Azada: Ancient Magic Tips Walkthrough

Check out our strategy guide for Azada: Ancient Magic.   STRATEGY GUIDE VERSION HISTORY Version 1 (Aug. 29, 2008): Walkthrough is complete through to The Headless Horseman. Version 2 (Aug 31, 2008): Walkthrough complete – screenshots to be added. Version 3 (Sept 2, 2008): General Tips and remaining screenshots added.     GENERAL TIPS When your cursor turns into a "?" you can click on that item and it will tell you something about the puzzle. It cou…

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Check out our strategy guide for Azada: Ancient Magic.

 

STRATEGY GUIDE VERSION HISTORY

  • Version 1 (Aug. 29, 2008): Walkthrough is complete through to The Headless Horseman.
  • Version 2 (Aug 31, 2008): Walkthrough complete – screenshots to be added.
  • Version 3 (Sept 2, 2008): General Tips and remaining screenshots added.

 

 

GENERAL TIPS

  • When your cursor turns into a "?" you can click on that item and it will tell you something about the puzzle. It could tell you what to look for; it’s like a subdued hint system.
  • If you’re hovering your mouse over an item and you see a shimmering light, then you have to click on it because it’s part of an item that you need to be picked up.
  • Once you click on an item and it goes into inventory, you can click on the icon of the tiny briefcase and it will open up .
  • From time to time in order to complete a book you will have to combine 2 or more items from your inventory box in order to use it. In one chapter you had to combine 5 items straight from the inventory box in order to use it.
  • If you’re in a room that is dark then most likely you have to do one of 2 things. You will probably have to click on a window or curtain to open it up. The other thing would be that you need to perform some tasks in other rooms before you can bring some light into the room.
  • In order to turn the pages of the book you can click on the edge of the page or you can use the arrows at the bottom of the page.
  • The game was originally released with a Timed Mode only, since then they’ve added a Relaxed Mode which allows you to play without the stress of having the clock ticking while you’re trying to solve puzzles. Choose the Relaxed Mode if you’d rather take your time in this game.
  • If you’re running out of time (Timed Mode only) and you can’t seem to complete a puzzle there’s only one way to start over new from the same book. Just let the time run out and you’ll start the last book you played from the beginning.
  • The game is divided into books, 21 in total. Within each book you can have between 3 and 4 pages that need to be turned in order to access all areas of that book.
  • The books can be played in any order that you want. The books that can be played will always have a shimmering light over them when you hover your cursor over them.
  • If you get stuck in a book and can’t advance, you click on the "back" button that is at the bottom of the screen and it will take you back to the library. From the bookcase click on any shimmering book and that book will open up instead. You can go back to your previous book when you’re ready.
  • Switching between books gives you the opportunity to leave a book that was giving you a hard time and lets you start fresh with another one. By the time you get back to the book that was giving you problems you’ll have a clearer prospective.
  • After you’ve completed the books, SOME of the mini games will be available to play in the library. The books that are completed will be on the right side of the scene. Hover your mouse over the book and you’ll see the name of the mini game that you can replay.
  • When you replay the mini games from the books in the library, they will give you several puzzles to solve which will all have different solutions. This is a good way to practice any of the mini games if you want to replay the game and do better next time.
  • An easy way to tell if you’ve completed a page is by looking at the round medallion of Titus that is located in the bottom right corner of each page. When the circle says "page completed" you will know that there is nothing left to be done in that page.
  • Look at the progress bar that is at the bottom of the page and it will tell you how much longer you have before the book is completed. The fuller the bar is the closer you are to finishing that book.

ORBS

  • If you played the original Azada you’ll be familiar with the Orb system. You can use orbs to skip a puzzle whenever you’re stuck.
  • The orbs are located in the lower right corner of the screen, they are the 4 small circles that surround the large round medallion that has Titus’ face on it.
  • You’ll notice while you’re playing the games, that some of the orbs are lit and some are not. The orbs that are lit are the ones that you’ve earned and that you can use to skip a puzzle. The ones that are not lit are not available.
  • You will earn your first orb in the very first chapter in the book and you’ll earn the rest after you’ve played certain books.
  • You can only earn a maximum of 4 orbs during the game. Use them wisely since there are many puzzles to solve during this game. The orbs should be used as a last resort only since they are limited and there’s no way to get more beyond the 4 that you earn.

TITUS’ MEDALLION/HINTS

  • In this game there a few things you can do if you get stuck in the game and you cannot figure out what to do next.
  • If you look at the bottom right corner, you’ll see a large circle with the picture of Titus, you can click on it and it will tell you a variety of things depending on what’s going on with a particular puzzle.
  •  An easy way to tell if you’ve completed a page is by looking at Titus’ medallion, when it says "page completed" you will know that there is nothing left to be done on that page.
  • If the medallion doesn’t say "page completed" and you click on it, it will tell you a variety of things depending on what’s going on.
  • If you’re finished with a page for the moment, Titus will tell you that you need to explore another page before you can continue on the current one. It doesn’t tell you which page but at least you know that you need to turn the page.
  • If there is something to do on that page, Titus will tell you that he can show you the next move(s) but it will cost you a time penalty (when you are playing in Timed Mode). The time penalty is usually between 3 to 5 minutes. Each time you use it, it increases.
  • When you’re upstairs in the time machine and you’re analyzing the cards, you can click on Titus and he’ll allow you to skip this step if you agree to forfeit 5 minutes off the clock in the next book that you open. If you choose to do this, the cards will be analyzed for you and you’ll be able to go to your next book right away.
  • If you’re playing one of the mini games and you click on Titus, it will give the instructions for the puzzle again in order to refresh your memory. You can click on that as many times as you wish. A lot of times it also shows you an example of what to do. It can also show you the correct way and the incorrect way of solving the puzzle next to each other so you have something to compare it to.

BOOK 1 THE FAIRYTALE


Page 1

  • Click on Rapunzel – she is on top of the tower. A pop-up window will appear, click on the shutters that are on the left side 2 times to send it into inventory.
  • There’s nothing else you can do right now so click on the arrows at the bottom to move on to the next page.
  • In order to find the rope to climb the tower you must click on the arrows that are at the bottom of the page. Once you click on the second page you will be taken to a maze.

Page 2 – The Maze

  • Click on the center of the maze to read the instructions. Click on the small "X" top to get out of the circle if you want to close the maze.
  • Click on the small person that is on the left side of the maze and drag your mouse across the circle, you’ll see the maze start to form.
  • Your goal is to get the shutters that are in the middle and then the wood that is on the right side.
  • If you get stuck in a corner of the maze, just lead the person out of the maze and into the direction of the object you are trying to pick up.
  • Once you’ve picked up the shutters and the pieces of wood, that page will be completed.
  • Click on the right edge of the page to go to the next page or click on the arrows below.


Page 4

  • Click on the candle that is on the right side and go back one page to page 3.

Page 3 – The House

  • Click on the red arrow that is on the front door and the door will open.
  • Place the wood in the fireplace first and then place the candle in the fireplace.
  • You will see a fire and the wolf that is on top of the house get smoked out and leave the scene.
  • Once the wolf is gone the little piggy will leave the house and will go looking for his brothers.
  • Click on the table and retrieve the key
  • Click on the bed and you’ll see a cupcake, click on it and place it in inventory.
  • Pick up the Ladder leaning against the outside of the house.
  • You’re done in this location, go to page 4.

Page 4

  • Give the cupcake from inventory to the wolf that is on the top of the right side of the page.
  • Place the key on the cupboards that is on the right side of the page and retrieve the card.
  • Place the shutters on the brick window that is on the left side of the page.
  • Click on the shutters and the door will open, revealing a second part of the ladder, grab the ladder.
  • Go back to the first page.

Page 1

  • Place the two ladders on the tower.
  • Click on the shutters that are on top of the tower where Rapunzel is located.
  • Once both ladder pieces have been a placed a lady will come by and ask you for the card, give her that card from your inventory.
  • End of Book.

FUSES/LIBRARY

  • You will be taken to a upstairs to the library in which you need to drag some fuses around until they either have an even number of fuses or all the fuses are gone.
  • The solutions are always random for this puzzle.
  • Makes sure that each row and column have an even amount of fuses.
  • Pay close attention to the lights on top and the ones on the side.
  • It’s very important to note that the little wires you see are considered fuses and should be taken into consideration when completing the puzzle.
  • Once the lights are green on either top or bottom just move one piece at a time and watch the lights.
  • If you move a piece out of the way and some lights that were green turn red, put the piece back where you found it.
  • If you moved that piece and another light turned green then leave that piece alone.
  • Keep moving the fuses around until all of them are green to pass this level.

BOOK 2 THE CASTAWAYS


Page 2

  • Grab the handkerchief that is on the top right side of the page.
  • Go to page 3


Page 3

  • Pick up the fishing pole that is leaning against the tree on the left side.
  • Grab the shovel head that is on the lower right side of the page.


Page 4

  • Grab the machete that is on the right side of the ground by the tree.
  • Pick up the rock that is on the ground.
  • Go back to page 2


Page 2

  • Place the machete on the branch that is sticking out of the lower left side of the page and it will cut the branch off.
  • From the inventory box place the shovel head onto the handkerchief first and then place the branch on those pieces and all 3 pieces will merge.
  • Page completed.
  • Go back to page 3


Page 3

  • Place the shovel in the middle of the ground and a blue crystal will appear.
  • Page completed, go back to page 1


Page 1

  • Take the fishing pole and place it on the bottle that is in the water.
  • Once the bottle goes into inventory, take the rock and place it over the bottle and the card will come out.
  • Place the crystal on the machine and click on the machine to play the mini game.


Mirrors Mini-game

  • Your goal is to drag the little mirrors around until all the lines touch the center of all the circles.
  • The best way to achieve this is by playing around with the mirrors to see which mirror will cover the most centers in one shot.
  • It is recommended that you pull the mirrors to the edges of the scene first and then try the mirrors in as many positions as you can find.
  • As soon as you’re done with this game, give Crusoe the card.

THE GHOST

 

Page 1

  • Click on the picture in the middle and it will ask you to put the room back the way it was.
  • Pick up objects that are around the room and place them in the right spot.
  • The objects will not all be on the same page you must go to the other pages and find the objects,
  • There are 12 differences to find, if you don’t remember where a piece goes, just click on the picture on the back wall and you can look at how the picture is supposed to look.
  • When you find a difference and you put it back in place it counts as two differences: One for finding an out of place item and two for putting it back.
  • If you need to know how many items you have out of place, just look in the top left side and it will tell you.
  • Click on the door, left side, next to the elephant.
  • Pick up the pillow that is on the floor and place it back on the couch.
  • Pick up the books that are under the table and place them on the bookcase that is on the left side.


Page 2

  • Pick up the 2 balls that are in a box, top right side.
  • Click on the board that is on the lower shelf, right side.
  • Pick up the blue paintbrush that is on the top shelf, left side.
  • Click on the canvas that is on the table and put the picture back together.


Canvas Picture Puzzle

  • Click on the canvas that is on the table and restore the painting by dragging the pieces on the board.
  • You can start on any part of the book.
  • You do not have to rotate the pieces.
  • When any 2 correct 2 pieces are placed together, they will automatically lock onto each other.
  • Start with the red or black pieces first since it will be easier to recreate the picture that way.


Page 3 Block Mini-game

  • Click on the cabinet and place the blocks on the right side of the cabinet so they will fit in without overlapping.
  • You cannot rotate the pieces.
  • This puzzle is pretty easy but if the blocks are not fitting correctly, just take them off the board and make a different combination.
  • Once all the pieces are placed correctly the puzzle will be solved.


Page 3

  • Click on the left side of the drawer and grab the necklace and the card that is inside the small drawer on the left side.
  • Pick up the bust that is on the top left side of the cabinet.
  • Pick up the egg that is on the left side of the desk.
  • Page completed
  • Go back to the first page and place the objects where they belong.


Back to Page 1

  • Place the bust on the pedestal that is on the right side, next to the chest.
  • Place the egg on the left side of the room, on the right side of the desk, by the door.
  • Place the box on the left side of the room, on the desk. Place it next to the egg.
  • Put the painting on the back wall.
  • Put the board on the back wall, under the elephant head.
  • The pencil goes on the left side, lower part of the desk, next to the large white head/bust.
  • The books go on the left side, middle shelf of the desk.
  • Place the necklace on the white bust that is on the left side of the desk.
  • Give the card to the man.
  • Go back upstairs.

LIBRARY

  • Use the special lenses at the bottom of the page and find the hidden symbols.
  • Drag the lenses on the cards and click on the symbols.
  • The items will start to pulsate when you’re on an item.
  • Look on the lower right side and you’ll see how many symbols are left to find
  • Arrange the patterns to match a sequence of patterns.
  • Move the symbols around to create a pattern where all the clues appear in the final solution.
  • You should have one of each pattern in the solution area.
  • More will be added to this section soon.

THE SECRET GARDEN



Page 1 The Secret Garden

  • Click on the curtains to open them.
  • Click on the clothes on the right side of the floor.
  • Place the clothes on the little boy that is in bed and he’ll get dressed and get out of bed.
  • Go to page 2


Page 2 The Secret Garden

  • Pick up the watering can on the lower right side of the floor.
  • There is also a pack of seeds that are on the lower right side. pick them up.
  • Go to the next page for now.


Page 3 The Secret Garden

  • Pick up the trowel that is on the ground.
  • Get the sheers that are on the lower right side, by the faucet.
  • Get the whistle that is on the lower right side in the grass, behind the faucet.
  • Place the watering can on the faucet.
  • Click on the faucet and it will fill the watering can with water. The can will then go into inventory full of water.
  • Page complete
  • Go back to page 2

Page 2 again – The Secret Garden

  • Place the shears on the left side and a door will appear.
  • Pick up the seeds that are on the ground.
  • Click on the top left side of the page and a pop-up window will appear with bird in it.
  • Give the bird the whistle and he will fly down and grab the worm that is on the ground.
  • You will see the area in which the bird was will start to sparkle, place the trowel on that area and a key will appear.
  • Place the key on the door, which is the door to the secret garden.
  • Go to page 4 which is the last page.

Page 4 The Secret Garden

  • Place the trowel anywhere on the scene, you will see the garden will be cleaned up and a bird will appear on the top right side.
  • Give the bird the whistle and it will fly away.
  • Pick up the twig that is on the ground, lower right side.
  • Place the seeds on the flowerbed and then place the watering can over it and a mini game will appear. Please look at the next section for the instructions for the mini game.
  • Once you’ve completed the mini game, the bird will appear in the tree on the right side, place the twig on the bird and you will see the garden bloom.
  • Click on the red apple that is on the left side.
  • Go back to page 1.

Secret Garden Mini-game

  • Your goal is to restore the garden by clicking on the slots to remove or add a plant.
  • The number of each plants in each set of four slots must match the number that is in the middle
  • When the circles with the numbers are lit it means that the solution is correct, when it is dark, it is not correct.
  • Please look at the screenshots and see what constitutes a 4 piece section, they could be in the corners or in the middle. Make sure you take into consideration all the corners when you are planting the flowers.
  • The solutions are random but I posted a sample solution to show you what the placements need to be.
  • Once you’ve solved the puzzle stay in the garden and follow the steps on the section directly above this one for page 4.

Page 1 and 4 The Secret Garden

  • Give the apple to the little boy.
  • Click on the sheet that is over the fireplace and a picture will be revealed.
  • A card will be on the mantle, pick it up.
  • Go back to page 4 and give the boy the card, end of book.

 


THE TIMELINE

 

Page 1 The Timeline

  • Pick up the coat of arms on the lower left side and go to page 3 since there’s nothing you can do on page 2 right now.


Page 3 Rock Mini Game

  • Click on the large rock that is in front of the door and a mini game will appear.
  • Your goal is to click on the tiles in order to move the rock towards the goal.
  • When you click on the tiles they will either raise or lower the tiles which will help you guide the rock to the finish line.
  • Some of the tiles will make the rock go faster and others will make the rock go slower. The green arrows make the ball roll faster and the tiles that have the red arrows cannot be moved.
  • The stars are teleporters use them to move out of a space that you cannot get out of.
  • Once you get closer to the target, move the tiles up and down to make the ball fall into place.
  • Once you’re done with the puzzle click on the man inside the gate and you’ll find a jug of wine.
  • Place the coat of armor above the door.
  • Go to page 4


Page 4

  • Take the shovel that is on the right side.
  • Pick up the head of Horus that is on the right side as well.
  • Place the shovel in the center of the ground and it will be empty.
  • Go to page 1.


Page 1

  • Place the shovel on the patch of dirt that is on the ground, left side and it will open a hole.
  • Grab the jar and put it in the hole.
  • Then take the shovel again and place it on the hole so you can bury the jar with dirt.


Page 2

  • Place the head of Horus on the statue that is on the back wall.
  • Click on the exposed rock that is on the steps and a pop-up window will appear, close it up for now.


Page 4

  • Use the shovel on the patch of dirt and the bottle of wine has now turned into vinegar, place it in inventory.
  • Go back to page 2

Page 2 Mini Game

  • Take the vinegar and place it on the exposed stone and you’ll see some hieroglyphics with drawings of eyes.
  • You’ll notice that some of the eyes are facing in different directions, this is an important clue.
  • Click on the head of Horus and you’ll be able to click on some eyes.
  • You want to follow the pattern that is on the steps, from left to right.
  • If the first eye is looking to the left then you should click the right eye first.
  • If the first eye is looking towards the right then you click on the left eye first.
  • If you click on the incorrect eye, you will get a message letting you know that it did not work, try again.
  • The solutions are random so everyone will have a different result.
  • Keep the pop-up windows open and click on the eyes according to the screenshot provided.
  • Once the mini game is completed the card will appear over by the Sphinx, click on it and go to the first page.
  • Give the card to the man to end the level.

 

THE VAMPIRE


Page 1

  • Pick up the crowbar that is on the right page, by the entrance.
  • Place the crowbar on the two windows that are on the top left side of the castle.


Page 2 Mini Game

 

 

  • Click on the circle that is underneath the skull and crossbones that are engraved on the kitchen cabinets and a mini game will appear.
  • Your goal is to arrange the tiles on the wheel so that you have matching pairs going all around the circle.
  • You have to match them by color or by their symbols.
  • Once you have a matching pair the tiles will flash once all the pieces are on the board. You will only see 4 matching sets at a time, each time you place one a new one will appear until all the matches are showing.
  • The pieces will automatically flip to fit the slot you’re placing them on.
  • If you make a mistake and you want to switch tiles you can do so as soon as there is an empty space on the board.
  • Simply click on the tile, hold it and drag it to the left side of the board. The same place you picked it up from.
  • Once you’re done with the puzzle, the cabinets will open. Click on the garlic that is hanging.
  • Pick up the dish towel that is on the left side of the stove.
  • Grab the lid that is on the right side of the stove.
  • From the inventory box, drag the dish rag onto the lid and they will merge.
  • Take the lid and rag and place it on the boiling pot that is on the stove.
  • Lastly pick up the knife that is on top of the stove to finish this page.


Page 3

  • Click on the curtains to open them.
  • Take the garlic from inventory and give it to the vampire and he will move away.
  • Click on the clock that is above the fireplace and a pop up window will appear with a clock inside of it.
  • Move the hands on the clock until there’s a lot of sun coming through the window and the vampire will move to the right side, away from the window.
  • Grab the garlic from inventory again and give it to the vampire and he’ll move into the sunlight and disappear again.
  • I moved the hand to around 1 o’clock and the light came on right away. Since it happened so fast I did not see which hand on the clock I was moving.
  • Click on the book that is one the table and a pop-up window will appear, place the knife from inventory on the book and the card will appear inside.
  • Take the "heavy key" that is on the table and place it inventory.
  • Go back to page 1

Page 1

  • On the right side of the page you will see a door, grab the key and place it on the door to open it.
  • Give the card to the man to end this chapter.

LIBRARY

  • You must now go back upstairs to the library and scan 4 cards,you will need to find 10 marks on these cards
  • The amount of symbols left to find will be on the lower right hand side.
  • If you decide to skip this puzzle you will lose 5 minutes of time towards your next book.

 


THE TREASURE


Page 2

  • Pick up the 2 matches on the table, left page.
  • Click on the flag that is on the table with the black and white skull and crossbones that says "jolly rancher"
  • Place the flag on the ship’s mast that is on the right side of the page.
  • Underneath the cloth you’ll see a small chest, there’s nothing you can do with it now.
  • Pick up the two matchsticks from inventory and place them on the candles so you can light them.
  • Go to page 1 and get the key that the man is holding.
  • Go back to page 2 and place the key on the chest and in it you will find "pieces of eight" gold coins.
  • Page 2 is completed.


Page 1 The Treasure

  • Go back to page 1 and give the parrot the gold coins and then click on the barrel twice. Click on it again to get the gun powder that is inside.
  • Pick up the cannonball that is sitting next to the cannon, on the right side.
  • Place the powder on the cannon and then place the cannonball in the cannon as well.
  • Take a match from inventory and place it on the cannon and you’ll see some lines appear that say "aim"
  • Click on the center of the mountain and the cannon will destroy the rocks and a cave will be revealed.
  • Go to page 4


Page 4

  • The scene will be dark but you should be able to see the lantern in the middle of the scene.
  • Take your last match from inventory and place it on the lantern so you can see inside the cave.
  • Click on the shovel that is on the right side.
  • Click on the book that is in front of the lantern and it will open, pick up the card and the map that is inside.
  • This page is now complete.


Page 3

  • Give the map to Long John Silver on page 3.
  • A red "X" will appear on the ground, place the shovel on the "X" and a treasure chest will appear.
  • Click on the treasure chest and a mini game will appear.


Treasure Chest Mini-game

  • Your goal is to eliminate the all the diamonds that have the pirate symbol on them.
  • The way you do this is by dragging your mouse over selected diamonds by making sure that you have a rectangular shape that includes a diamond of the same color in each corner. Once you release your mouse, those tiles will disappear if those matches are correct.
  • If you take too long the board will flash at you letting you know where a match can be found. It will highlight the 4 matching corners so you can highlight and eliminate them.
  • The board will also flash to let you know that you have 4 corners that match correctly. If you’re unsure that you’ve highlighted a match correctly, look at the corners, if they are flashing it’s correct, if it’s not then try again.
  • Give him the card to end the level.

 


THE HEADLESS HORSEMAN

 


Page 1

  • Pick up the crowbar that is on the right hand side and then proceed to page 2.


Page 2 Horseman Mini-game

  • Place the crowbar on the chains that are on the door. Click on the right side of the wall and you will see some symbols appear.
  • If you look on the headstones you will see some symbols on the two that are on the left and the one that is on the right.
  • Click on all of them and they will each have their own pop-up window, keep them open to solve the puzzle.
  • Click on the side of the wall and another pop-up window will appear which will have 6 symbols. Keep all the windows open to make it easier to play the game.
  • Your goal is to click on the plates with the symbols in the order in which they are engraved on the side of the wall, from left to right.
  • Once you’ve entered the sequence correctly, the card will appear on the left side of the page, pick it up.
  • Page Completed, go back to page 1.

Page 1

  • Take the shovel and use it to get the moon shape off the tombstone on the left.
  • Go back to page 3.


Page 3 Moon Mini Game

  • Take the moon shape and place it on the center of the tomb and a mini game will appear.
  • Your goal is to fill up 75% of the surface by holding the mouse down to create and enlarge moons. You cannot let the ghosts lights touch a moon as you’re making it bigger or the round will end.
  • This is a really cute game, the way you fill the space is by placing your mouse anywhere on the scene and then drag your mouse across it.
  • Let go of the mouse when a ghost light is near because if the light hits it while you’re expanding it you will lose the round and will have to start over again.
  • As you drag the mouse you will see the shape of the moon take place.
  • You want to make the moons as big as possible so you can fill up the space faster.
  • The way to make the shapes faster is by having your mouse in a position in which it has as much space as possible on all sides.
  • If your mouse is placed close to the edge, then you will only get smaller moons.
  • To make things easier for you, you should try and trap some of the ghost lights underneath the balls.
  • When the ghost lights are trapped you will have as much space as you need to to make the moons larger without fear of the lights touching them.
  • If there’s not much space left on top you can still make matches under a pile of moons as long as there is space underneath them.
  • Once you’ve completed the mini game the coffin will open.
  • Go inside the coffin and the horseman’s head.
  • Go back to page 1

Page 1

  • Give the horseman his head and then give him the key. End of Book.

THE DIVE

Page 3

  • There are 3 clams on the lower right side that open and close constantly.
  • While the clam in open you need to retrieve the pearls that are inside, 3 in total.
  • Place all the pearls into inventory.
  • Go to page 2 for now.

Page 2

  • Click on the coal that is on the left side of the floor, lower half.
  • There’s a small box on the lower left side, lower half of the scene.
  • Click on that box and there will be a wrench inside.
  • Look on the top left side of the lower part of the scene, you will see a hatch. Place the wrench on the hatch and the lights will come on.
  • Look on the lower pat of the scene and you will see a card floating on the water, pick it up.

Page 2 Continued

  • Click on the furnace that is on the top half of the scene and the door will open.
  • Click on the "wet coal" and it will go into inventory.
  • Take the "dry coal" and place it in the furnace, the furnace will automatically close.
  • To the left of the furnace you will see a machine with a red button, click on it to bring up a mini-game.

Page 2 Tile Mini-game

  • Each tile has a number on it, the numbers represent the amount of tiles that can touch them.
  • The numbers are correct when the tiles light up green,
  • If the numbers are placed incorrectly the numbers will turn red.
  • The tiles with the number "1" can only have a tile touch them on one side.
  • It may be better to start with the number "3" because that is the hardest one to do sinceyou have to have 3 sides touching it.
  • Once you’re done with the mini-game, click on the levers of the furnace and go back to page three.

Page 3

  • There’s a circle made out of stone in the lower left side, click on it and then go to page 1.

Page 1

  • Click on the phonograph,take the stone disk and place it the phonograph.
  • You will see some numbers appear above, 1,3,2,4 were the numbers that I received but your numbers will be different. For the purposes of showing you some examples I will
  • Look in the background there’s going to be a shark passing by that has something in its mouth, click on it to pick it up, it’s a cog.
  • Go back to page 3


Page 3

  • Place the cog on the left side of the page, in the middle of the box.
  • You will see that on top of the box, there’s a new section that just appeared. On that section you will see some animal shapes that have been carved onto the box.
  • Your goal is to carve click on those animals in the order in which you saw the numbers next to the record player in the first page.
  • My numbers were 1,3,2,4 but your numbers, may be different. According to the numbers I have you would press the animals in this order.
  • First, click on animal #1
  • Second, click on animal #3
  • Third, click on animal #2
  • Fourth, click on animal #4
  • Once you’re done with that you will see the top of the box open, click on the inside of the box and you’ll see a medallion of sorts appear.
  • You will notice that the medallion is missing a pearl, take a pearl from your inventory and place it on the medallion. Place the medallion in inventory.

THE DESCENT

Page 1

  • Pick up the mirror that is on the right side of the floor.
  • Grab the fishing pole that is on the right side, between the desk and the coat rack.
  • The Runes Book is on the top right side of the page.
  • Get the matchbox that is on the left side of the room, on the desk next to the window.
  • Get the Latin Dictionary on the top right side of the bookshelf.
  • Click on the display case that is on the top right side of the screen and a mini-game will open up.


Matching Rocks Mini-game

  • In this game you have to find all the matching pairs of rocks. To eliminate pairs just click on the two matching rocks one after another.
  • If you click on the wrong rock you can click it again to start over.
  • You will get a lot of colored rocks in the bunch, each time you find one match a whole new set of rocks will appear.
  • If you played the original Azada this is the same as the butterfly mini-game.
  • You will have to repeat this sequence 5 or 6 times.
  • At the end of the mini-game the professor will give you a cryptex.

Cryptex Page 2

  • Pick up the magnifying glass that is on the right side of the desk.
  • Click on the book that the man is holding and you will see a note fall to the floor.
  • Take the magnifying glass and place it on the note that fell to the floor and a you will see an encrypted message on a page.
  • In order to break the code on the page you must use the items from inventory.
  • If you look on the left side of the page you will see some symbols, on the right side you will see 4 spaces that need items to be placed there.
  • On the right side, place the items in the following order.
  • STEP ONE – Place the "Runes Book"
  • STEP TWO – Place the Cryptex
  • STEP THREE – Place the Mirror
  • STEP FOUR – Place the "Latin Dictionary".
  • Once step four is completed the message will become clear.
  • As soon as the puzzle is complete there will be a note attached to your cursor, give the note to the professor.
  • Page Completed

Page 2

  • Pick up the rope that is in the middle of the ground, close to where all the things are in front of the tent.
  • Get the pick axe that is in front of the tent by the crates.
  • Get the keg of gunpowder that is in front of the tent, by the crates.
  • There’s a tree stump on the lower right side of the page, take the pick axe from inventory and place it on the stump.
  • Some grubby worms will appear on the stump, grab them and place them in inventory.


Page 3

  • From your inventory box at the bottom of the page, grab the grubs and click them onto the fishing pole so you can combine those 2 items.
  • Place the fishing pole in the right side of the water and click on it and a "Strange Fish" will be attached to your pole. It looks like you have to wait until the water sparkles and then click on the water to get the fish.
  • On the left side of the scene there is a tree, use the pick axe on the tree and it will chop the tree down, leaving the logs on the ground.
  • Use the rope on the logs and it will build a small wooden raft.
  • Page completed. Go to page 4.

Page 4

  • Give the strange fish to the dinosaur on the left side of the page and it will disappear.
  • Place the gunpowder and the matches on the rocks in front of where the dinosaur was standing and you will see an explosion.
  • Look on the right side of the page. You’ll see a camera on the lower right side of the page.
  • Click on the camera and it will take a photo of the professor. Take the card when it shows up and hand it to the professor.
  • Book Completed

THE WORLD OF OZ

Page 3

  • Get the board that is on the right side, leaning against the tree.
  • Get the other board that is leaning against the outside of the shed.
  • Grab the axe that is on the right side.
  • Take the oil can that is in front of the shed.
  • Take the magnet that is on the lower left side, in front of the open door.
  • Page completed.

Page 2 Getting the card

  • Give the oil can to the Tin Man and a maze will open up.
  • Your goal is to guide the Tin Man through the maze so he can get the card at the other side of the maze.
  • You must use items from your inventory to help him along the way.
  • You will use the magnet to change the path of the Tin Man. The magnet actually pulls the Tin Man in the direction of the magnet. So use the magnet to make the Tin Man walk towards where you want him to go.
  • The boards can be picked up and moved around at all times.
  • Use the axe and chop down the first tree that you see only.
  • Take a board from your inventory and lay it on the 4th tile that is in the path of the Tin Man.(Please look at the screenshot)
  • Take the magnet and place it on the tile where there is no grass but you have to do it while the Tin Man is close by or it will not work.
  • Chop down the second tree before the Tin Man gets to it. If you don’t chop it in time, don’t worry the Tin Man will come back.
  • After the Tin Man has passed the spot where the tree was click the magnet on the spot where the card is and the Tin Man will pick it up.


Page 2 Getting the Slippers

  • You will need the magnet and the boards to guide the Tin Man to pick up the red slippers.
  • You want the Tin Man to go to the right side of the board where the water puddle is.
  • Please look at the screenshot and place the boards and the magnets in the positions shown. The tiles highlighted in blue show where all the magnets go. Look for the arrows in the screenshot and they will show you where the boards go.
  • You can pick up the boards and move them at any time.
  • Lead the Tin Man to the puddle of water by using the magnets.
  • Before he reaches the puddle of water, place 2 boards, one on the puddle and one before the puddle.
  • After the Tin Man walks on the first board pick it up and place it in front of the board where the puddle is. This will allow the Tin Man to continue his path towards the Ruby Slippers.
  • Once he passes the water, look at the screenshot and place a magnet in the first spot that is highlighted in blue to make the Tin Man get closer to the slippers.
  • Once he’s crossed that path place the next magnet in the blue square that is in the screenshot.
  • In the meantime grab one of the boards and place it on the dirt patch that is close to the way of the Ruby Slippers. You need to board there or the Tin Man will not continue.
  • Once he’s crossed the board place the last magnet on the blue tile (screenshot) so that he can go and get the Ruby Slippers. Go to page 1.

Page 1

  • Give the slippers to Dorothy first and then give her the card.
  • Book completed.

THE WITCH – HANSEL AND GRETEL

Page 2

  • The witch hands you a sack and tells you to go catch a chicken. Go to page 3.

Page 3 Catch the Chicken mini-game

  • Click on the big door that is on the right and a mini-game will appear.
  • Your goal is trap the chicken so it cannot escape.
  • The chicken can open doors and will try to avoid any light that comes out of your cursor.
  • If you want to open a door just click on it and it will open briefly.
  • Your cursor will light up when you put it in the maze and the chicken will run in the opposite direction of the chicken.
  • Place your cursor in front of the chicken whenever you want it to go the opposite way.
  • Lead the chicken to the center of the maze.
  • Once the chicken is in the center, grab the sack from inventory and click it onto the chicken and it will get in.
  • Go back to page 2.

Pages 2 and 1

  • Page 2 – Get the bucket that is next to the fireplace, left hand side. Go to first page.
  • Page 1 – Fill the bucket of water in the well that is located on the left side and go back to page two.


Page 2

  • Give the chicken to the witch.
  • Place the bucket of water in the cauldron.
  • There is a bellows underneath the cauldron, click on it and it will start the fire, you will see lots of smoke. The witch will disappear at that time.
  • This is very important: You may have to do this process several times over if the witch returns before you have a chance to collect all the items.
  • Grab the key that is on the left side of the wall by the curtains.
  • Get the chicken bone that is on the table.
  • Pick up the bread dough that is on the table.
  • Grab the card that is in the red book.
  • Remember to go back and get more water for the cauldron if the witch returns before you pick up all the items.
  • Go back to page 1

Page 1 and 2

  • Give the chicken bone to Hansel in the cage and he’ll ask you to find a way to bring the witch outside.
  • Fill your bucket with water and go back to page 2 and put the bucket in the cauldron and click on the bellows again to coax the witch back outside.
  • Go back to page 1 and you’ll see that the witch thinks that Hansel is as thin as the bone and decides she wants to cook him.
  • Click on the oven door and they will open.
  • Place the bread dough in the oven.
  • Use the bread paddle that is leaning against the oven and use it on the bread to push the bread inside the oven.
  • As the witch approaches click the bread paddle on her and she’ll get in the oven.
  • Get the bread that fell on the floor.
  • Take the key and free Hansel by placing the keys on his cage. Go to page 3.

Page 3

  • Give the bread to the swan in the water and Hansel and Gretel will climb on the back of the swan.
  • Give Gretel the card.
  • Book completed.

GOLD RUSH

Page 4

  • The man is holding the pick axe in his hands. As soon as he drops it pick it up. Go to page 2.

Page 2

  • Click on the cabinet that is in the top left side of the wall and use the pick axe on it when you have the close – up view.
  • You will see some keys appear, use the keys on the cell door.
  • Take the dynamite that is inside the cell door. Go to page 3.


Page 3

  • There’s a safe in the lower right side, use the dynamite on the safe.
  • Get the card and the key that is inside the safe.
  • Use the key in the locked drawer and you’ll find the deed inside. Go back to page 4.


Page 4 Weight Mini-game

  • Hand the deed to the miner and he will give you a gold nugget in return and a mini-game will appear.
  • Your goal is to balance both sides of the scale.
  • Place the weights on the left side of the scale in order to balance it out with the weights on the right side.
  • Click and hold the weights and they will grow in size, release the mouse once you think it’s the right size. Do this step for all 3 scales.
  • If you fail at balancing the scales, you will keep getting chances until you get it right.
  • Once you’ve balanced the scale the miner will give you a gold nugget. Go to page 1.


Page 1

  • Give Buffalo Bill the 2 nuggets and then the card to close this book.
  • Go to the Library

THE TRAVELER

Page 2 Cube Mini-game

  • Click n the plug that is underneath the table and the power will turn off.
  • Click on the piece of paper that appears on the fan once it stops and you’ll see a code, write down the code. The code will be random for everyone my code was 98213
  • Click on the cube that is on the table and a mini-game will appear.
  • Your goal is to connect two squares of the same color that have the black square in the middle.
  • When you run the color from one side to the next you have to make sure that there is a straight line going to the same color, the color line cannot be interrupted.
  • To get the colors the way you want them I’ll give you an example with the color pink.
  • Click on the pink cube that has the black square in the middle and you’ll notice that your cursor is holding a tiny pink square. The tiny pink square symbolizes the color that the cubes will turn into once you click on them.
  • Color in the squares one at a time until you can make a straigh uninterrupted line to the pink cube with the black square in the middle.
  • The colors may not be on the same side of the cube so you may have to wrap the colors around the cube to make the connection.
  • If there’s a dark grey cube you will not be able to color on it so you will have to go around it.
  • Once you’ve made a successful connection the tiles will start to blink.
  • Once you’ve completed the cube you can get the card that appears underneath the cube. Go to page 3.


Page 3 Numerical Puzzle Mini-game

  • There’s a small brown box that’s on top of the desk, get the orange egg that is inside.
  • Click on the top right side of the chalkboard and a mini-game will appear.
  • Your goal is to complete the puzzle by clicking numbers on and off until you get the right numbers.
  • There are numbers on the right side of the puzzle and there are numbers at the bottom.
  • When the numbers are green it means that you have a correct combination.
  • If the numbers are red then they are incorrect and you will have to start again.
  • The numbers that are in gray on the blocks are the numbers that are being used for the combination; the numbers in maroon on the blocks are not activated unless you click on them.
  • Once you complete the puzzle a drawer will open up on the right hand side.
  • Click on the drawer and grab the handle that is inside.
  • Page Complete

Page 1

  • Click on the controls that are on the lower left side of the time machine and a pop – up widow will appear.
  • Use the buttons under each number to change the current number showing.
  • The button in the left lowers the numbers and the buttons on the right make them higher.
  • Enter the code that was given to you on the second page. The codes will be random, mine was 98213.
  • Click on the center of the machine and you will get a pop – up window.
  • Take the handle from inventory and place it in the pop – up window. Then take the orange egg and place it in the pop – up window as well.
  • Give the card to the man to end this book.

THE DETECTIVE – Sherlock Holmes

Page 2 and 3

  • Page 2 – Click on the drawer that is on the right and inside of it you will find a pen, take the pen and place it in inventory. There’s a box on the right side of the floor. Click on it. Inside the box you will find some fingerprints, place them in inventory. Done here for now.
  • Page 3 – Click on the footprints that are on the right side of the floor, close to where the man is.
  • Take the footprints and click them onto the boots of the man that is kneeling on the floor and the man will turn around.
  • If you look in your inventory you will see that "Footprint Evidence" has been added to your pile.
  • Take the fingerprints from inventory and place them on the hands of the man on the floor.
  • Take the ice pick from the counter on the top right side and it will go into inventory.
  • Grab the wrench from the toolbox once the man leaves. Back to first page.
  • Page 1 – Give Sherlock Holmes the footprint and the fingerprint and he will ask you to find the diamond pendant and then he’ll disappear. Go to the fourth page.

Page 4 Cryptogram Mini-game

  • Click on the paper that is on the right side of the desk and a cryptogram will appear.
  • Try and figure out the possibility of what the words could mean in the cryptogram. You may want to start with the smaller letters first since they may be easier to figure out.
  • Once you have a set of letters in place, all the letters will turn green and they will be locked in place.
  • Notice the set of letters that are on top, they will show you what letters you used in the code.
  • The message is "PACKAGE ON ICE RETRIEVE AT PORT"
  • Click on the paper that is on the left side of the desk and a pop – up window will appear, you’ll see that it is a Requisition Form.
  • Take your pen and place it on the LAST slot of the first line, where it says "ice" Don’t place it on the word "ice" place it at the end of the line where it says "check"
  • Take the mail container, that is above the right side of the desk and place it in inventory.
  • From your inventory combine the Requisition Form and the Mail Container together so they can merge and go into inventory.
  • Use the wrench on the right side of the page, place it on the pipes and a section will come off.
  • Go back to the second page, this page is completed.

Page 2

  • From your inventory, take the mail container that has the form and place it on the right side. You’ll see something that looks like a ladder.
  • On the right side of the page you will see a "pneumatic mail system" but there’s a pipe missing. Take the pipe from inventory and place it where the missing pipe is.
  • Flip the handle that is next to the tube and it will send the package on its way.

Page 3

  • Take the ice pick from inventory and place it on the block of ice that is on the table. Once the ice is broken you will find the necklace inside.
  • Go back to the first page. This page is completed.

Page 1 and 2

  • Page 1 – Give the necklace to Sherlock and he will give you a numbered key. Go back to the second page.
  • Page 2 – There are some safety deposit boxes on the right side of the page.
  • Take the "numbered key" and place it on the last box that is on the left side and you will find the card. Go back to the first page.
  • Page 1 – Give the card to Sherlock to end this book.

THE STRANGE CASE – Dr. Jekyll and Mr. Hyde

Page 1 and 3

  • When you first enter the scene you’ll only be able to see the left side of the page.
  • Pick up the "switch potion" that is under the window on the right side and give it to Dr. Jekyll and you’ll see the right side of the page revealed with Mr. Hyde in it. Dr. Jekyll disappears for now.
  • Page 3 – Take the pen that is in the cup holder, right side of the desk, and place it in inventory. Go back to page 1.
  • Page 1 – Give the "switch potion" to Mr. Hyde and Dr. Jekyll will reappear.
  • Click on the piece of paper that is on the desk and a mini-game will appear.


Writing Mini-game

  • Your goal is to trace the initials of the doctor at the bottom of the page.
  • Click and hold your mouse as you trace the letters, do not let go of the mouse until you’re finished.
  • If you deviate off the path you’ll have to start again.
  • Take the prescription and put it in your inventory. Go to page 2.

Page 2

  • Take the prescription from inventory and give it to the pharmacist and he will give you a snapdragon in exchange. Go to page 3.

Page 3

  • There’s a paper on the nightstand that is next to the bed. When you click on it, a pop – up window will appear.
  • In the pop – up window you will see two choices "DINNER" and "LAUNDRY"
  • Take the pen from inventory and click where it says "DINNER" and place the form back into inventory. Go back to the first page.

Page 1 and 3

  • Page 1 – Give the "switch potion" to Jekyll and go back to the third page.
  • Page 3 – Give the "Dinner" order form to the man at the desk and go back again to the first page.
  • Page 1 – Give the "switch potion" to Mr. Hyde and go back to page 3.
  • Page 3 – The left side of the page is open and there’s a food tray on the bed. You need to get the salt shaker that is on the tray.
  • Go to the nightstand by the bed and click on it and a pop – up window will appear. Click on the piece of paper and you’ll see a form with two choice. Take the pen from inventory and this time you will click on "LAUNDRY" Go back to the first page.
  • Page 1 – Give the "switch potion" to Dr, Jekyll and go back once more to the third page.
  • Page 3 – Give the form to the man at the desk and go back to the first page.
  • Page 1 – Give the "switch potion" to Mr. Hyde and go back again to the third page.
  • Page 3 – Take the suit that is hanging on the wall and click on the pocket and a pop – up window will appear. Retrieve the key from inside of it.Go back to the first page.
  • Page 1 – Give the "switch potion" to Dr. Jekyll and go to the second page…boy am I tired.

Page 2

  • Get the red crowbar that is leaning against the door.
  • Take the key from inventory and place it on the top drawer, left hand side. Inside the drawer you will see the card, take it and place it in inventory.
  • There’s a crate on the right side of the floor, place the crowbar on it and you’ll retrieve a glowing bottle marked "phosphorus" place it in inventory. Go back to the first page.

Page 1 – Reflux Potion Mini-game

  • Give Mr. Hyde the "switch potion"
  • Click on the machine that is in front of the doctor and a pop – up window will appear.
  • From inventory place the "snapdragon" the "phosphorous" bottle and the salt shaker and place them inside the pop – up window and a mini-game will show up.
  • Your goal in this mini game is to form shapes that will act as a barrier which will prevent the drops from dropping to the ground.
  • Take your cursor and form any closed shape and you’ll see that it will fall to the bottom. As they fall to the bottom you’ll notice that the drops will roll off some of the shapes, that’s what you want to prevent.
  • You can make the shapes big or small but you
  • Once the potion is complete it will appear on your cursor, give it to Dr. Jekyll and then give him the card to complete the book.

THE VOYAGE

Page 1

  • Pick up the three blue weights that are hanging on the basket at the bottom of the hot air balloon.
  • Get the gold bell that is on the lower left side, on the grass.
  • Page 3
  • There’s a column next to the front door, place the bell from inventory on the top right side.
  • Press on the door bell (left side of the door) that is underneath the gold bell and a man will come to the door. Go to page 2 before the man goes back inside.

Page 2 Balloon Mini-game

  • Go to the right side of the room and click on the balloon game that is on the right side of the room.
  • If you ever played the game "Bloons" online, then you’ll be familiar with this game.
  • Aim the apparatus towards the balloons you want to pop and click on your mouse to release the ball. There are only a limited amount of balls available so it’s important that you use the balls correctly.
  • The balloons that have the 3 arrows on them will give you three balls that will shoot out of the apparatus the next time you click on it. It is best to use these on the balloons that are on the top tight side of the page, since there is a row of three up there.
  • The balloon with the star on it will pop all the balloons that are near it.
  • You should be able to get in one shot the balloon with the arrows and the one with the stars.
  • Once you’re done with this mini-game, you will get two coins.

Page 3

  • Give the little boy selling newspapers the two coins from your inventory so you can buy two news papers from him.
  • Once the newspaper boy disappears, click on the box that is on the left side of the ground and the card will appear, take it.
  • Ring the bell again and go back to page 2 once the valet comes to the door.

Page 2

  • Get the watch from the desk
  • Go back to page 3 and ring the bell again. When the valet comes out, go back to page 2.
  • From page 2 get the newspaper from inventory and place it in the fire and then take the newspaper that is on fire and place it in inventory. Go to page 1.

Page 1

  • Place the newspaper that is on fire and place it on the hot air balloon, above the basket. Give the watch to the man and once he’s in the hot air balloon give him the card.

THE INVISIBLE MAN

Page 1

  • Get the bread that is on the table.
  • If you click on the journal that is on the table it lets you know that he needs, a crow’s feather, a boiled egg, a tree bark, the original potion and a pinch of salt.
  • Go to the third page.

Page 3 and 2
 

  • Page 3 – Click on the door and the door knocker will appear, when the innkeeper comes out quickly go to page two before he goes back in.
  • Page 2 – Get the salt from the table
  • Grab the card from the bar.
  • Get the boiled egg from the table.
  • Pick up the meat grinder from the bar.
  • In order to get all the ingredients the innkeeper cannot be present. As soon as the innkeeper shows up, go back to page 3 and click on the door.
  • Repeat the steps until you pick up all the ingredients listed above. Page three complete.

Page 2

  • From your inventory bar take the bread and click it onto the meat grinder so you can get some bread crumbs.
  • Place the breadcrumbs in the bird feeder.
  • You will see a black crow appear and it will drop a feather, pick up the feather and place it in inventory. The feather will fall on the right side of the walkway.

Page 4 – Maze Mini-game

  • Look by the window and you’ll see a machine of sorts,click on it and a mini-game will open.
  • Your goal is to get the ball into the center of the maze. In order to get the ball to the center you must rotate the puzzle by clicking and holding the mouse so that you can spin the maze around.
  • Once the puzzle is completed get the "potion flask" that appears on the desk, place it in inventory.
  • Grab the knife that is on the chair and go to the third page.

Page 3

  • Take the knife from inventory and place it on the bark of the tree. Click on the bark and place it in inventory. Page Complete, back to the first page.

Page 1

  • From the inventory box, combine the next 5 ingredients together in order to form a potion.
  • Place the tree bark with the flask.
  • Add the Crow’s Feather to the bottle
  • Add the boiled egg.
  • Add the salt.
  • You will now have the "finished potion"
  • Give the "finished potion" to the invisible man and then hand him the card to finish this book.

THE BARON

Page 2 Gear Mini-game

  • Grab the hearing aid that is on the floating head.
  • Click on the machine and a mini-game will pop – up.
  • Place all the gears in the right spot until the arrows turn the way they are supposed to.
  • Look at the examples that are given to you at the beginning of the game. You want the arrows to move in the direction they are pointing to.
  • If the gear is moving in the opposite direction of the arrow, then you need to move some gears around.
  • When the gears are turning the correct way, the gears with the arrows will start flashing.
  • Once you solve the gear puzzle go back to the third page.

Page 3

  • Page 3 – Get the mirror frame that is on the left side of the ground and go back to page one.

Page 1 Dials

  • Look inside the monster’s mouth, there is a chest inside of it, click on the chest.
  • The middle dial has a hole in it, place the hearing aid in the middle hole.
  • You will see some dials, turn the dials until you hear a clicking sound on each one until you unlock the chest. You will see the word "click" appear when it’s correct.
  • Inside the chest you will find a portrait, place it in inventory.
  • From the inventory box combine the portrait and the mirror together so they can merge. Go back to page three.

Page 3

  • When Vulcan stops looking at himself and places the mirror on his lap, click on the mirror and replace it with the portrait from inventory.
  • Take the card from Vulcan when he’s not looking at the portrait. If you miss your chance to get the card wait until he looks at the portrait again to grab it. Go back to the first page.

Page 1

  • Click on the barrel that is in the water and a pop – up window will appear. Place the mirror into the barrel.
  • Tap on the mirror 2 times so you can turn it around to catch the sun. Go to the second page. You’ll know the mirror is turned the right way because you’ll see that the mirror is very bright.

Page 2 and 1

  • Page 2 – Click on the machine that is on the left side (looks like a telescope) and aim it at the moon,return to the first page.
  • Page 1 – Give the baron his card to complete this book.

THE LEGEND – King Arthur

Pages 1, 2 and 3

  • Page 1 – Get the prism from the shelf that is on the right, above the books.
  • Pick up the vial that is on the table.
  • Once King Arthur is gone click on the on Merlin’s desk and you will see the ingredients that are needed.
  • Pick up the firewood that is next to the fireplace, left side of the page.
  • Place the firewood under the tiny cauldron that sits on the table. Go to the second page.
  • Page 2 – Place the vial in the water to collect a sample of it. Go to page three.
  • Page 3 – Get the dagger that is on the bench and place the prism on the left side of the bench and you’ll see some lights that shine towards the moon.
  • Page 2 – Use the dagger on the bushes that are on the left side, behind King Arthur, and get a sprig of rue. Go back to the first page.


Page 1 Mini-game

  • Place the rue and the vial of water in the cauldron and the mini-game will appear.
  • Your goal is to have all three ingredients fall into the same vial.
  • Click on the vials to rotate them like you do in the pipe puzzles.
  • Your goal is to mix the all the colors until they form a brown looking liquid.
  • The solution is random but you can look at the screenshots for some examples of what to do.
  • The ultimate goal is to have the brown liquid go all the way down to the vial at the bottom of the page.
  • Once the task is completed a potion will be complete. Go to the third page.

Page 3

  • Give the "deliverance potion" to Merlin and he will give you the card. Pick up his staff that is leaning against the vines, where he was standing, and go to the second page.

Page 2

  • Hand the staff to Merlin who is on the top right side and he’ll drop the Excalibur’s sword in the water, grab it and give it to King Arthur along with the card. Book completed.
  • Go to the library upstairs and inspect the cards. Once you’re done you will get to play the Genie book. Go back downstairs and the Genie book will appear in the bookcases.

THE GENIE

Pages 3 and 4

  • At the beginning of the book they tell you that you need to find 3 pieces of the book.
  • Pick up the wrench that is on the left side, by the steps..
  • Get the hammer that is in the lower left corner, also by the steps.
  • Go to the fourth page.


Page 4 Pipes Mini-game

  • Pick up the oily rag that is on the door.
  • Click the wrench onto the control box that is on the left side and a mini-game will appear.
  • Like most pipe games you have to click on the pipes to be able to rotate them.
  • All the pipes do not have to be connected; just connect all the pipes that have the black dots around them.
  • Once the connection is done correctly all the black dots will turn blue and the mini-game will be complete.
  • The solution for this puzzle is random but you can look at the screenshot to give you an idea of what you have to do.
  • Since it was hard to capture a complete screenshot, I captured it up to the last point. When you turn the piece that is circled, the puzzle will be complete.
  • Once you’re done with the pipes click on the door and it will open. Go back to page 3.

Page 3

  • Place the oily rag in the furnace and it will light up. Go back to page one.

Page 1

  • Place the flaming rag on the Genie and it will go away. Grab a piece of the card that is in the potted plant by the stairs.
  • Get the box that is on top of the steps.
  • Grab the compass from the shelf that is on the right side.
  • If the genie returns before you have a chance to get all the items juts keep placing the rag on him to give you some extra time to retrieve the items. Go to the second page.


Page 2 The Maze

  • Grab the compass and place it in the lower right corner of the page, where the empty circle is, watch the needle on the compass because it will point you to the right direction of the last piece of the card that you need in this page.
  • Only small pieces of the maze will be revealed at one time, so it’s important to look at the compass to see what direction you need to go in.
  • Once you see a tiny piece of paper appear, lead the blue dot to it to complete the game.
  • Go to page four.

Page 4

  • Take the box from inventory and place it inside the freezer.
  • Use the hammer on the lock and you will find the last Azada card. Go back to page one.

Page 1

  • Take the card and give it to the Genie. THE END…OR IS IT……


  • SPOILER ALERT!!! If you don’t want to know the code from the puzzle at the end of the original Azada and the code for this game, please stop reading now.
  • If you played the original Azada you will remember that you were given a code at the end of the game. You will use the code here in order to access a bonus level.
  • Remember the code that Titus is giving you in this game is "CELLAR DOOR"
  • Go back to the Library and complete the final puzzle.
  • After you complete the puzzle in the library, click on the picture of Titus that is on the wall and you will see a panel. Enter the following code to access the bonus level: "MAGICBOOK"
  • Go back downstairs and click on the book called "The Creature"

THE CREATURE

Page 2 Mini-game

  • Click on all the body parts and place them into inventory. There are 2 heads, 2 legs and 2 arms.
  • When you click on the computer screen on the right side of the page you will be taken to a mini-game.
  • Make 2 sets of blocks that are touching each other, one blue and one red.
  • In order to complete the game you have to get the blue dot inside the large red structure first or the block will be unable to get to the other side.
  • Blocks that are placed correctly will flash.
  • Get Frankenstein’s card at the end of the puzzle.
  • Take the lightning rod that comes out of the open computer and place it on the tower.
  • Grab the red extension cord that is inside the computer and go to page one.

Page 1

  • Click on the window that is on the top left corner to open it.When you open the window notice that there is a plug that sits outside the window.
  • Place the red extension cord on the plug that is hanging over the body on the table. You must take the cord and pull on it until it reaches the plug outside the window.
  • Click on the body that is in the table and start attaching body parts to it.
  • Once you put a body part on you can click on the arrows in the middle in order to rotate the pieces to fit.
  • If the piece does not fit, put it back in inventory and try another one (there are only 2 choices per part)
  • There will be left over parts
  • Go to page two when done.
  • Page 2 Take the lightning rod from inventory and place it on top of the tower and lightning will strike it. Go back to page one and give Frankenstein the card to end the game!!!

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