Azada: In Libro A Walkthrough by The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 8/21/2013 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Walkthrough 002a. Chapter 1 002b. Chapter 2 002c. Chapter 3 002d. Chapter 4 002e. Chapter 5 003. Credits 001. General Information ----------------------------------------------------------- This is a walkthrough for the game called Azada in Libro. This is the third game in the Azada series of games. To contact me about this guide, use my email address: ilovecartoonssomuch@yahoo.com. 002. Walkthrough ----------------------------------------------------------- Start the game by clicking the play button. There are three different difficulty settings. 002a. Chapter 1 ----------------------------------------------------------- Prague ------ The game begins with our character arriving in Prague! A distant family member wants to give us an inheritance! That's nice. Talk to the notary, and he will leave. That's...not so nice. An optional tutorial begins, teaching you how to play the game. You can find objects that are added to your diary in the corner of the screen. For example, look at the paper on the steps here to learn that Prague has been plagued by natural disasters recently. You can also zoom in on certain areas. Click on the left side of the door, near the bottom. Here, you can pick up a bottle of milk. Use it on the milk bowl to get the cat to come out. Now that the pet door is open, you can look inside it for a bell rope. Examine the bell (on the right side of the door). Use the rope on the bell to ring it, and the door opens. Go through the door. Click on the cat, and it runs away. A man appears. He reveals that the entire inheritance was a trap! He pulls off his disguise and sends you crashing to the basement. Here, click on the mirror to meet Titus, a character from the two previous Azada games. He needs you to go through the various worlds of Azada to put things right. Azada is the name of the book below the mirror. Click on the book and flip the page. Click on the glowing area to enter it. The Alleyway ------------ Titus appears. He explains that his uncle, a magician, is probably behind the problems in Azada. You need to find the three guardians of Azada and get their keys. The first guardian lives in this city. You're in an alleyway at the moment, and the exit is blocked by a shadowy octopus-like creature. Look against the left wall to find a brick. Behind that is a bracelet. Take both of these items. Look against the right wall, and you'll see an apple in front of some bars. Pick it up. Open the trash can. Dig through the garbage until you find a bicycle chain link. Zoom in on the bicycle and use the chain link on the bicycle for a puzzle. In this puzzle, you want to put the chains on the bicycle, so each piece is next to a piece of the same color. Click on a piece to rotate it. For this puzzle, the color shades don't matter. You can put a dark green piece next to a light green piece. Since they're both green, they count as a match. All the pieces you need are on the screen. Some are inside the wheel spokes. I believe there are multiple solutions to the puzzle, and when you solve the puzzle, you get the chain. A gust of wind will blow away the shadowy monster leaves. You can read a piece of paper on the left, warning everyone to stay inside and protect themselves from the shadow creatures. Town ---- Go forward through the alleyway. A note from Titus is on the ground. He says that the Guardian of Azada, who you're looking for, is inside the building in front of you. The door is locked with a puzzle. You must find all the parts of the doll that looks like the Guardian. To start with, let's go right to the docks. Move the small cart on the tracks to reveal a moneybag. Open it for a coin. Go up the dock, to the ship. Examine the message board and take the skirt in the upper/right. Click on the board, and a copy of the notes here are put in the diary. Board the ship now. Examine the rope on the right to get a coin. Go into the hole by the mast, then look in the side of the couch for a candle. Leave this area, then go into the Captain's Quarters. The captain is smoking a pipe. Use your candle on the pipe to lit it. Also, zoom in on the captain's hand and take the crowbar. Go backwards twice, to the message board and crates. Use the crowbar on the crates to get a screwdriver and a board. Go backwards again. There is a metal plate, covering a crack on the wall here. This is left of the machine on the left. Zoom in on this section of the wall and use the crowbar on the plate to get it. Zoom in on the machine now. It requires two coins to operate. One coin was in the rope on the ship, and the other was on this screen, behind a cart. Use the coins on the machine to start it. The clue to this puzzle was on the message board. You want to pull the levers and spin things around, until they show the message on the message board. That would be 1, a spade, and A. Pull the left lever twice and pull the right lever three times to solve the puzzle. When the puzzle is solved, you get a code wheel. Go back onboard the ship and go down to the lower floor. Examine the wine rack. Use the brick on the odd bottle of wine to get a code: heart, clover, spade, heart. Use the code wheel on the trunk here and input that code to get a hat. That's it for the docks area for now. Leave the docks, and go left, to a tram. Click the ladder to move it against the tram, which allows you to examine the lantern. Put the candle in the lantern, then take the lantern. Examine the dark area under the tram. Use the lantern here to find a pig. Use the apple on the pig to calm it down. You can now get a board. Take the lantern after you get the board. Step back and climb onboard the tram. The tram has four seats. Pushing them down or up affects the lock in the floor. Push the bottom/right seat down, and push the upper/left seat down. When those seats are down, while the other two are up, the puzzle is solved and you get a wing. Examine the device on the left side of the tram. It has four screws. Use the screwdriver on all four screws, then remove the plate. Pull the lever and you get a gear. Inside one of the horse skeletons that are pulling the tram, you can get a metal bug. Leave the tram. When you're back in the main area, scare away the bird in the alley by clicking on it. You can now zoom in here. Use both boards and the metal sheet on the broken ladder. You can climb the ladder to get a brush. Go back to the tram area. See the drainpipe? Use the brush on the drainpipe to get fishing line. Go back to the docks and board the ship. On the left part of the ship, there is a device which looks like a bird skeleton. Zoom in on it. Use the gear and the chain on the device. This starts a puzzle. You want to arrange the gears, so the red lever goes counterclockwise. To solve the puzzle, put the four larger gears in the four corners. The smaller gears go on the smaller pegs. Push the left arrow to solve the puzzle and get a hook. Go into the Captain's Quarters. There is a fishing pole in the corner, past the sofa. Use the fishing line on the pole, then use the hook on the pole. You get a finished fishing pole. Leave the docks and go back to the main area. Zoom in on the area which is left of the door. Use the fishing pole to get the anklet here. Now zoom in on the door which leads to the next area. Put the skirt, hat, bracelet, wing and anklet on the doll to start the puzzle. You want to move things around, to make the doll look like the picture in your diary. Every time something is in the correct position, one of the tumblers unlocks. Unlock all the tumblers to open the door. Go forward to enter the new area. 002b. Chapter 2 ----------------------------------------------------------- You don't need to leave this area, in this chapter, unless you forgot to get the lantern under the tram, or the metal bug on the horse skeleton on the tram. Go back and get those things, if you do not already have them. The Right Rooms --------------- The door to the right room is locked. Go forward to the lobby and move the skeleton's hand to get clippers. Return to the hall and zoom in on the right door. Use the clippers on the door's chain to get inside. Examine the cabinet on the left. A piano scroll is on the top, while a gun barrel is in the middle. Examine the cabinet in the far part of the room for a pestle, and examine the log pile by the fireplace to get carbon. Go forward to the bathroom. Pick up the towel on the side of the bathtub, and go through the hamper to find a puzzle piece. Zoom in on the bathtub and take the rubber duck. You need to find a way to turn off the water here. Examine the sink for a bar of soap. Use the soap on the bucket of water underneath the sink. That's all you can do in the right rooms for now. Go back to the main hallway. Take the sulfur from one of the mailboxes on the right, then go left. The Left Rooms -------------- The three doors in this room are locked. Examine the picture on the right wall. Move it to find a faucet, for the bathtub. Zoom in on the piano. Take the bullet from on top of the piano, then use the piano scrolls on the piano. This will unlock the two doors on the right. Go through the left door to a bedroom. Move the chair aside to get a hammer, and search through the hamper to get a puzzle piece. There is a towel on the wall here. If you didn't pick up the towel in the bathroom, you can pick up the towel here. Examine the side table by the bed. There is part of a gun here, along with saltpeter. Take the saltpeter, then examine the bed. Pull on the blankets twice to reveal a magnet and a spring. The spring is stuck. Leave the bedroom and go to the main hall. Go forward to the lobby and look in the desk drawer of the front desk to get a knife. Return to the bedroom and use it on the spring to loosen it. Examine the clock in the bedroom. Open up the face and use the spring here to start a puzzle. The goal of the puzzle is to get the spring's ends into the holes. Go up twice, right three times, down five times, left twice, up twice, left and up. Solving the puzzle gets you a bird. Leave the bedroom, then go through the other room on the left part of the building. This is a library. Move the right chair to get a mop, then zoom in on the top of the desk. Take the pouch and the puzzle part here. A recipe for gunpowder is here. You should have all the ingredients at this point. Put the saltpeter (from the bedroom), the sulfur (from the mailbox) and the carbon (from the fireplace's log pile) in the mixing bowl. Use the pestle (from the cabinet in the right room) on the ingredients and use the pouch on the bowl to get the gunpowder. Examine the globe in this room. Put all three puzzle parts on the globe. You got two parts from laundry hampers, and the third part was on the desk in this room. Putting the parts down starts a simple jigsaw puzzle. Put the pieces together to form a circle. Another puzzle is underneath, but you need metal bugs to solve it. Return to the bedroom. Zoom in on the cartridge on the side table by the bed. Use the gunpowder on the cartridge, then use the bullet on the cartridge. You can now pick it up. The Upper Area -------------- Go back to the main hallway and go forward. Use the hammer (from the bedroom) on the lock to the right to go downstairs. Use the lantern to light up this area. Zoom in on the area to the left for a puzzle. In this puzzle, you have to use the towel to cover all the holes. You must move the pieces down/right, up/right, down/left, up/left, left and down/left. Solving the puzzle gets you a metal bug. There's another area here, but the floor is covered with oil, so you can't reach it. We'll have to fix that. Go back two screens and go right two screens to the bathroom. Use the mop on the bucket below the sink to get a lathery mob. Zoom in on the bathtub and use the faucet to drain it. Zoom in on the drain to find a magnet puzzle. With the magnet from the bedroom, you can solve this puzzle. Use the magnets to repel or attract the bug. Move the bug up, up/left, left, up, up/left, up/right, down/right, and up/right. Move it left, down/left, up, up/right, down/right and right. Finish by moving it up/right, up/left, down/left and up. Only use the blue parts of the magnets if you are going down/left or down/right. You now have the three bugs. Return to the study on the left side of the building. Use the bugs on the bug puzzle, inside the globe. You want to move the bugs around until they all fit into the three colored holes. Each bug goes into a hole which is the same color as it. Solving the puzzle unlocks the bookcase to the left. Look in it to find a chicken and a diagram. Leave the room and zoom in on the piano. Put the three birds on the nests, according to the diagram. That is, from left to right, put down the cuckoo, the chicken and the duck. This opens the door near the piano. Go into the room. The Guardian of Azada here is trapped by a shadow monster. Examine the small desk on the right to find a gun cylinder. Leave the bedroom and return to the hallway. Go forward twice to the basement. Use the mop on the stairs to clean them. Zoom in on the far side of the room to find a gun handle. Put the gun barrel down, then the gun cylinder. Put the cartridge into the gun and click on the barrel to close it. Take the revolver. Return to the room and use the revolver on the window. This gets rid of the shadow monster. The Guardian of Azada comes out to thank you, and she gives you her key. Go back to the main hallway and go forward. Use the key (in the key box right of your inventory) on the gate to the elevator. Step inside the elevator, and you return to the basement in Prague. Talk to Titus in the mirror, then look at the Book of Azada. Flip the page and step into the book to reach the next area. 002c. Chapter 3 ----------------------------------------------------------- You start off in a cave. The cat here is the one you saw in Prague, at the start of the game. Click on it, and it leaves. You can examine the water here to see the Guardian of Azada in this area. She needs your help. Examine the plant in the lower/right, and you can take a flower. Now, examine the bat in the upper/right. It says that the cave only opens with the Z key. We have that key, so click on the mouth of the cave. Use the key (in the key box) on the lock to open it. Click on the cat again, and it runs away. The bushes on the right, where the cat was, have a feather for you to take. Fixing the Cabin ---------------- Go left to a cabin. Search in the haystack to find a glove. Zoom in on the window. You find a note which says the cabin is cursed, and you also find a ring. Use the ring on the cabin door to unlock it. Go inside. You need a horseshoe here to get rid of the curse. Leave the cabin and head towards the castle in the distance. You see a fairy gnome. Click on the building on the left, which is a horseshoe shop for centaurs. Click on the giant snail, and it leaves slime on the door. You need to clean off the slime before going through. In the castle courtyard, go forward (to the area left of the tower and right of the centaur shop). Here, you talk with Titus for a bit. Zoom in on the grinding wheel on the far right and take the ladder. Zoom in on the cart on the far right and move the paper to get a fruit. Back away to the castle courtyard. Zoom in on the area to the right. Use the ladder here, so you can get the watering can. Take the ladder again, then go back to the cave and use the can on the water pool here to fill it with water. Go to the centaur shop and use the watering can to clean it. You can pick up two notes here, as well as an axe. Then, look at the horseshoe display. You have a puzzle, where you must find the horseshoe without a match. Solve the puzzle three times for a horseshoe. Go back to the cabin area. There are logs in the upper/left. Zoom in on them and use the axe on a log to get a splinter. Then, enter the cabin. Put the horseshoe on the hook in the upper/right. Now you can do things in this room. Zoom in on the fireplace to get a note. Use the splinter on the fire to get a burning splinter. Zoom in on the stump on the left and use the burning splinter on the spider to get a brush. Examine the bucket by the table. This starts a puzzle, where you must place the outlines on the board and get rid of mushrooms. You can only get rid of mushrooms, if the outline is over three mushrooms of the correct color. Solve the puzzle to get a mushroom. Examine the top of the table. You can take the paper here, as well as a nail below the paper. Put the fruit on the cutting board and use the knife on the table on the fruit. Seeds are placed on the paper in the lower/left. Click on the paper and use the watering can on it. Click on the paper again and take the grain. Leave the cabin and return to the cave. Zoom in on the area in the lower/left. Use the brush here several times for a puzzle. To solve this puzzle, put all the gems in place. Start with the purple gem, which you can move right to get into place. Then click the red gem, which you can move right into place. Select the blue gem, which you have to move right, then left into place. Finish with the green gem, which you move right, left and right into place. Solving the puzzle gives you a rough diamond. The Castle Area --------------- Time to explore the castle in more detail. In the courtyard, zoom in on the statue. Take the arrow from the sling and open the pack to find a mosaic part. Zoom in on the building to the right. Using the glove (from the haystack by the cabin), you can pick up the glass. Go to the left of the tower to the main area of town. The cart on the left has a scoop for you. The second-from-left stand has bottles and a pipette for you. The third-from left stand has a...uh oh! It breaks when you touch it. Use the pipette here for a puzzle. Click on a color, and the piece in the upper/left changes into that color. Do this over and over again, until the entire board is one color. You must do this in under 26 moves. Solving the puzzle gives you acid. Return to the cabin and zoom in on the log pile. Move the top log to find a small locked container. Use the acid on the container to open it. This gives you a mosaic part. Go right. See the plant in the lower/left? Use the scoop here to get a root. Return to the castle courtyard. Go into the center tower here. There is a dandelion you can take from the portrait of the Guardian of Azada here. Go up the stairs. The third chimera has a grindstone. Take it, then return to the castle market. Zoom in on the grindstone to the right. Put the grindstone on the device, then put the rough diamond on the left side of the device. Click on the foot piece of the device, and you get a finished jewel. Return to the castle tower. See the stand by the chair? Put the diamond in the stand. You can now look at the bookcases. Read all three books in the right bookcase, and get the mosaic part from the left bookcase. Zoom in on the fire here. Use the nail on the eye of the dragon to get some amber. Now, using the notes in your diary, make potions. From left to right, the four potions need mushroom and grain, dandelion and feather, flower and amber, and root and glass. Use your bottles on the four potions to get them. If a potion is correctly made, the liquid changes color. Go upstairs. Use your mosaic tiles on the mosaic at the top of this area. Put the pieces on the board to form a picture of sun, wind, rain and frost. Those four symbols appear above the chimeras. Use the four potions on the chimeras to open a gateway. Enter through the gateway. The evil that is blocking the path ahead gets vanquished. Hooray! 002d. Chapter 4 ----------------------------------------------------------- Gnome Fairies ------------- Examine the water here and take the fin. Examine the tree on the right. Use the ladder here to get the pineapple. There is a stump here with an item, but birds are protecting it. There are more fairy gnomes here. They left a note for you on the left. Read it, then take the left path to their village. On the rope bridge is a caterpillar. Take it, then go back two screens. Give the caterpillar to the bird for a bell. Go forward twice to the fairy gnome village. The flowers on the ground are parched, so use the watering can on them. This starts a puzzle. Rotate the flowers with red centers, by clicking on them. You want every flower petal to touch a petal of the same color. A white outline appears around a flower, to indicate that it does not need to be moved any more. When you're done, go into the treehouse in the upper/right. The character here has been turned into copper. Inside the case on the left, by the table, is a talisman. Take it, then go backwards twice. Zoom in on the dark tree, by the fork in the road. Use the talisman on the parts of the tree that resemble faces. There are nine of them in total. When you're done, the tree is fixed and you get a handle. Return to the treehouse. Use the handle on the locket, around the neck of the copper character. This starts a puzzle, in which you must figure out the direction the figure is facing. Get the right answer three times in a row to receive a stake. The Waterfall Area ------------------ Go back two screens, to the crossroads. Take the right path. A monkey is in the upper/right corner. Use the pineapple on the monkey to get the hammer. Zoom in on the building to the left. Use the stake on the sword, then use the hammer on the stake. You get the short sword. Go forward, on the path by the house. The cat is here. Click on it, and it leaves. You can't follow the cat, but you can grab the rope in the lower/right. Go back a screen. Go through the waterfall. In the upper/left, there is moss. Use the brush here to find a fin. To the left of the small pool, there is a box you can zoom in on. Use the arrow on it to get a matchbox. Go forward to the tree on the right. This has the elevator which you can use to exit! Look at the elevator and take the fin left of it. Zoom in on the right side of the tree, which has fireflies. Use the matchbox here to capture them. This starts a puzzle. Get yellow bugs into all of the holes. You can push bugs with bugs. For example, click on yellow bugs until you have one in the top row. Then, click on the upper/left bug, until the yellow bug is in the upper/right. Click on the upper/right bug to push it into the hole there. When you're done, you have fireflies. Return to the gnome fairy dwellings. Zoom in on the bridge. Use the rope and the bell on the bridge to fix it, then use the matchbox of fireflies on any of the lanterns. The gnome fairies thank you for fixing their home, and they give you a stone symbol. Before leaving them, zoom in on the thorny tree to the left. Use the short sword on the thorns to get a net. Go back and right. Zoom in on the fish. Use the various fish fins you have on the fish to start a puzzle. In this puzzle, click on the various waves to make them go away. Get rid of all the waves to solve the puzzle. You get a pearl as a reward. Go through the waterfall. See the symbol on the wall in the middle? Put your stone symbol there, and put the pearl there. This gives you the antidote. Go back and then go forward, down the path by the house. The antidote kills snakes. Kill all nine snakes and go forward. The Guardian of Azada is being held captive here. Zoom in on the hand-like thing on the right. Use the sword on it to get a cart handle. That makes two cart handles. Zoom in on the bubble to the left. Click on it to break it, and use the net here to get a saw. Go backwards three times and zoom in on the cart. Put both handles on the cart. It still needs a wheel. Return to the treehouse in the gnome fairy area and use the saw on the table for a wheel. Go back to the cart. Use the wheel on the cart so you can move it. Go forward to the Guardian of Azada and use the cart on the swamp. The rocks in the cart are used as stepping stones, so you can get close enough to take the key. Go down twice, then right twice, to the elevator. Use the D key (in the key box right of the inventory) to open it. Go inside to return to the basement in Prague. Talk to Titus in the mirror, then look at the Book of Azada. Flip the page and step into the book to reach the next area. 002e. Chapter 5 ----------------------------------------------------------- First Screen ------------ You start off, inside a large skull. Take the ladder from the lower/right and read the message. Only the D key unlocks the door. Use the D key on the lock above the teeth, and use the ladder on the gap in the teeth to climb outside. The Fire Area ------------- A fire imp appears. Click on it, and it goes in the direction of the Black Magician's castle. Paper will blow through the area. Click on the piece of paper to read that it is a copy of the order, from the Guardians of Azada, that the Black Magician be sentenced to stay here in this world. We might as well start by exploring this world. You can go right here to the labyrinth, and you can go forward to the crossroads. Go forward and click on the fire imp. It goes to the castle. Here at the crossroads, take the skull in the upper/left. A cobra is here, and you can charm it once you have an instrument. As the signs show, you can go right to the train or left to the river. Go right to the train. The train tracks lead to the castle, but there's something stuck between the rails, and the train is on the wrong set of rails. Go inside the train. Open the first aid box in the upper/right to get a bottle and a hammer. Open the trapdoor to get two gems. There is a lamp puzzle here that needs parts, as well as a locked engine. Go left twice to the river. On the left side of this screen are chains that you can't reach. On the ground, near the center, is a patch of dirt. Take the seashell here. When you have a shovel, you can dig something up. Go forward to the dragon skeleton. It has the shovel you need in its jaws, but the jaws are shut. Take the ribs, which are left of the dragon's head. Go back two screens. Zoom in on the bridge and use the ribs here to help support the planks. You can now go forward to the castle. Zoom in on the rock in front of the door. Move it to find termites. Use the bottle on the termites to collect them. The door is locked, and the lever does nothing. Take the broom from the lower/right, then take the puzzle part from the left window. Go backwards two screens. Now, go right to the labyrinth area. Zoom in on the place to the left and use your broom here to find the labyrinth map. Go forward. There are two statues here. Use the skull on the base of the right statue for a flute. Use the seashell on the base of the left statue for a bucket. Look under the bench on the left for a lamp. Put the labyrinth map on the post to the left, and you can go left. The labyrinth leads to a well. Take the cane from the purple mushrooms in the lower/left. We'll return to the well later. Go backwards three screens, then forward. Use the flute from the labyrinth on the cobra to get knitting needles and yarn. Go left to the river and zoom in on the left cave. Use the cane here to get the chains. Go backwards two screens, right to the labyrinth, then forward and left to the well. Zoom in on the well. Use the termites on the wood to destroy it, then use the chain on the well, and use the bucket on the well. You get a bucket of water. Go back three times. Use the bucket of water on the flaming things to the left and right. The right one has a rod, and the left one has a lamp piece. Go forward and left to the river. Go forward to the dragon. Use the rod on the dragon's skull to get the shovel. Zoom in on the puzzle in the upper/right. Use the puzzle piece here. In this puzzle, you want to move pieces around, so the blue pieces on the top have the same designs as the red pieces on the bottom. Solving the puzzle gets you a wrench. Go backwards a screen. Use the shovel on the dirt in the middle to get a barrel. Zoom in on it for a puzzle. In this puzzle, swap pieces until you get a completed picture of fruit. When you're done, you get a barrel of honey. Go back two screens, then right. Give the barrel of honey to the rat. You can now look in the building on the right. Pick up a file here, and use the bucket on the coal to get a bucket of coal. We're almost done with this area! Back away, then go forward twice to the castle. Use the file on the lever to get it. Then back away and go right to the train. Let's fix the tracks. Zoom in on the tracks and use the knitting needles to get the lamp. Then, zoom in on the track switch. Use the lever here to switch tracks. Go into the train. Now that you have all the lamp pieces, zoom in on the panel. Put the three lamps here to start the lamp puzzle. Move pieces around so all the lamps are connected. The piece without a lamp goes one spot right and one spot below the upper/left corner. When a piece is put in the correct spot, it snaps into place and cannot be moved. Use the wrench to open the engine. Put coal inside. Then pull the levers on the right. The train goes forward, into the castle. The Black Magician's Castle --------------------------- Click on the fire imp. It leads you forward, to the Black Magician. First, let's get items from this downstairs area. Zoom in on the skeleton and use the scissors to get the lockpick. Zoom in on the yellow windows to get a glass shard. Then, go down the stairs. In the lower/left, you find a sponge. Take it, then go back a screen. Use the sponge on the mirror on the left to find a lock locking spell. Go back down to the basement. Zoom in on the robot on the left. Use the wrench to open its heart compartment and get a stone heart. We need to fix the heart. Leave through the right exit. Zoom in on the unicorn and use the scissors to take a lock of its hair. Take the mirror shard by the unicorn as well. Zoom in on the lower/right part of the screen for a mechanical heart. Put the two gems and the unicorn hair into this device to fix it. Take it with you. Now, look at the cage with the cyclops. Use the lock locking spell on the lock, then use the lockpick on the lock. You can zoom in on the creature's bowl to get a spoon. Go back a screen. Take the jar of lightning from the shelf on the right, then zoom in on the robot. Put the mechanical heart inside, and use the jar of lightning on the heart. The robot works again, and you can take the puzzle part from its hand. Zoom in on the pile in the middle of the screen. Take the mirror shard. Use the spoon on the flower, then use the yarn on the flower. You have some sticky pollen, but there's nothing you can use to transport it. Go backwards a screen, then through the door up the stairs. Click on the fire imp. On the left part of this screen are books. Move them around to find a brush and a diary that explains how the Black Magician cursed the first two worlds of Azada. On the right side of the screen is an indentation. Put the heart there for a puzzle part. Go backwards and down the stairs. Zoom in on the junk pile and use the brush to get the sticky pollen. Go back a screen and up the stairs. In the center of the screen is a mirror. Use the mirror shards on the mirror, then use the pollen on the mirror. This starts a jigsaw puzzle. Put the pieces on the board to form a mirror. The pieces cannot be rotated. When you're done, you get a mirror. Now it's time to fight the Black Magician! Go forward through the door and talk to him. He prepares a spell, which will trap you. Use the mirror on the magician so the spell rebounds on him and traps him instead. Go onto the bridge on the right. Use the puzzle parts here to find a puzzle. The four pieces with three tiles go in the four corners of the board. Every other piece can fit, when you turn them vertically. There's another thing blocking your way to the right! This is a Sudoku puzzle. You have nine symbols here. Make it so no symbol repeats in any row, column or three-by-three group of squares. Solving the puzzle gets you the "A" key for Azada. Click on it to take it, then look at the key in your key box to end the game. 003. 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).