at the top of the sail, on the right page. That wasn't too difficult! Page One -------- Once the flag is raised, Long John Silver gives you his key. Page Two -------- Use the key to open the chest that the flag was on top of. Inside the chest are pieces of eight. On the table here are two matches. Pick them up, then use both of them on the candle to light them. Page complete! Page One -------- Give the pieces of eight to the parrot. The parrot likes shiny objects, so it takes the gold and flies off. You can now get gunpowder from the barrel that the parrot was sitting on. There is a cannon here. A cannonball is on the ground, right of the cannon. Use the gunpowder and the cannonball on the cannon, then use a lit match on the cannon. Have the cannon blow up the rocks on the shore. This gives you access to the cave, on Page Four. Page Complete! Page Four --------- Use a lit match on the lantern here to light things up. Now you can see! Take the shovel on the right side of the cave. Examine the book by the lantern. Inside, you can find a map and a card. Page Complete! Page Three ---------- Give the map to Long John Silver. He marks an "X" on the ground. Use the shovel on the X to find a treasure chest. Click on it for a puzzle. In this puzzle, you must make rectangles. All four corners of the rectangle must be the same color. Squares are a type of rectangle. If you don't do anything for a while, the four corners of one of the possible rectangles you can make starts flashing. If there are no possible rectangles, the pieces on the board reshuffle. Whenever you make a rectangle over a skull piece, it disappears. Get rid of all the skulls to get the treasure. Give Long John Silver his card to complete the book. 003h-The Headless Horseman --------------------------------------------------------- Page One -------- The Headless Horseman wants his head. Take the crowbar which is leaning against a tombstone. Page Two -------- There are three tombs here. Click on all three to see symbols. On the side of the crypt, you will find six symbols. Click on the tomb symbols, in the order designated by the side of the crypt. This gives you a card. Take the shovel here. Page One -------- Use the shovel on the moon, which is on a tomb on the left. You get the moon. Page Two -------- Use the crowbar on the chain, which is keeping the crypt locked. This removes the chain and opens the door. Now you can see things on page three. Page Complete! Page Three ---------- Use the moon on the circle, at the edge of the coffin. This starts a puzzle. Click and hold the mouse button to make a moon appear on the screen. The moon slowly gets larger and larger, but it stops growing when you let go of the mouse button. It also stops growing if it hits one of the edges of the screen. If one of the fireballs hits a growing moon, the moon disappears. You want to fill up 75% of the screen, with various moons. You have a limited number of moons you can make, but if you fail the challenge, you can try again. Solving the puzzle opens the coffin. Click on it to get a skull. Page Complete! Page One -------- Give the skull to the Headless Horseman. That makes a nice head for him! Give him his card to end the book. 003i-The Descent --------------------------------------------------------- Page One -------- Professor Lidenbrock here needs your help, before he can go on his journey to the center of the Earth. Click on his book to find a hidden page fall out of it. You'll need several things before you can read it. Around this room, you can find a fishing pole, a Latin dictionary, a magnifying glass, matches, a mirror and a rune book. Collect all these things. Click on the display case on the shelves for a puzzle. In this puzzle, find the two matching minerals, then click them. Solve this puzzle several times to get a cryptex. Once you have everything, you can decode the hidden note from Professor Lidenbrock's book. Use the magnifying glass on the note to read it. To decode it, you'll have to use four items in the right order. Use the rune book, then the cryptex, then the mirror, then the Latin dictionary. Give the note to the Professor, and he goes off to find the location that leads to the center of the globe. Page Complete! Page Two -------- Here, you want to pick up some items. Take the rope, gun powder and the pickaxe from the camp. Use the pickaxe on the stump in the lower/right to find grubs. Pick them up. Page Complete! Page Three ---------- We must find a way across the water here to continue the journey! Use the pickaxe on the tree to the left to get logs, and use the rope on logs to create a raft. On the right side of the screen, a fish swims around in the water. It is not always on the surface of the water. Use the grubs on the fishing pole, then use the fishing pole as the fish. You catch it! Page Complete! Page Four --------- Ah, a dinosaur is here! Give the fish to the dinosaur, and it will leave. Now, put the gun powder in the little indentation on the rocks. Use the matches to light the gunpowder. The rocks explode, and the journey is over. Click on the camera here to get a picture of the Professor, then use the card on him. Book complete! 003j-The Dive --------------------------------------------------------- Page One -------- Captain Nemo has found Atlantis! He wants to get an artifact from this place. You can see fish through the window here. A shark with a cog in its mouth will swim by. Click on the cog when this happens, and it is added to your inventory. Page Two -------- We have two parts of the ship. The card is on the bottom part, but it's stuck to the ground. On the bottom, you have some coal. Pick it up to see a box. Move the box aside to get a wrench. Use the wrench on the hatch (in the upper/left part of the bottom section) to get the water from the top of the screen to the bottom. This frees up the card, so you can now pick it up. Open the furnace door. Remove the wet coal and put the dry coal inside. This powers up the machine on the left. The machine is a puzzle. You want to move tiles around so the number on each tile is the same as the number of tiles which it is touching. When you solve the puzzle, it powers the machine to the right. Pull the lever on this machine to turn on the lights of this submarine. Page Complete! Page Three ---------- Now that the lights are on, you can see the left side of this screen. Pick up the stone disc on the ground (on the left) and use the cog on the statue. Page One -------- Use the stone disc on the phonograph here. You get a series of numbers. Page Three ---------- Press the four symbols on the machine (on the left), in the order indicated by the phonograph. This gets you a partially-destroyed medallion. Get a pearl from one of the clams in the lower/right, then use the pearl on the medallion to fix it. Page Complete! Page One -------- Give the medallion to Captain Nemo, then give him his card. Book Complete! Library ------- When you finish your tenth book (which is either The Treasure, The Headless Horseman, The Descent or The Dive), you have to do the puzzle at the machine again. The machine will let you examine the cards you have. You have two lenses: one blue and one purple. Move the blue lens over the cards; you will see a number of pulsating symbols. Click on a symbol when you see it. Do the same thing with the purple lens. Once you've found all the blue and purple symbols, a puzzle starts. Put the symbols on the board, in order to fulfill the various conditions described on left. The rules you have to fill change every time you play the game, but they are all simple things like "three purples in a horizontal row" and "two star symbols next to each other". Once you've solved the puzzle (or when you've skipped it), you have a yellow lens. Move it over the cards. One card has a pulsating symbol on it. Click the symbol. The person in that card is your new suspect. Go back downstairs. There are five new books that you can use now: The World of Oz, The Witch, The Detective, The Gold Rush, and The Traveler. 003k-The World of Oz --------------------------------------------------------- Page One -------- Dorothy needs the slippers so she can leave Oz and return home to Kansas. Page Three ---------- You want to take everything that is here. Get the axe, the wood, the board, the magnet and the oil can. Page Complete! Page Two -------- Use the oil can on the Tin Woodman. You get a puzzle, with the axe, wood, board and magnet. In this puzzle, you want to lead the Tin Woodman to the card and the slippers. Use the axe to cut down trees. If there is a pit, put the board or wood on top of it so the Tin Woodman can safely cross. Use the magnet to get the Tin Woodman to walk in a different direction. When you're done with the puzzle, the page is complete. Page One -------- Give the slippers and the card to Dorothy. Book complete! 003l-The Witch --------------------------------------------------------- Page One -------- Oh dear, Hansel has been locked in a cage by a witch who wants to eat him! That's not good. Page Two -------- The witch is here! Talk to her, and she gives you a sack to collect a chicken. Page Three ---------- Open the doors on the right page for a puzzle. You want to lead the chicken to the middle area, which is the only area that is safe. If you lead the chicken to another area, it can go through a door and escape. Click on a door to temporarily open it, and click on a spot to have the chicken go away from that spot. When you finish, use the sack on the chicken. Page Two -------- Give the chicken to the witch. She asks you to make a stew. Grab the bucket from the left, then go back to Page One and fill the bucket with water from the well. Use the bucket of water on the pot on the stove. If you stoke the fire by clicking the air-blowing device, the room fills with steam and the witch leaves. While the witch is gone, you want to take many things. Get the key in the lower-left. Get the card, inside the book on the table. Get the bread dough on the table. Get the bone from the chicken on the table. If you can't get all the items in time, you have to make more steam to get rid of the witch again. Simply refill the bucket with water, then put the water on the stove and stoke the fire. Page One -------- Give the bone to Hansel. Refill the bucket with water, then create steam in the witch's house (on page two) one more time, to bring her outside. The witch feels Hansel's arm, but she feels the chicken bone, not his real arm. This tricks her into thinking he is too skinny to eat. Open the oven here. Put the bread in the oven, then pick up the bread paddle. Use the bread paddle on the bread. The witch will fuss over the bread, and while she's looking into the oven, use the bread paddle on her to knock her inside! Take the bread crumbs, then use the key on Hansel. Page Complete! Page Three ---------- With Hansel free, the two children escape from the witch's house. Use the bread crumbs on the swan here, to bring it ashore. Hansel and Gretel get on the swan's back. Use Gretel's card on her to end the book. 003m-The Detective --------------------------------------------------------- Page One -------- It's Sherlock Holmes! He has a mystery to solve on this boat. Page Two -------- This is the scene of the crime! Open the desk drawer to get a pen. Examine the box on the floor. The necklace in this box was stolen. Get the fingerprints from the box. Page Three ---------- A suspicious engineer is here. Examine the footprints on the ground here, then use the footprints on the man's boots. Aha! It's a perfect match! Now, use the fingerprints on the man's hand. Another perfect match! The man goes away, and you can take the wrench from his box of tools. Page One -------- Show the footprints and the fingerprints to Sherlock Holmes. He opens the door to the radio room, which is Page Four. Page Four --------- This room has a mail system similar to the one on Page Two, except this one has not been sabotages. Take the mail container (from the right) and use the wrench on the pipe (also on the right) to get it. On the right side of the desk is a cryptogram. You want to figure out what the secret message is, but the trick is that every letter stands for a different letter. The message is "Package on ice, retrieve at port". Ah, it's a message from the culprit. We can take advantage of this! Examine the requisition form on the left side of the desk. Use the pen to check off on the first item here. That is the item which has an ice package. Page Complete! Page Two -------- Put the pipe into the missing pipe section. Put the requisition form into the container. Put the container in the pneumatic mail machine and pull the lever to send it. Page Three ---------- The package is delivered here. Take the ice pick and use it on the ice to get the necklace. Page Complete! Page One -------- Give the necklace to Sherlock Holmes, and he gives you a key. Page Two -------- Use the key on the drawers (on the right) to get Sherlock's card. Page Complete! Page One -------- Give Sherlock his card to end the book. 003n-The Gold Rush --------------------------------------------------------- Page One -------- Buffalo Bill needs two gold nuggets, otherwise he can't get his carriage fixed. Page Four --------- Talk to the miner here. Sometimes, he puts his pickaxe down on the ground. When he does, click the pickaxe to take it. Page Two -------- Use the pickaxe on the box on the wall, which is shut with a padlock. This gets you the keys. Take the keys and use them to open the door to the jail cell. You can now take the dynamite. Page Complete! Page Three ---------- Use the dynamite on the safe to open it. This gets you a card and a key. Use the key on the locked desk drawer to get a deed. Page Complete! Page Four --------- Give the deed to the miner for a gold nugget. Talk to him for a puzzle. In this puzzle, you want to make three weights and balance the scales perfect. Click and hold the mouse button to make a weight grow. The weights do not have to be the same size as the ones on the right; they just have to be the same weight. Solving the puzzle gets you a second gold nugget. Page Complete! Page One -------- Give the two gold nuggets to Buffalo Bill, then give him his card. Book Complete! 003o-The Traveler --------------------------------------------------------- Page One -------- The Traveler here can't work his time machine! Oh, dear. Page Two -------- At the bottom of the screen is an outlet. Zoom in on it and unplug the fan. It stops whirring, and you can read the piece of paper on it. This paper has the code for the time machine. There is a cube on the desk. Click on it for a puzzle. You want to connect the six marked tiles here. Draw colored lines, across the three faces of the cube, in order to do so. The lines are not always straight lines. Solve the puzzle to get the card. Page Complete! Page Three ---------- On the desk is a box with an orange sphere. Take it. Examine the blackboard for a puzzle. You want to cross out squares on the board, so the numbers in each row and column have the correct sum. Click on a square to cross it out, and click on a crossed square to uncross it. Solving the puzzle makes a drawer open. Take the handle out of the drawer. Page Complete! Page One -------- Insert the five-digit number from Page Two on the lock. You can now access the time machine. Put the sphere and handle onto the machine. Pull the handle to start it. The Traveler thanks you. Give the card to him to finish the book. Library ------- When you finish your fifteenth book (which is either The World of Oz, The Witch, The Detective, The Gold Rush, or The Traveler), you have to do the puzzle at the machine again. The machine will let you examine the cards you have. You have two lenses: one blue and one purple. Move the blue lens over the cards; you will see a number of pulsating symbols. Click on a symbol when you see it. Do the same thing with the purple lens. Once you've found all the blue and purple symbols, a puzzle starts. Put the symbols on the board, in order to fulfill the various conditions described on left. The rules you have to fill change every time you play the game, but they are all simple things like "three purples in a horizontal row" and "two star symbols next to each other". Once you've solved the puzzle (or when you've skipped it), you have a yellow lens. Move it over the cards. One card has a pulsating symbol on it. Click the symbol. The person in that card is your new suspect. Go back downstairs. There are five new books that you can use now: The Strange Case, The Voyage, The Invisible Man, The Baron and The Legend. 003p-The Strange Case --------------------------------------------------------- Page One -------- This is the Dr. Jekyll and Mr. Hyde book. You can grab the switch potion behind Jekyll. Use the potion on Jekyll to switch to Hyde's pages, and use the potion on Hyde to switch to Jekyll's pages. Hyde Page Two ------------- Zoom in on the crate. Pick up the crowbar here and use it on the crate to open it and get phosphorous. Hyde Page Three --------------- Get a pen from the desk. Jekyll Page Three ----------------- There is paper on the bedside table. Using the pen, mark one paper for dinner, and mark a second paper for laundry. Hyde Page Three --------------- Give both papers to the clerk. Jekyll Page Three ----------------- Get salt from the breakfast tray. Zoom in on the laundry to find a key sticking out of the suit's breast pocket. Page Complete! Hyde Page Two ------------- Use the key to open the drawer of the safe here, to get Jekyll's card. Jekyll Page One --------------- There is paper in the lower/left. Use the pen on the paper to write out a prescription. All you have to do is trace Jekyll's signature. Jekyll Page Two --------------- Give the prescription to the pharmacist to get snapdragon. Page Complete! Jekyll Page One --------------- Time to make the potion to help Dr. Jekyll! Examine the machine. Put the phosphorous, salt and snapdragon inside. This starts a puzzle, in which you must draw shapes on the board. Your challenge is to collect the drops, so the drops do NOT touch the edges of the board. Collect three drops of a large enough size, and you win! Solving the puzzle gets you a reflux potion. Use it on Jekyll to get rid of Mr. Hyde for good. Then, show Jekyll his card to end the book. 003q-The Voyage --------------------------------------------------------- Page One -------- Phileas Fogg has made a bet with members of the Reform Club. They bet that he can't go around the world in eighty days. He needs help starting his journey, though. Take the bell (which is in the grass). Page Three ---------- There is a ringer by the door. Use the bell on it, then pull the ringer. The bell rings, and the Valet from page two appears. Page Two -------- While the valet is distracted, examine the machine on the far right. You'll get two coins for solving this puzzle. All you have to do to solve the puzzle is pop all of the balloons. When you pop the balloon with three lines on it, it gives you a triple shot on your next turn. Page Three ---------- Give the coins from the game to the boy selling newspapers. The boy leaves, and a card is found by his soap box. Pull the ringer to distract the Valet again. Page Two -------- Use a newspaper on the fireplace to set it on fire. Page One -------- Use the burning newspaper to ignite the hot air in the balloon. Mr. Fogg asks you to find his watch. Page Three ---------- Pull the bell to distract the Valet again. Page Two -------- Get the watch. Page Complete! Page Three ---------- Return here to ensure that the page is complete. Page One -------- Give the watch to Phileas. He gets in his balloon. Remove two of the weights from the front of the balloon, then give Phileas his card. Book Complete! 003r-The Invisible Man --------------------------------------------------------- Page One -------- Griffin wants to become visible again. Open up the journal to see the list of ingredients he needs. Page Four --------- The potion is inside a cage by the window. To unlock it, you have to solve a puzzle. Move the cage left and right, until the ball is in the center of the maze. This can be tricky, when you want the ball to move outside or in. When you solve the puzzle, you can get the invisibility potion. You can also get a knife from the chair. Page Complete! Page Three ---------- Use the knife on the tree here to get tree bark, which is one of the ingredients for the potion. Knock on the door here, then go to Page Two. Page Two -------- While the man is distracted at the door, you can take some things. On the table in the lower/left are salt and a boiled egg. On the counter of the bar is a card and a meat grinder. You will have to distract the man multiple times in order to take all these items and complete the page. Page One -------- Get the bread from the Invisible Man's table, and use it on the meat grinder to get bread crumbs. Page Three ---------- Use the bread crumbs on the bird house to attract a crow. The crow drops a feather, which is one of the ingredients. Pick the feather off of the ground. Page Complete! Page One -------- Time to combine the potion ingredients! Use the crow feather, the boiled egg, the salt and the tree bark on the invisibility potion. Give the potion to Griffin, and his hands become visible again. Now give him his card, and he can leave. 003s-The Baron --------------------------------------------------------- Page One -------- Baron Munchausen is used to having outlandish adventures, but he has found himself caught in the mouth of a sea monster! Can he escape? Page Two -------- A spaceship hangs over the moon. Odd. Take the hearing aid from the spaceship, then examine the device which looks like a telescope. You have a gear puzzle. Put gears on the board, in order to make the yellow gears rotate in the proper directions. If you cannot place a gear in a certain spot, the gear becomes transparent. Figure out the correct spots to put the gears, and the puzzle is finished! Page Three ---------- Vulcan is here, and he alternates between looking at a card and looking at himself in a mirror. Pick up a mirror frame from the ground here. Page One -------- Behind the Baron is a treasure chest. Use the hearing aid on the chest. Now, when you spin the two dials, you will hear a click if you get a dial in the proper spot. Move the left dial until you get a click, then move the right dial until you get a click. The chest opens, and you can get a portrait of the Baron from inside of it. Use the portrait on the mirror frame. Now you have a device which looks like a mirror, and which shows a picture of the Baron's face. Page Three ---------- When Vulcan looks at the card, switch his mirror for your fake mirror. Whenever he looks into the fake mirror now, he screams. Take the card from him while he's screaming. Page Complete! Page One -------- There is a barrel, floating on the left. Put the mirror in the barrel, then click on the mirror to adjust it. You want to adjust the mirror so it creates a bright white reflection. Page Two -------- Wow, the reflection of the mirror is visible from the moon! Click on the telescope-like device, and it shoots things at the mirror. Page Complete! Page One -------- The sea monster is dead, and now Baron Munchausen is free to continue his adventures! Give him his card to end the book. 003t-The Legend --------------------------------------------------------- Page One -------- King Arthur wants to find Excalibur, but Merlin is missing. That's not good. Examine Merlin's spell book. In order to make a deliverance potion, you need spring of rue, magic water and a moonbeam. You also need to heat these ingredients, so take the firewood from the corner and use it on Merlin's cauldron (on the desk). Take the prism from the bookshelf on the right, and take the vial which is behind Merlin's book. Page Three ---------- Merlin is trapped here! Take the dagger from the stone table, then put the prism on the table. The prism reflects a moonbeam into Merlin's cauldron. Page Two -------- Use the dagger on the rue (to the left of Arthur). Use the vial on the lake to get magical water. Page One -------- Use the vial of magic water on Merlin's cauldron, and use the sprig of rue on the cauldron. This starts a puzzle. You want to move pipes around, so the three colors combine to make brown. You then want the brown material to go into the vial at the bottom of the screen. When you finish, you get deliverance potion. Page Complete! Page Three ---------- Give the deliverance potion to Merlin. He is free, and he gives you Arthur's card in thanks. Pick up Merlin's staff to complete the page. Page Two -------- Give the staff to Merlin. Click on Excalibur, then give it to Arthur. Then give the card to Arthur to finish the book. Library ------- When you finish your twentieth book (which is either The Strange Case, The Voyage, The Invisible Man, The Baron and The Legend The Witch, The Detective, The Gold Rush, or The Traveler), you learn that a genie is responsible for the problems in the library. Time to catch the genie, by going through the puzzle at the machine again. The machine will let you examine all the cards you have. You have two lenses: one blue and one purple. Move the blue lens over the cards; you will see a number of pulsating symbols. Click on a symbol when you see it. Do the same thing with the purple lens. Once you've found all the blue and purple symbols, a puzzle starts. Put the symbols on the board, in order to fulfill the various conditions described on left. The rules you have to fill change every time you play the game, but they are all simple things like "three purples in a horizontal row" and "two star symbols next to each other". Once you've solved the puzzle (or when you've skipped it), you have a yellow lens. Move it over the cards. One card has a pulsating symbol on it. Click the symbol. The person in that card is the Genie's disguise. The Genie (a book) is added to the bookshelf. Go downstairs. Once you solve this book, it will bring an end to the Genie's evil! 003u-The Genie --------------------------------------------------------- Page One -------- The Card of Azada, which can defeat the Genie, has been split up into three parts. We have to find them all. Page Three ---------- Take the wrench from the wall here (by the steps) and take the hammer (also by the steps). Page Four --------- Click on the freezer to open it. It's not working! Use the wrench on the control panel for a puzzle. In this puzzle, you want to rotate the pipes so all the black spots are filled with light. It's a very difficult puzzle, especially since some of the spots on the board are blank and cannot be used. Solve the puzzle to fix the freezer. Take the oily rag from the other door here. Page Two -------- Use the rag on the furnace here to set it on fire. Page Complete! Page One -------- Use the rag on the Genie to temporarily get rid of him. While he's gone, take the box on the stairs, the card piece on the part sticking out of the right of the stairs, and the compass on the table to the right. Page Two -------- Use the compass on the lower/right part of the screen. This is a maze! You want to go through the maze, until you find a card piece. The compass in the lower/right always points in the direction of the card piece. Find the card piece to solve the challenge. Page Complete! Page Four --------- Put the box in the freezer, then use the hammer to break the lock. Inside the box is the third and final card piece. Page Complete! Page One -------- Use the Card of Azada on the Genie! Congratulations, you beat the game! The next game of the Azada series is Azada: In Libro. 003v-The Creature --------------------------------------------------------- This game has a bonus chapter! Simply click on the portrait of Titus and insert the password "Magic book". Page One -------- Dr. Frankenstein is building a creature! Click the window to open it. Page Two -------- Take the body parts on the right. Then, click on the computer for a puzzle. You want to move the pieces around, so they connect. The blue pieces must be connected like this: X XXX X And the small red piece lines up perfectly with the two other red pieces, forming a complete line between them. In order to do this, you must connect the blue pieces before the red pieces. Solving the puzzle opens the computer. Take the lightning rod, the electric cord and the card out of the computer, then use the lightning rod on top of the building here. Page One -------- Time to build the creature! Examine the creature's body and put body parts on the creature. Half of the body parts you have don't fit; figure out which body parts are the right ones. Use the extension cord on the cord outside the window, and connect it to the cord above the creature's body. Page Two -------- Watching the lightning bolt. Page One -------- It's alive! The creature lives! Give the card to Dr. Frankenstein in order to finish the book. 004-Credits --------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2013. If you want to use any part of this FAQ, ask me first (instructions under general information).