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1995-03-07
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~Little Big Adventure
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
` ─═════════════─