User Reviews Azada: In Libro Collector's Edition Game: 'Azada: In Libro Collector's Edition is the last game in the thrilling Azada Hidden Object Adventure game series. Azada in Libro has 3 game modes, beautiful graphics and animations and a very intriguing storyline. Azada Full tricks hints guides reviews promo codes easter eggs and more for android application. Avoid Azada Full hack cheats for your own safety, choose our tips and advices confirmed by pro players, testers and users like you. Ask a question or add answers, watch video tutorials & submit own opinion about this game/app.
Tangrams
Known as Tangrams, a puzzle game from China. There are almost always multiple solutions, but it will only take one. If you're stuck, just drag a big piece into the puzzle to see when starts changing color just that little bit. Let it go and if it's in the right place it'll change color and snap in. These are all the ones I encountered - after that they started repeating themselves.
Matchsticks
Click play then Mouse-over the videos on the bottom to select the one you want to see.
Pipes
All the pipes puzzles are randomly generated. You want to go from the absolutes to the relatives; what I mean is to move the things that have NO choice as to their positions - straight pipes at the edge has to be parallel to the edge, corners at the corners can’t stick out. Then you work on the straight and curved pipes that attach to those, then lastly twist the rest of them into position.Chapter 1
The Desk - Collect the items asked (arrows point to them), then use the match on the box, and then the match on the paper on the floor. Set the clock on the wall to what the apper asks you to, then use the key to open the safe that appears.
The Bathroom - Get the tweezers from the tub, and the other two parts from the pipe. Open the panel of the tub with the tweezers, and use the parts. Turn the red handle. Open the box to the right of the toilet with the password in the mirror.
The Living Room - Pick up the tape and flashlight from the shelves. Get the hammer from the toolbox.Go to the next room with the flashlight and hit the switch next to the door. Break the vase with the hammer. Get the key. Use the key on the cupboard next door. Get the batteries. Go back to the other room and fix the wires under the floorboards. Put the batteries in the remote and hit the green button.
Chapter 2
The Kitchen - Collect the items arrows are pointing to, then put the cylinder into the blowtorch. Open the fridge, and use the lit torch on the block of ice. Click on the radio and add the button. Add whatever number you got from the fridge to the tuner.
The Science Lab - Get the chalk from under the board, the screwdriver from the left locker, and a paperclip from the drawer. Use chalk on chalkboard, screwdriver on side of computer. Use number from board in computer. Use the locker number on padlock, get lens. Use lens in microscope.
Chapter 3
In the Attic - get the lighter from the top of a box. Use the lighter on the box bound with string. Get the rest of the items. Use lens on machine at right. Open panel and use lighter on candle. Put slide in machine. Click on revealed bricks.
The Toy Shop - Pick up the knife from next to the yellow tray and the yellow water gun from the table. Use water gun on the window to reveal a code. Open the lattice cupboard with code, take ladder, open closed package with knife. Take train.Assemble train and tracks in green space near window. Press red button. Use key on cash register.
Here�s the trick: rotate the two circles that has white lines on the outside to line them up with each other. If you look carefully you can see the impression of these lines on the left side even after your mouse left them. Then rotate the outside to match those two. Once you think you have all three lined up, drag the middle circle and keep dropping it so the game would lock it into place once the entire thing lines up.
Chapter 4
The Boat - Take the coffee and spyglass. Pour coffee down the drain. Open cupboard. Use code in lock. Get Morse code from logbook. Use Morce code in machine. The radar should give you a new bearing. Click on the wheel area and pull the crank. Change bearing to new number. Use spyglass on ship.
Voodoo - Take 3 jars off the shelf, pins off pin cushion, paper off table, and penny next to the broom. Use penny on crystal ball, Use code on cauldron. Put paper over cauldron, use pins on voodoo dall according to paper.
Chapter 5
Eye Test - Open drawer and take scissors and tape. Take red folder and lens off the table. Use scissors on folder, tape on folder, and folder on color blind test on wall. Put lens in correction machine at right, punch in code. Take lens and use on blurry letters on wall. Use code on encyclopedias.
In the Garden - Take watercan, nippers, shovel, and the piece of gum under a boot. Use nippers on chain on door. Take bag of seeds. Use gum on watercan, fill watercan. Use bag of seeds on soil near rock. Use watercan.
Chapter 6
Laundromat - Open the dryer door and get coins. Take triangle from floor and square from shelf. Use coins in vending machine twice to get blue and red bars. Use red bar with triangle in washing machine and put coin in upper slot. Take the red triangle. Do the same with the square and blue bar. Put red triangle and blue square in the machine on the wall.
Basement - Take ducttape from the floor. Fix the spraying pipe with tape. Start the pump right next to it. Take the bottle of wine from the floor revealed and take the corkscrew as well - use corkscrew on bottle of wine. Turn on the tap just above the big crate. Switch on the red light. Open the envelope under the crate. Click on the developing area. Pour wine into the middle box. Dip photo paper in the boxes from left to right. Take clothspin from line and use it on paper, then the line.
Chapter 7
The Private Eye - Take the ball off the floor, magnifier on the table, pickaxe from the right side, and the mouse from the cat basket.Click on the telephone receiver twice to get the magnet. Take a piece of tape off the window. Use the magnet, then the yarn, on the mouse. Then tape the entire thing together and send it off to the mousehole. Use key on filing cabinet, magnifying glass on photo. Use pickaxe on tile on floor.
Cheats For Game Azada In Libro Pdf
In the Library - Take crank from under the desk, log form pile of wood, belt from pipe above, punchcard from the shelf, and lighter from table. Put log in the furnace, belt on the gears, punchcard in top slot and crank in right slot. The screen will show two letters. Click on the books on the shelf accordingly and use the longitude and latitude on the map. (Since there were questions about this - you need to find both numbers in the same click - i.e. -number, number N/S.)
Still confused? Read my library coordinates walkthrough.
Chapter 8
The Machine - Click on the aquarium. The buttons mean: Right, Down, Left, Up, Close, Open. Press the green button after you figure out the combination. Use crystal. Open slot on the left and take the crytal. Put it in the right side where the missing crystal is. Click on easel, get code. Click on machine middle of the crystals, enter code.
The Tomb - Pick up part from the floor on the left. Insert into the tomb. Click on the wall to the right of the door, click on the hourglass at the foot of the pharoah. Execute the code from the wall (turn the dial like a combination lock.) Take skull. Take other skull from the floor and use it on the scales.
Chapter 9
Alchemy - Pick up the amulet from the table. Use it to �douse� for a rod in the wall. Pick up the two short rods from the floor and fuse it with the machine on the left. Click on the Blue symbol in the middle of the room. Insert rods.
Balancing Act - Pick up the pebbles on the floor and the idol from the column. Put the idol on the left side of the scale. Put the idol back. Put rocks in the scale until you can just see the full shiny line. Take the rocks and put them on the other column. Click on the combination lock at right and use the code just like a combination lock.
Chapter 10
Birthday Party - Take the stick from right right and hit the pinata. Take the tail from the fireplace and pin it on the donkey. Take the balloon on the floor and use it with the helium. Click on the piece of paper in the fireplace. Now take all the messages and spell abracadabra. Take the darts off the table and shoot the numbers on the dartboard in that sequence.
Clockwork. Pick up the key from the radiator, and two bells from the table as well as a long stick. Use the stick on the smaller bell, then put the small bell in the cuckoo clock and the big bell in the soldier clock. Put a key in the box. Now, in the sequence that the box shows, set the soldier and cuckoo clocks to 12, and the alarm clock to whatever the alarm is set to.
When you�re done all the puzzles you�ll face another one of those circular jigsaws:
Azada In Libro Walkthrough
Final puzzle - Study - Pick up the 3 potions and the pot. Click on the note on the desk. Mix the extra color that you need in the pot using potions you have, and then use the potion right on the piece of paper. Click.
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Return to the magical world of Azada and save the guardians of the realm.
Azada and Azada: Ancient Magic are two of my favorite games so I was very excited for the third entry in the series, Azada: In Libro. In Libro is difficult for me to review though. As a stand-alone game it is wonderful; featuring gorgeous graphics, numerous locations to visit and challenging puzzles to solve. Unfortunately, it lacks the uniqueness of the previous games.
The game begins when you receive a letter from a distant cousin in Prague regarding a house you have inherited. You travel to Prague and quickly learn you have been tricked. You are trapped in the basement of the house and surrounded by flames. This is when Titus (your guide from the previous game) appears. Titus is a guardian of Azada and he needs your help to save the world of Azada from his evil uncle. To save Azada you must enter the book and rescue the other guardians before it is too late.
In the previous games, there were multiple books that you would visit and solve puzzles in. In In Libro there is one book with three different chapters. Each chapter has a unique look and has multiple areas to visit.
Azada: In Libro is a light, point-and-click adventure game. There are no hidden object scenes to sort through. You will be searching the scenes for inventory items but there are no lists telling you what to look for. In the tradition of Azada, there are puzzles everywhere. Many of the puzzles are inventory based, but there are also challenging puzzles that you will need to solve to advance. If a puzzle is proving too difficult you have the option to skip it. Hints are also available, although the hint button takes quite a bit of time to recharge even in casual mode.
The game is fully voiced, but the voice acting is very hit or miss. The main problem with the voice acting is that it sounds tinny and as though it weren’t professionally recorded. The music in the game fits the atmosphere and is pleasant to listen to. The graphics are beautiful and clear.
The Collector’s Edition features a bonus chapter that brings some closure to the game. Without it the ending is very abrupt and doesn’t provide many answers. Unfortunately the bonus chapter is quite short, and can be finished in less than thirty minutes. There is also an in game strategy guide that is quite helpful, especially when you aren’t quite sure where you should go next. There are also the standard extras such as wallpapers, screen savers and the game soundtrack.
If you go into In Libro expecting it to be like the previous Azada games you may find yourself disappointed. However, if you look at it as a stand-alone game that happens to be set in the world of Azada you’ll find a very nice adventure laid out before you.