A complete solution
- By Simon Burrows
Introduction & Basic Hints
After lots of pleads from readers of Cheet Sheets,
here's the
full solution to this big (and little) adventure from
Adeline.
The solution is split into several parts. Each part begins
when
you travel to a NEW island, so their content will not necessarily
be about only the island in its title if you travel
back to a
previously-visited island again.
Before this, however, here's a trio of basic tips to cover
some
of the more important aspects of the game :-
Once you have collected goodies from a
location (Kashes,
health and magic bottles etc.) this
isn't the end of its
potential for boosting your stats! If you leave
the location
so the screen fades, then return, you can
then search the
location again and recollect all the goodies!
By repeating
this over and over again you can boost your totals of
health,
magic power and money to enormous heights so long as
you have
the patience to repeat the tiresome task of searching!
A good
example of where this is possible is your own
little home on
Citadel island where you can search over
and over again in
safety to get loads of everything!
Whenever you get caught in this game you will
get thrown in
the local jail. In most games this may be time
to restart or
restore. Not so in Little Big Adventure,
though, because it
is easy to escape the jail and recover
all your items in a
matter of only a couple of minutes.
If you get caught on
Citadel Island, all you need to do is kill the
guard when he
descends on the lift, then use the same
lift to escape your
cell. If it's on Principal Island
you kill the guard then
jump out of the window. Finally, if it's on Proxima Island
you
walk into the corner of the cell and press [SPACE] to turn
the
floor into a lift. In each of these three
cases, the guards
will leave your possessions in a cupboard, so
you can easily
retrieve them as you leave.
When you save your game in LBA
it doesn't save your
character's position at where he is standing, but back
at the
start of your present location. This can be very
tiresome if
you are in a very difficult location such as the tunnels under
White Leaf Desert, and you want to save half way
through the
location because you have just completed a difficult manoeuvre
that you may not be able to do again.
Even if you do save
your game past this difficult manoeuvre, when
you reload the
saved-game you will be back before it again
at the start of
the location. Just thought you might want to know!!!!
Now on to the solution...
The Solution
Part One - Citadel Island
At the start of the game you find yourself stuck in a
maximum-
security prison on Citadel island. The prison is the possession
of Dr Funfrock, but fortunately for you, the maximum
security
aspect of it is not quite up to present-day standards.
To escape your cell, first press [F3] to enter 'Aggressive Mode'
then kill the guard with two or three punches when he
descends
the lift towards you. The guard should leave behind a coin
when
you kill him and you can collect this if you like.
Once he is
dead, walk over to the lift and ascend on that to the
platform
above.
As soon as you reach the top you must kill the guard nearest
to
the alarm before he gets the chance to sound it. If you
aren't
quick enough then a band of Supergros will reply to the
alarm-
call and fire homing stun-bombs at you!!
If you do kill the guard in time, attack and kill the remaining
nurse, then collect the key that he leaves
behind when he
collapses. Once you've done that, the killing is
over for the
time being, so you can hit the appropriate key
to get back to
'Normal Mode' again.
Now descend the steps and go through the door.
As soon as you
get through the door, select 'Discreet Mode', then slink
round
the corner ensuring that you avoid the guard
patrolling the
courtyard. As quickly as you can, venture into the room
on the
right and head behind the dressing screen to put
on the guard
uniform.
When you are dressed up for the occasion, search
through each
locker in the room for Kashes and health until you find your
ID
Card and Holomap. When both of those are
in your possession,
walk into the courtyard again and kill the wandering guard.
Now hurry north again, this time into the second room, and
kill
the resident nurse. When he is dead, investigate every locker as
before in the search for health and Kashes. When that
task has
been completed, depart from the room once again
and this time
head up the stairs to the prison control room.
Similar to the earlier situation, you must kill the guard before
he has the chance to raise the alarm. To do this, quickly sneak
up behind him and slay him before he knows what's happening. Now
kill the nurse that resides here as well, and collect
the key
which he leaves behind. You can now leave this building to enter
the prison grounds.
To get out of the grounds you will need to enlist the help
of a
roaming dust-truck. By using 'Discreet Mode' you can sneak
past
the sentry post, then by pressing [SPACE] whilst standing on the
rubbish pile (still in 'Discreet Mode') you will get
picked up
by the truck and carried out of the grounds.
Once you have been discarded at Citadel Island's
rubbish tip,
walk over to the nearby building, enter it and
talk to the
Rabbibunny. When the conversation ends, search the chest to gain
possession of more health and Kashes, then leave southwards
in
the direction of the main part of the town.
It's now time to have a look around the island. On your travels
make sure you steer clear of any military positions unless
you
want to make a quick exit from the game!! When you are bored
of
searching around, go south twice and locate your house.
When you find your house you will see Zoe,
your girlfriend,
outside. After you've given her hugs and kisses etc.
you will
both enter the house itself.
If only life could be simple!! Unfortunately, it's anything
but
that!! Instead of having a nice meeting in the comfort
of your
own home you will find out that Dr Funfrock has
been watching
your every step since you escaped the prison. Just
as you are
getting comfortable, two Groboclones will appear.
They will
arrest Zoe and knock you with a homing stun-bomb. The next thing
you know you are back in the prison cell, and there's nothing you
can do about it!...
Since you've done this all before there's no point explaining it
again. All you need to do is escape your prison cell
using the
same method as before. Carry on doing exactly the same things as
before until you get to the first locker room, then go straight
to the locker where you found your Holomap earlier and
collect
all your possessions from it.
Once this has been done, escape the prison buildings in the same
way as before, then use the dust-truck once again as an escape-
route to the outside world. When you've jumped out of the truck,
go north (at least, I think it's north) and onto the hill over-
looking the town.
From here you should be able to see a grating that leads to
the
sewers (well, where else would a grating lead?). Similar
to in
Space Quest IV, you must enter this grating and
get into the
sewers. This is accomplished by standing on
the grating in
'Normal Mode' and pressing [SPACE].
Once in the sewer, collect the empty Clover-Leaf Box to allow you
to gain extra lives, then take all the mushrooms too in order to
restore your health. When you are feeling a little
healthier,
return to ground level and take another gander around the city...
In the city make sure you steer clear of all sentries as before
because they'll be very suspicious of your nurse's uniform.
As
you walk around, search every locker, cupboard, flower pot, dust-
bin and chest that you see in order to gain extra health and more
Kashes. You WILL need loads of money later
on in the game so
make sure you make a good search round for all that you can find.
As well as searching for money and health on your travels,
make
sure you talk to everybody that you see
(except for the
soldiers, that is). Since your prime aim
at the moment is to
find Zoe, the first thing you will ask people is where she might
be. Generally, you will be pointed towards the
tavern so that
should be your destination when you are sick of searching!!
The tavern is at the right-hand side of the city near the ocean.
The screen it is in is guarded by a strange
yellow and green
robot looking mightily like a floor-polisher with
binoculars!
This beast is Dr Funfrock's latest surveillance toy, and it will
shoot at anything that moves! You must stand still if you are to
live and survive to tell the tale!
When you arrive at the tavern, go inside and head upstairs to the
Grobo sitting at the table. He will offer
you information in
return for a drink, so speak to the strapping Rabbibunny to order
a shandy for him. When he's got the drink he will tell you
that
he saw Zoe being transported to the port.
Now you've got this information it's time to change and get your
weapon before going off on the hunt for your dearly beloved.
To
do this head back to your house.
Upon arrival at your abode you will see that the door
has been
bricked-up and there's no sign of life. To learn of an entrance-
route into your house, talk to the Rabbibunny who
lives next-
door. He'll tell you that his son fixed your chimney
recently
but he never properly sealed it up - maybe
you can go in via
the chimney?!
When you've finished talking with your next-door neighbour, head
back to your house and activate 'Athletic Mode'
for the first
time. Now jump onto the grass patch behind your house
and make
your way up to the chimney-top.
From the top of your chimney, drop down on top of your fireplace
and begin searching everything you see for health
and Kashes.
When you reach the room with an artist's easel, open the cupboard
and collect the magic tunic and ball of power from it's depths.
When you have both of these, search the whole house
again and
start collecting the magic blue bottles to power up your magical
energy bar.
When the whole house has been thoroughly searched, go back up the
chimney and carefully lower yourself down to ground level again.
During your search through the house you may
find a secret
passage - don't worry about this yet!
When you get back outside you will see that Dr Funfrock, mean and
nasty that he is, has dispatched a Rabbit Robot, a Grobo and two
guards at the front of your house to keep watch. You don't
have
the energy or fighting ability to kill all these,
so kill the
Rabbit Robot with two or three shots from your magic ball,
then
escape quickly northwards towards the port.
There is just one thing left that you need to collect before you
leave on a ship to chase after Zoe and that is a bottle of syrup.
To get this you need to enter one of the only buildings
in the
city which is open - the pharmacy.
Unfortunately for you,
however, the owner of this shop is a complete grass and as
soon
as he sees you he will raise the alarm.
It's not all bad news, however, because it's easily possible
to
dodge the Clone that answers the alarm call. To do this,
first
enter the shop and quickly run round the till
and kill the
chemist with either a few punches or with your
ball. He will
have set-off the alarm before he dies, but if you exit the
shop
even faster than you entered it, you will miss
the Clone, and
when you re-enter it, the clone will be gone and
the chemist
still dead!!
Once back in the pharmacy, this time in safety, take the bottle
of syrup then raid the till to get extra Kashes. When
you have
completed these two tasks, head to the port which is in the same
screen as the grating you went through to get to
the sewers
earlier.
At the port you will find that if you try and buy a ferry ticket
legally, the man at the ticket-office will recognise
you and
sound the alarm. Instead, you must knock-out the guard and
then
the Grobo that guards the gate. When both
of these are down,
collect the key that the Grobo leaves behind and use this to open
the gate.
Once inside the port you should talk to the elephant by the dock.
He will show you the crates and tell you that he'll give
you a
ferry-ticket if you can move them around into the right
order.
This is a very simple block puzzle which shouldn't
cause any
trouble.
When you have completed the puzzle, take the ferry
ticket as
promised, then walk towards the chap in the sailor
suit (the
ferry's captain) and board the ship for a
ride to Principal
Island.
Part 2 - Principal Island
Principal island has the wonderful task of housing Dr Funfrock's
HQ which isn't good news for you since it makes it very heavily
fortified in most locations.
Anyway, as soon as you leave the ferry at Principal
Island's
port, walk right along the dock in the direction
of the guard
post. Use your ball of power to kill the
uniformed guard who
resides behind the sandbags, then do the same
on the Robot
Rabbibunny by the guard hut.
When both of these nasty characters dwell in the
land of the
dead, head northwards in the direction of the main section of the
island. You must move very quickly at all times on this
island
for reasons explained above, so run past the HQ and into the next
location.
Continue north at a quick pace until you reach the steps of
the
island's library. From there, head up the stairs
and into the
library itself.
Once inside the building you need to talk to everybody
around.
There are four people who will tell you something of
interest,
the last of whom (the librarian) will offer
you something of
much importance if you do something for him.
First of all talk to the Grobo. He will inform you of Clearwater
lake, and island of rebels and some mutant monsters.
Secondly,
make conversation with the Rabbibunny who will talk
about Dr
Funfrock's statues on top of Sendell's magical
seals. And
thirdly, chat with a Spheroid who will give you a couple of clues
to a puzzle which you will encounter later in the game.
When you've conversed with these three characters, talk
to the
librarian (the big orange Rabbibunny), and he will promise
you
access to the Censored Publications Department if you can raise
the quality of the local tap water.
When you have talked to all these creatures, leave the
library
again and this time go westwards past the guardpost. As soon
as
you enter the next screen, run southwards as quickly as possible,
because there are two guards
concealing themselves under
camouflage netting who will attempt to shoot you down if you're
not quick enough.
Now enter the main part of the town known as The Old
Burg, and
walk over to the two Rabbibunnies whispering to each other by the
wall at the bottom of the screen. As soon as you try to talk
to
them they will run off, but this doesn't matter, just ignore them
and walk though the nearby door.
Once inside the building try talking to the female bunny, but you
will soon find out that she won't talk until she knows you can be
trusted. To prove yourself, leave the house again and head north
until you locate a big yellow robot bumping down
some steps.
Kill this mechanical mouse with your ball of power, then retrace
your steps back to the house.
This time the female rabbit will talk, but much of what she says
is no more than local gossip. Eventually, though, she
will say
something of use when she points you in the direction of a friend
of hers who lives in Peg Leg Street, called Julia.
Now you know of this new character it's time to go and
talk to
her, so leave the house and head south into the
next screen.
Here, enter the house by the sea and talk to Julia.
She will
tell you about an astronomer that resides in the town, but before
you leave to go and visit him, search the cupboards in her house
for health, Kashes and magic bottles. (Charming, huh?)
When your search is complete, leave the house and
talk to the
rabbit by the wall. He will pass you on to his cousin, who
will
then pass you on to a Grobo locksmith. When the locksmith drops
a key, pick it up and use it on the gate, then walk left,
past
the statues of Dr Funfrock (as mentioned by the
Rabbibunny in
the library earlier).
Enter the building past the statues with the Jerry-can
symbol
above it (the store) and buy some gasoline
and the Mecca
Penguin. When you have made the purchases, retrace
your steps
outside and this time talk to the female Rabbibunny standing
by
the wall.
She will tell you how to pass the Supergro guarding
the steps
towards the right of the screen, so follow her instructions
and
sprint past the distracted elephant. Once past there, walk right
and ascend the stairs onto the roof. Here, stand on top
of the
grating and press [SPACE] to climb down into the
astronomer's
room.
Once inside the room, talk to the astronomer (called Bob Vortix)
and he will tell you about a legend. More importantly, however,
he will mention a friend of his who will be able to help you out.
He is at Port Belooga.
When you have finished talking with him, accept the 15
Kashes,
then leave his house by crawling through the little hole at
the
bottom of the screen. Back on the streets
of The Old Burg,
activate 'Discreet Mode' and sneak behind the Supergro.
Past the Supergro, search the flowerpot next to
the tavern by
jumping over the wall. In the flowerpot you will find
an extra
life in the shape of a clover leaf. Once you've got that, enter
the tavern and talk to everybody there to find out whether
they
like Principal Island's tap water or not - it seems not. Yuck!!
Now seems as good a time as any to sort out this water
problem
and gain access to the secret books at the library at
the same
time. To do this good deed, head back to Peg Leg
Street where
you met Julia earlier. By heading left along
this street you
should find the road ends in a dead-end, and at this end there is
a yellow-coloured motor-bike parked.
Wait nearby until the guard leaves the bike, then walk up to
it
to 'borrow' it for a while! Use the bike to take yourself to the
Water Tower.
Upon arrival at the tower, climb the staircase, then stand on top
of the grating and press [SPACE] again to reveal a hole.
Climb
down this hole to get into the tower itself, then
set about
collecting all the power-boosting mushrooms that grow nearby.
When you've finished collecting the mushrooms, stand next to the
tank of water, press [SHIFT] to call up your inventory, and then
[RETURN] to activate the syrup-bottle. This will make
you drop
the pink solution into the water and make it appetising for
the
island's inhabitants once again.
Once the water has been purified, climb back up the ladder,
and
make your way back to the motor-bike. Use this to take yourself
to Leg Street once again.
At Peg Leg Street, go and visit the librarian by retracing
your
steps all the way back to the library. Once he
has tested the
water to check it's new flavour we will lead you down some stairs
to view a mammoth book on the subject of the legend,
the White
Leaf Desert and the heir.
When you have read-up on this it's time to follow your other lead
on this island - the chap at Port Belooga
who the astronomer
mentioned. To get to there, leave the library and run
past the
guard post again. This time, however, when you get to the screen
with the guards under the camouflage netting, head left
to the
military camp instead of going south.
When you reach the sandbags, jump over them before continuing up,
past Dr Funfrock's statue, making sure you
avoid the Robot
Rabbibunny that guards the square. Continue
past the three
wooden toilets and the tents, and walk up to the green buggy.
Use the buggy as you did the yellow motor-bike to take yourself
to Port Belooga. When you reach the port, head down the pier and
chat with the Rabbibunny sitting dangling its feet in the water.
Because you are an acquaintance of the astronomer, he offers you
a lift anywhere in his boat in return for 10 Kashes. Accept
his
offer and choose White Leaf Desert as your destination.
Part 3 - White Leaf Desert
When you reach your destination you will be dropped off on
some
rocks just off the island. Jump across these
rocks in the
direction of the island making sure you avoid the
machine-gun
fire emanating from the pillbox on the island.
Upon arrival at the beach, use your ball of power
to kill any
guards in the vicinity. Collect any items that the guards drop,
especially the key dropped by the guard nearest
the fence,
because you then need the use of this to enter the compound
to
the south.
Once in the compound, walk over to the desert and approach
the
old chap with the guitar. After talking to
him for a while
you'll learn that he's looking for a sacred book which is in the
underground temple accessed by the chimney by his side.
Drop down this chimney and you enter a temple. This section
of
the game is split into two parts. The first part is completed by
locating a small white statue and pushing this across traps
and
platforms to another pedestal. This action will
open a door
allowing access to the second part of the temple.
This can be
quite annoying because things happen too quickly
for you to
consider what you're doing, so you often make wrong moves.
Anyway, when you complete this task with the statue, go through
the door that opens and you get to part two.
Part two of the temple is 'guarded' by a massive log covered
in
spikes which rolls down the various passageways, forcing you
to
fall through gaps in the floor or die! Whenever this approaches
you must hide to one side and let it roll past.
Apart from this log there are lots of creatures to shoot as well.
In the end, if you are very skilful and lucky you will find
the
Book of Bu which gives you the power to read ancient
runes and
advances you to the second magic level (resulting in
your ball
of power turning to green).
Once you have the book in your possession, return to the desert,
and reapproach the old man who wanted it. He will tell you
that
you should return home because you are the heir to some ancient
ancestral artifacts.
Okay, so do as he says. Get back to
the boat and this time
select your destination as Citadel Island. When you arrive
run
back to your house and locate your cellar then enter the barrel
to get to a secret grotto.
Ever since you got the Book Of Bu you are able to read
ancient
runes (as I said earlier), so you can now
read the legend on
the door. These runes tell that there are locked doors guarding
your inheritance (the ancestral weapons) and these can
only be
unlocked by a key that the pirate LeBorgne stole. It
says that
this key is now hidden in his treasure.
Now head back to the Citadel Island port. Upon arrival, approach
the elephant with the block puzzle from earlier, and buy a ticket
off him. Now take the ferry back to Principal Island.
When you arrive, go to The Old Burg area again and chat
to the
rabbit by the wall. He will tell you that LeBorgne's log is
for
sale somewhere in The Old Burg. Where else would
something be
for sale but a shop, you might ask, so head to the shop where you
bought the gasoline and Mecca Penguin earlier, and talk
to the
shop-keeper about it.
Unfortunately the log is no longer for sale because it was
just
sold to the librarian! Now you'll have to
chase after it by
running over to the library!
When you reach the library ask the librarian about the pirate's
log and he will point you in the direction of an elephant at the
back of the library. This elephant will read you sections of the
book to your heart's content, but the only section of interest is
"LeBorgne's Treasure". By listening to this you will
find that
the treasure's on Proxima island!
Finding out this new information makes Proxima island visible on
your Holomap, so you can now travel there straight away. Do this
by going back to the military camp again and using
the green
buggy to get to Port Belooga.
This time, the astronomer's friend doesn't want to take
you on
his boat so you will have to find some other means of transport
to get yourself to the new location. Fortunately, a spheroid
is
on hand to sell you a catamaran for 200 Kashes.
If you do not have enough money, stroll around
the area a bit
until you do, because this is the only way you're going to get to
Leborgne's treasure. When you get enough cash, but the
vehicle
and set-off for Proxima Island.
Part 4 - Proxima Island
When you arrive at Proxima Island you'll dock at Proxim City and
soon find out that LeBorgne's treasure, the one with the key that
you need, is kept in the city museum. Unfortunately, though, you
can't just stroll in and take possession of the
key; you must
make an ingenious plot to recover it in secrecy.
When you dock, approach and chat with the hairdrier salesman for
a bit and he'll offer one of his products for 30 Kashes. Accept
this offer then enter the building by the snoozing
guard and
converse with the resident elephant. He will tell you all about
the museum's security system, and especially about the pressure-
sensitive floors. When you've finished talking with him, use the
gratings as entrances to the sewers
below and acclimatise
yourself with this underground network, as you'll be spending
a
long time in it later.
Anyway, when you've finished looking around, return to
ground
level the way you came and leave the building back
into the
street. This time open the gate by the museum to gain access
to
a shop and a house.
If you have a coffee-pot in your inventory which you have picked
up earlier in the game, give this to the elephant who
lives in
the house and he will give you a list of
all the extra life
locations in the game. If, once you've given him the coffee-pot,
you then talk to him again, he'll also give you
an electronic
keypad which will open a door in the
Teleportation Centre.
However, it is not vital to have either of these two objects
in
order to complete the game.
Now walk back to the dock again, and this time head west, out of
the city, and into a new screen. This time enter
the building
with the large hole in it, and talk to inventor you will find in
there. When you've finished learning about what he's doing, give
him the hairdryer and then offer to test his jetpack. As well as
getting a great mode of transport he will give
you a nice 10
Kashes which may come in useful later on.
When you have taken the money leave his house again and this time
try and gain access to the other house on the screen
(with a
chain across its door). Doing this will alert a Groboclone which
will teleport into the screen to stop you, so defeat
this with
your ball or power and he will drop the exact key needed
to go
through this chained door.
Once inside this second house talk to the resident
rabbit and
you'll learn about his brother's plight in Dr Funfrock's
HQ on
Principal Island. He tells you that if you can
find out about
the brother for him, he'll give you a red security card!
Now it just so happens that you need this card to win the game so
you're gonna have to help this poor creature out.
To do that,
take your catamaran back to Principal Island and enter
the HQ.
Find the jail-cell beneath the machine-gun emplacement and
talk
to the resident rabbit.
Once he's finished talking, head back to Proxima Island again, go
back to the house with the rabbit, and you will be given the card
as promised. You now have all you need to
access LeBorgne's
treasure in the museum so head over there right
away and get
ready for some exciting action.
Upon arriving at the museum, use the red keycard you
were just
given on the locked door. When you get inside the building, have
a look around the place making sure you see the treasure
chest
and pirate flag on the upper platform. When you've
acquainted
yourself with the area, exit the building via the grating in the
floor to reach the sewers again.
Now comes the sneaky bit!!
First use the lift to get into the jail area, then wait for
the
elephant to turn his back before pushing the button on the
wall
to sound the alarm. As soon as the alarm starts ringing, return
to the sewers through the mini-panel in the wall past the jail,
then go back up into the museum via the grating
that you used
earlier.
When you get back to the museum, use the jetpack
so you don't
have to walk on he pressure-sensitive floor and set off even more
alarms. Make sure you don't use any weapons whilst
you are in
mid-air otherwise your jetpack will cut-out and you'll fall onto
the alarmed floor!
First of all land on the pirate flag display and
collect the
flag, then go up to the next floor and follow around
the wall
until you reach the treasure chest. When you get to the
chest,
search it until you find the ancestral key, then take
this and
fly back to the grating before escaping through
this into the
sewers.
The security robots in the museum can be avoided by not
moving
since they detect movement not presence. As this
is the case,
point Twinsen towards the wall and you should stay safe.
When you are safely back in the sewers, exit back to the streets
via the building with the elephant, and make your
way back to
your catamaran. Now sale back to Citadel Island again, and
when
you arrive make your way back to your house.
Now go into your cellar again and you this time
open the door
with the ancestral key to find Gawley's Horn
and Sendell's
Medallion. The latter of these will snowball your
magic up to
level 3.
When you've done that, read the runes on the tablet on the
wall
to find out about the runic stones, then use Gawley's Horn on the
'S' symbol to reveal five extra lives in the shape
of clover
leaves. Now exit your house once again, retrace
your steps to
your catamaran, then use the flag with this before leaving
for
Rebellion Island.
Part 5 - Rebellion Island
When you dock at this new location, walk over to the Rabbibunny
soldier in/by the bunker and talk to him. He will
tell you to
drive the buggy many miles to go and see the
leaders of the
rebellion in their camp.
Do as the Rabbibunny says, and when you get to
the camp, chat
with the Spheroid hiding under the camouflage netting
who will
ask you to rescue Colonel Kroptman. He is,
apparently, the
leader of the rebellion who is being held hostage in the Hamalayi
mountains in a snow fort.
Just before you do as the Spheroid says, collect some more fuel,
then use the buggy to return to the harbour. When
you arrive,
talk with the commando rabbit again, and you will automatically
enter the landing craft ready for your assault to rescue Colonel
Kroptman.
When the landing craft has dropped you off at the
base of the
Hamalayi mountains make sure you see where the catamaran drifts
to since you'll need it again later on.
Now yourself and the commando rabbit must fight it out against Dr
Funfrock's forces, but you must take the lead because the rabbit
will only follow you and not go ahead. However,
it is still
advantage for him to be there because he can help you
out with
some of his grenades if you encounter an enemy you are finding it
difficult to dispatch with only your magic ball.
Anyway, first of all, shatter the transmitter on top of the first
building as this is the enemy's only link to the outside world,
and without it they won't be able to call for help.
When that has been destroyed, continue to your left killing
all
the soldiers and destroying the machine-gun emplacements. After
a while your commando-rabbit partner will suggest that you use a
tank to help get to the fortress.
This is a good idea, as you can imagine, and when you
get into
the tank you will see that it automatically rolls 'left' towards
the fortress gates, then blasts them open so you can get inside
the fort's grounds.
Once you are through this gate, kill the two Robot Robobunnies
and the soldier, then open the gates marked 'F' and run upstairs.
As you are going upwards, kill the two guards and
collect the
keys they leave, then do the same for the scientist
wearing a
white coat when you meet him.
At the top go through the door on the right. Don't bother
with
the other two doors as these are linked with a passage and don't
lead anywhere else at all!
Once through the door dispatch the red Grobo with your
ball of
power, then collect the key that he leaves behind and use this on
Colonel Kroptman's cell to free him. When the colonel
is free,
hurry right, kill the final grobo, then use the mini hatch built
into the wall to escape outside onto the snowy slopes.
From outside, walk right, off the screen, still with the colonel
and the commando rabbit, and you will be shown a 'cool' animation
of the snowy slopes etc.
When the animation's over and you take control of the game again,
use the snowboard to ski to the bottom of the
slope. At the
bottom you can take the ski-lift back up to the top if you
want
another go at skiing.
When you're bored of skiing, talk to the chappy by the ski-lift,
then follow the edge of the screen along to the right until
you
get to an exit between two trees. Take this exit into
the next
screen.
Now its time for another good deed - saving the villagers from a
band of mutants. When the battle's over and
the mutants are
exterminated, talk to each of the villagers in turn, then collect
the clover leaf that's dug up for you.
After you've chatted for a while, head into the
centre of the
village and examine the huge pot of soup. As soon as
you touch
this pot a new rabbit will appear and offer to
show you the
sacred carrot (wow, wot a thwill!)
if you demolish Dr
Funfrock's mutant factory.
Agree to this task then follow the
female rabbit as she
approaches the bottom of the screen. When
she opens a secret
passage, drop down the hole and talk to the elephant sitting
on
the dock. When you've finished talking, head right and kill
the
red Grobo with your ball.
When the red Grobo's a gonner, enter the shuttle
building and
talk to the green Grobo. Once he has activated the ground shuttle
for you, head around the gate and drop onto the shuttle when
it
opens.
As soon as the shuttle arrives at the mutant factory,
go right
and destroy the scientist (in the white coat)
before he can
sound the alarm (remind you of a certain
prison cell at the
start of the game?) Now knock-out the Robot Rabbibunny
before
rushing round the corner and exterminating all the mutants on the
tables.
Once these are all dead too, go left and demolish
the green-
coloured eggs in the pit. This can be a little
difficult. In
order to do it I recommend you watch how the eggs move and react
to the shots from your ball of power, then move around and adjust
your shots accordingly.
As soon as all the eggs have been demolished, the
screen will
flash red. Quickly run back through the room with the lab tables
and through the next screen (the tunnel).
In the next screen
head into the control room and quickly kill the guard.
Now turn your attention to the control panel.
This panel has
three levers, and the solution lies in what the Spheroid told you
in the library back near the start of Principal Island.
If you
don't remember, you were told to pull the right-hand lever first,
then the middle one twice.
When you've done this, exit the control room and
drop off the
ledge. As soon as you land on the lower platform, sprint through
the open door to avoid the mutant hiding below. Once through the
door, kill the second mutant then use a nearby
fuel can to
replenish your gas.
Now take the buggy back to the village again, and head
over to
the pot of soup for a second time to grab the attention
of the
rabbit. Now he will lead you to the sacred carrot as promised.
Walk through the hole to get to the coast again, and
this time
run left along the dock. Kill the guard by the gate then ascend
the stairs, killing three more guards as you go. Now
cross the
bridge and approach the gate. Unfortunately you
need a blue
keycard to open this gate, so retrace your steps
through the
carrot, down the secret hole, along the ledge,
destroying the
machine-gun emplacement as you go, and finally
dropping down
behind the fence.
Now walk left until you reach your catamaran, and depart in this
to White Leaf Desert. There, use Gawley's horn again, this
time
on the 'S' symbol carved into the rockface. Complete
the easy
maze and talk to the Elf you find. In return for freeing him, he
will give you the blue keycard, giving you lifetime membership to
the Elf Club.
Before you go and use this keycard on the gate at the Hamalayis,
use your catamaran to get back to Proxima Island again.
There,
use the yellow motor-bike and green buggy
to drive to two
different stones. First, go to the Marked stone and use Gawley's
horn on the 'S' symbol, then go to the Eclipse stone and take the
magic flute.
Now go back to the catamaran again and ride back to the Hamalayi
Mountains. When you arrive, follow the coast-line
around and
kill the guard to open the gate. Now go to the
gate opened by
the blue keycard, and this time go through it.
Once through the gate, kill at least one guard so you can get
a
key that they leave, then climb down the ladder and bump-off the
red Grobo when you get to the bottom. Now go round the corner to
reach Clearwater lake. Go around the lake and use the
flute on
it and you will get another animation.
When the animation's ended, fill your bottle with water form the
lake and your magic level will advance to four.
Now enter the
boat bobbing in the water and travel in it to Tippet island.
Part 6 - Tippet Island
This island is made up of loads of underground caverns. When you
reach it, chat to everybody you see including the rabbit wearing
flared white trousers who'll tell you about the teleportation and
cloning centres. If you go through the first
door you will
reveal a shop where you can buy provisions for the rest of
your
adventure.
When you're ready, head through the metallic gate at the top
of
the screen, then dash past the two elephants
and enter the
Twinsun bar. In the bar, talk to the rabbit on the stage and the
barman. You'll find out that you will be
shown to a secret
passageway in the bar if you can get a guitar for the band.
To get this guitar you will need to give the magic flute to
the
old bloke by the chimney on White Leaf Desert.
Simply use the
hydroboat to get back to Hamalayi, then the catamaran to get
to
the desert. When you've given the old man the flute he'll
give
you his space guitar. Now retrace your steps on the two
water-
vehicles and return back to the bar again.
Now give the guitar to the band to cheer them up, then
talk to
the barman again. This time he will open a secret passageway, so
drop down into this and walk along care[fully until you come out
at the top of a hill.
At the hill, talk to the Dino-Fly and it'll let you climb onboard
it before flying you to Fortress Island.
Part 7 - Fortress Island
When you arrive at Fortress Island, chat to the Rabbibunnies and
they will offer to dig you a tunnel into the fortress if you can
disable the Teleportation Centre. To do this you will
need the
plans to the centre, so go back to Tippet island again and
talk
with the Groboclone. For 50 Kashes he'll tell you that the plans
are in Dr Funfrock's safe in his HQ!! (What a cheapskate!!)
You're going to have to go and get these plans so sail
back to
Principal Island in your catamaran. When you dock at the island
approach the fortress (HQ) and use the red and blue keycards
to
gain access to the building.
When you get inside, free the Rabbibunny who will tell you of an
escape route, then head into Funfrock's office.
Funfrock, for
some reason, will destroy his own guard before teleporting away!
Once he has done this, free the elephant in the
cell and open
Funfrock's safe.
Unfortunately, your search for the plans is not yet over because
they have been moved again!! This time they have been
taken by
your next-door neighbour (the architect), so head back outside,
and take the catamaran back to Citadel island again.
When you arrive, walk to your house and then go next door to the
architect's house. Talk to the architect and he will give you
a
security pass. When you have this, return to the port
and this
time go to Brundle Island.
Part 8 - Brundle Island
At Brundle Island, use the security pass to
sneak into the
Teleportation Centre, then find the row of teleports.
Jump on
each teleport, one at a time, and they will blow
up. Now jump
onto the control panel too, and the centre will be destroyed.
To flee the building, approach the broken wall at the bottom
of
the screen and jump over it, then drop down from
the statue
before leaving the building completely. Now get
back to the
catamaran again and ride to Fortress Island.
Now you have destroyed the Teleportation Centre, the rabbit will
dig a tunnel into the fortress for you once you have entered the
fortress, and killed the guards with your ball of power.
Once inside the building you will find a robot
clone looking
exactly like Zoe. When you free 'her' from
the cell thinking
'she' is Zoe, you will captured by the doctor himself.
Don't
worry, this is exactly what you want to happen!
Dr Funfrock will tell you the rest of the plot then throw you in
another prison cell. This cell is almost exactly the same as the
one you were in at the start of the game, and can be escaped
in
the same way. When you are out of the cell, recover possession
of your belongings from the locker, then head into the
cloning
room.
Once inside here, kill as many of the robots as you can with your
ball of power, then head over to the far wall where you will find
another 'S' symbol. Use the horn on this to make a hole
in the
wall, then climb through here to find the third runic stone.
At the stone you will find out the location of
the Well of
Sendell, and also a magical sword. Now use the flask of water on
the stone and you'll see an animation of the building exploding,
and you will end up standing looking at the ruins.
Walk back into the ruins and exit the screen into a construction
site. Explore this site until you find a green Grobo, then
talk
to him until he gives you the key to the unused bulldozer.
When you have the key, use it to get the bulldozer going,
then
use the bulldozer to move the rocks that block
your passage
northwards. When the path is clear, follow it around,
dodging
soldiers, vehicles and workmen as you walk. When you get to
the
gate, open this and go through towards the Well Of Sendell.
The Well itself is at the top of a massive green-rock
mountain
with three workers drilling on it. Kill these
workers, then
climb the rock to find Dr Funfrock and Zoe - this time the
real
one!
Fight with Dr Funfrock for a while, using the magical
sword as
your weapon. After a while you will force him over the
edge of
the rock. When this has happened, talk to Zoe,
then jump down
the Well.
At the bottom you will meet up with Dr Funfrock again
and this
time you must fight to the death. Attack
him again and again
with your magical sword, and in the end he will hopefully die.
When he is dead, head into the darkness and....
CONGRATULATIONS, YOU HAVE COMPLETED LITTLE BIG ADVENTURE!!
Solution Compiled and Written by
SIMON BURROWS