LITTLE BIG ADVENTURE Part 2 Solution by Phil Darke @~Continued from Issue 45 CITADEL ISLAND Go to your house. kill the sentry and then go around the back of the house and by jumping onto the rocks and ledges here work your way over to the cliff edge. Jump down and enter the underground entrance. Everything is locked up but now you have the book you can read the runes here. This tells you about the pirate LeBorgne who has the key. Exit and go to the docks. Talk to the man you moved the crates for before and he will sell you a ferry ticket. Go and catch the ferry to Principal Island. PRINCIPAL ISLAND. From the docks head north and talk to the rabbit who helped you before. Ask about LeBorgne and he will tell you to talk to the man in the shop. Go to the shop, where you bought the petrol and Meca Penguin. Talk to the shopkeeper. He tells you that he sold a book about LeBorgne that morning. Go to the library and talk to the librarian. He tells you to go and talk to the Rabibunny who showed you the book about the legend. Go and find him in the room next to the book and he tells you that the book is on a table at the back of the library. Go and find the table. Someone is there already reading the book. Ask him about LeBorgne's treasure and he will read you the following extract from the book:- To find Captain LeBorgne's treasure the voyager who arrives at the port of Proxima Island must use the the closest mooring post as a guide. With his back to the docked boats, he must follow these instructions in discreet mode. 6 steps to the north (straight ahead) then 6 steps to the east (to his right), following the gradual slope. 2 steps to the north (straight ahead) until he reaches the metal garbage can, 3 steps to the east (to his right) until he arrives at a light post. He must stand EXACTLY between the two lamp posts and then take 8 steps to the north until he arrives at a gate. Captain LeBorgne's treasure is behind the gate. Now go to the barracks where you found the buggy. Use the buggy and go to Port LaBooga. Talk to the fisherman, but he won't help you. Go and talk to the spheroid, he will offer to sell you his catamaran for 200 Kashes. Buy the boat and head for Proxima Island. PROXIMA ISLAND The instructions you got from the library lead you to the museum but you need a red card to get in. Wander around until you meet a salesman. Buy a hair dryer from him. You should also meet a Sphero who gives you coffee pot. Buy a museum ticket from the rabibunny next to the museum entrance. Go to the room next to the sleeping sentry. Talk to the elephant in here and he will tell you about the alarms in the museum. Go back to the dock and to the left. Enter the inventor's house, give him the hair dryer and he will give you a jet pack. Leave and go to the house nearby. Talk to the elephant here and return the coffee pot to him. Talk to him again and he will give you a key pad. Leave and go down the steps to your right. Try to enter the house and a guard appears. Kill him with the magic ball and take the key that he drops. Enter the house and talk to the rabbit. He tells you about his brother who is imprisoned on Principal Island, for forging red cards. He promises to give you a red card if you will go and talk to his brother. So go to the docks and head for Principal Island. Go and talk to the rabbit who is imprisoned in the cell under the machine gun post on the road leading to the library. When he has given you the information you need return to Proxima and get your red card. You can now enter the museum so go in and have a good look around, noting the locations of the pirate flag and the treasure chest. If you are spotted by the clone in here you will be thrown in jail. If so then go to the bottom right corner of the cell. There is a lift here which will take you down to the sewers. Walk to the left and jump across the gap with the two boards and onto the grate. Attack the nurse and go down the steps to the locker to get all your belongings back. Now leave and return to the museum. When you have seen all you need to see in the museum exit via the grate, this brings you out in the jail near the locker. Go up the steps and set off the alarm. Kill the nurse and return to the museum via the sewers. When you come up in the museum use the jet pack. Remember what you were told earlier about the museum's alarms. Don't touch the floor and if you see the robot guard keep still. Go and get the pirate flag and then go to the treasure chest and take the key. Exit the museum and return to Citadel Island. Go to the cave under your house and use the key. Enter and read the plaques and take the medallion and the horn. Use the horn on the S symbol on the wall to receive five clovers. You now have the third level of magic and access to new places. Exit the cave and return to the Catamaran and select Rebellion Island as your destination. REVOLUTION Before setting sail for Rebellion Island use the pirate flag on the catamaran otherwise when you arrive you will be shot up and not allowed to land. Go to the right and talk to the soldier under the cam nets. He tells you to go and talk to their leader who is several miles away and allows you to use his buggy to go there. Talk to the sphero, who asks you to rescue their leader Colonel Krompton who is held captive in a fortress in the mountains. A commando has been allocated to go with you and help you. Return to the dock and talk to the commando. Get into the landing craft and off you go. As soon as you arrive head up the slope and kill any guards you encounter. Any who are too hard will be finished off by the commando. When you reach the top of the slope go left and climb onto the top of the buildings and go back to your right and destroy the radio transmitter. Now head north and, aided by the commando kill as many as possible of the soldiers you encounter. About half way up you find a tank. The commando suggests that you use this, so enter the tank and carry on and enter the fortress. From here you are on your own. It took me quite a few attempts until I realised that the clones and soldiers here are pretty stupid and will only attack you if you get too close. If you do get killed in here you get re-incarnated at the bottom of the slope and the tank and the commando remain in the fortress. The soldiers guarding the path back up to the fortress are quite hard to kill. So it is probably easier to go into athletic mode and make a mad dash past them, taking care to avoid the mines. The only one you can not get past in this way is the machine gunner guarding the bridge, but he is not too much of a problem and will only shoot if you approach head on. So walk right and onto the parapet of the bridge and throw your ball from here. Run left and around the back of the pill box and back into the fortress. Kill the first soldier you encounter then go left and walk up the stairs to a point about two thirds of the way up, turn half right and from here you have a reasonably good chance of hitting the clone with your ball. Use the same tactic on the second clone. Pick up the key and carry on up the stairs, killing two guards on the way and taking the keys which they drop. At the top go to your right and down. Here there is another clone and a scientist. Wait slightly to the left of the bottom of the steps and from here you can the clone with your ball as he comes into view. This may take a little time but with patience can be done fairly easily, Follow the right wall around behind the desk and stand in front of the locker, facing left. From here you can get a good shot at the scientist as he comes around the corner. Carry on up the stairs and through the door. Kill the sphero here and take his key. Carry on to you right and release the Colonel from his cell. Now carry on to your right, kill the last sphero and exit via the small hatch. Walk off screen into the snow. When you recover you find yourself at the top of a mountain with a ski board. Ski down the slope, if you enjoyed this and fancy another go just enter the ski lift. Talk to the rabbit at the ski lift and head off screen to the right. The villagers are being terrorised by mutants. Kill as many mutants as you can and talk to everyone. They will offer to open the exit leading back to the port for you if you can destroy the mutants. Follow the girl rabbit who digs a hole for you to enter. Kill the two guards and the red clone guarding the entrance. Take the key that he drops and enter. Kill the scientist near the entrance and take his key. Now head north and west and release the elf from the cell. He tells you that you can get a blue card from the White Leaf Desert. Go back to the entrance and talk to the green sphero. He will operate the shuttle for you. When you exit the shuttle turn right and go and kill the scientist, before he has chance to sound the alarm. Continue to your right and kill the clone at the top of the stairs. Go up the steps and turn right at the top. Kill the mutants on the tables and the scientist. Walk to the left of the room and then go north. Here you find a tank with some eggs in it. Kill these, when you've got them all the screen will flash red. Go back the way you came and then head north to the control room. Kill the scientist. Pull the left lever (as Twinsen is looking at them) once and then pull the middle lever once. Exit the control room and jump off the ledge by the barrel. There is another mutant here and you need to be pretty quick to avoid him. Run up and left and through the door. Run down to the right and into the shuttle and from there back the way you came, through the hole, back to the cauldron. The rabbit here will now open up the exit via the Sacred Carrot. Go down and left until you meet a guard by a locked gate, kill him and the three other guards and head up and to your right until you come to another locked gate. You can do no more here as you need a blue card to open it. So retrace your steps back to the rabbit village and down the hole. Walk along the ledge to the left and kill the machine gunner. Jump off the ledge and exit to the left. Run along the shore avoiding, or killing the guards that you meet. Keep going until you find your Catamaran. WHITE LEAF DESERT Set sail for the white leaf desert and on arrival go to the top right corner of the desert and use the horn on the S symbol. This opens an entrance into a maze. Talk to Joe, the elf, and he will give you a blue card. Return to the catamaran and set sail for Proxima Island. When you arrive head right past the museum and left at the end. There is a buggy here guarded by a clone. Kill the clone and use the buggy to go to the marked stone. Use the horn on the S symbol and go up to the stone. You will be told that the password for the Eclipse stone is GIZMO and asked for the password which will free it. At this stage you do not know. So head back to Proxima City. From where the buggy drops you go south to a square where there is a gun and a motor cycle. The gun rotates anti clockwise, so to avoid being shot wait until it has passed you then follow it around to get to the bike. Go to the Eclipse stone and use the password GIZMO on it, you will receive a flute and the password for the marked stone, BURBS. Return to the marked stone and use the password. Your health and magic will be restored to maximum. Go back to the catamaran and head for the Hamalayi mountains. Walk right along the coast to the outside of the factory compound. Kill the sentry and take his key. Run through the gate and up onto the ledge and down through the hole. Go back to the village and through the entrance under the sacred carrot. Go left and kill the sentry. Take his key and enter the compound. Kill the sentry on the steps and go up and kill the other two, use the blue card to go through the gate and then kill two more sentries to obtain a key. Go to the bottom of the screen and down to the quayside. Open the gate and kill the red grobo, go left and left again at the end. This will take you to the Clear Water Lake. Use the magic flute to melt the ice and fill your flask with clear water. You have now received the fourth level of magic. Return to the quayside and use the boat. TIPPETT ISLAND On arrival talk to the character by the side of the water. He tells you that you need a Dino Fly to go to Fortress Island or Polar Island. Go into the shop and stock up. Next go and talk to the fisherman, he gives you a key. Talk to the guy in white trousers who will sell you information. Ask about the teleportation centre. You learn that it is located on Brundle Island and that you can get in by acting like one of them. Also ask about the cloning centre which is located inside Dr.Funfrock's H.Q. on Fortress Island. Now go right and up to a locked gate. This is the entrance to the Twinsun bar. Walk through the door and up the steps. Just before you reach the top of the steps change to athletic mode and run past the bouncers. Go into the bar and talk to the rabbit on stage. Use the boat to go back to the Hamalayi mountains and from there go back to your Catamaran. @~To be concluded in Issue 47 - o -