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    FAQ/Walkthrough by The Lost Gamer

    Version: 1.3 | Updated: 04/02/13 | Search Guide | Bookmark Guide

    Version 1.3 4/2/13
    
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    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).
    

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