Little Big Adventure
Walkthrough
Little Big Adventure -
Complete Solution
Dont Forget...
... To look in every single flower pot, all the rubbish bins,
each cupboard for
money and bonuses. In fact, any nook and cranny is worth
investigating. You will
need about 200 Kashes by the time you reach the end of this first
section; if you
havent got them, then youll have some frantic
searching to do before you can
make any progress in the second part of our guide.
Citadel Island
Right, pay attention! Weve got a lot to cram into these
mere two pages so theres
no room for waffling. Here we go then...
To get out of prison change to Aggressive Mode and wait for the
guard to arrive,
beat him up and jump on the platform. Kill the next two guards
before they hit the
buzzer, pick up the key and run through the locked door. Kill the
next guard
before he sounds the alarm and then enter the first room on your
right, grab the
goodies from the lockers and change your clothes behind the
screen. Exit and
climb the main staircase up to the next level, kill the guard
standing next to the
alarm then kill the other one to gain a key. Exit into the open
and activate the
Discreet Mode, creep behind the sentry and up to the rubbish heap
- talk to the
Rabbibunny and hide in the garbage. After the truck takes you to
safety enter the
first door and open the chest for some money, then exit via the
path to the south.
On the next screen youll see a sewer entrance; stand on it
and press the space bar
while in Normal Mode. Talk to the bunny, collect all the goodies,
jump over the
gap and exit on the grating. Back on the surface run right and
jump over the wall
on to the ledge below, jump down and run quickly to the south,
avoiding the
guards bullets. Keep heading south until you find your
girlfriend. Once inside the
house two Groboclones come to your door, quickly run around to
the bathroom
and activate the Discreet Mode then hit the space bar to hide.
Once the guards are
gone, examine the cupboard by the drawing board for your magic
tunic and ball,
then look in every pot and cupboard for money, magic and health (ignore
the
secret passage in the cellar for now). Escape from your house via
the fireplace
then head north, talk to the villagers and they will tell you to
head to the tavern,
which is to the right of the town square - watch out for the
droid that detects
movement, simply listen for the rumbling of its wheels and stand
still if it appears
on screen.
In the tavern talk to the elephant on the first floor and buy him
a drink by talking
to the energetic bunny. Exit and run to the north of the square
to find the
pharmacy. As soon as you enter the owner sets off the alarm, so
quickly run round
and kill him then turn, avoid the Grobo and exit the shop. Now re-enter
the shop
in safety and take the cherry syrup. Now run south, past the
sentry and out
towards the port. Use your magic ball to kill the next Grobo,
collect the key and
walk through the gates. Talk to the next elephant and help him
solve his crate
problem (work out a plan of attack before you do anything and
then push the
crates slowly to get them in the correct positions), exit and
talk to the elephant
again then board the boat.
Principal Island
Head right and kill the sentry and the Robobunny with your ball.
Run north until
you find the library, talk to everyone inside for invaluable
info, especially the
orange bunny who tells you about the crap drinking water. Before
leaving the
library stand close to the receptionist and kill him. Hell
push the alarm, so kill the
guard as well then take loads of dosh from the till. Once outside
head west,
dodging the guards and then immediately run south when you enter
the next
screen in order to dodge some bullets. Youre now in the
main bit of town. Talk
to anyone and youll find out that they dont trust
you, so kill the Robobunny
wandering around to prove youre genuine. Talk to the female
bunny in the house
on ground level to find out about someone on Peg Leg Street.
Talk to the male bunny to the left of her front door and hell
show you a secret
entrance to the astronomers house, follow him and then
follow his friend to
obtain a key from the locksmith. With the key go through the gate
next to the
locksmiths shop, avoid the Grobo and enter the shop. Buy a
can of gas and the
Meca-penguin then exit and talk to the female bunny standing
outside. Follow her
and shell get you past the next Grobo, wait until hes
off-screen before making a
move. Climb the stairs and run right, keep climbing until you
find a grating then
stand on it and jump.
Inside the house listen to the astronomer and then take the
money, exit and crawl
through the passage. Once outside creep behind the Grobo and fall
off the wall to
the left. Exit the town and head south to Peg Leg Street. Talk to
the female bunny
in the house and then exit to the west, where youll find a
motorbike - tell it to go
to the Water Tower. Climb up to the grating and enter the
building, collect the
goodies inside, walk to the water hole and then use the cherry
syrup from your
inventory. Mmm, yummy!
Go back to Peg Leg Street via the bike and then make your way
back north to the
library - lets see what the orange bunny has to say now.
Once youve got your
info about the legend exit the library, head west and when you
run on to the next
screen jump over the sand bags directly in front of you. Then
head north around
the camp until you find a green buggy - tell it to go to Port
Belooga. Talk to the
bunny fishing on the pier and eventually hell offer to give
you a lift to the White
Leaf Desert.
Note: If you get captured and sent to prison, simply talk to your
guard and when
he enters your cell, kill him. Take your clothes from the locker
and climb out
through the window, then when the guard questions you tell him
youre fixing the
antennas. Activate discreet mode and creep past the Grobo
and then escape into
the outskirts of town. From here you can make your way back into
the heart of
town and pick up the trail.
White Leaf Desert
At the new island jump across the rocks to reach the main land,
but time your
jumps carefully between the sentrys bullets. Run south past
the tents and once at
the fence activate discreet mode and creep round the fence, kill
the sentry and
take the key, keeping close to the fence to avoid sentry fire (if
you follow the
fence all the way round, youll find a clover leaf). Exit
out to the desert through
the main gate. Walk east and find the old bunny sitting under a
tree. Talk to him
and then jump down the chimney.
Temple
Activate Athletic Mode and run to the right to avoid the skeleton
guard and then
jump on to the pillars. Keep heading right and follow the path
round (ignore the
first switch but push the second one). When you find a spitting
bomb mechanism
embedded in the floor run to the left, flick the switch on the
wall and run towards
the stairs. Quickly turn and run when the log starts to move.
Hide in the recess to
the south, climb the stairs and flick the next switch, then turn
and exit through the
new doorway to the north. Carefully time your run through the
blades and the
fireballs and find a statue of Sendell. Push this off to the
right and then down
behind the blades and fireballs, and on to the platform which
moved when you
flicked the second switch. Jump on to the wall in front of the
platform and then
jump down on to the small staircase below. Flick the next switch
to move the
statue again and then push the statue on to the next platform
above the sleeping
guards. Kill the two guards with the ball and flick the switch,
then push the statue
on to the plinth on the other side (avoiding the fireball) to
open the door.
Go through the door, follow the path and jump out of the way of
the rolling log to
avoid a lot of heartache until you find the Sacred book of Bu.
You now have the
ability to read runes and you have attained the next level of
magic. Exit back to
the desert and talk to the old bunny to get some more info about
your quest. Head
back to the boat and its once more off to Citadel Island
and that intriguing secret
passage you found beneath your house...
Back To Citadel Island
Last month we showed you how to get the Sacred Book of Bu from
the Temple in
the White Leaf Desert. Tricky wasnt it? Blimey, we nearly
pulled our hair out
with the whole section and, like us here at PC Gamer, you no
doubt had more than
just one attempt at legging it passed that rolling log! But youre
through, and now
it gets even harder.
Once back at Citadel Island head for Twinsens house. Climb
down the chimney
and then through the secret passage blocked by a barrel in the
cellar to enter the
secret cave. Alternatively, you can run to the left of your house
and across the
beach to another cave entrance! By possessing the Book of Bu you
can now read
the runes on the door, and in doing so you learn that the key for
the door was
stolen by a pirate called LeBorgne. So lets go find him,
but first you need to get
to Principal Island again, so talk to the elephant who had the
problem with the
crates and get another ferry ticket.
Principal Island
Run to the Old Burg and find the Rabbibunny standing by the wall.
He will tell
you about LeBorgnes log. Go to the shop and ask the owner
about the log. He
tells you that it was sold to the Librarian, so run over to the
Library and find the
culprit. Talk to the Librarian and read the ensuing information
carefully paying
particular attention to the bit about treasure which,
in short, is on Proxima
Island. Leave the library and, using the military buggy, get back
to Port Belooga.
However, once there you wont be able to recruit the
services of the bunny.
Instead you can buy a catamaran off a spheroid but, as we warned
you last month,
youre going to need 200 Kashes for the purchase! If you
havent got enough,
look in all the flower pots and bins until you have.
Proxima Island
Once docked, talk to the locals. Eventually you will uncover the
whereabouts of
LeBorgnes treasure; in the heavily guarded museum.
Alternative thinking is
whats called for, so find a wandering salesman and buy a
hair-dryer from him for
30 Kashes (got enough cash?). Then enter the building by the
dozing guard and
the elephant inside will offer useful information about the
museums security. Exit
and head back to the dock and go through the gate by the museum
where you find
a shop; the owner will give you an electronic keypad which gives
you access to
the Teleportation Centre (if youve also found a coffee pot,
you can exchange if
for the locations of clover leaves). Now go back to the dock and
then exit off to
the left, where you will find a house boasting a large hole.
Inside is an inventor,
who will give you a jet-pack for ten Kashes and a hair-dryer!
Leave and walk to the locked door of the adjacent house. A guard
will now
appear, so kill him with the magic ball to obtain a key. Open the
door and talk to
the bunny inside, who will give you a red security card if you
will visit his brother
in FunFrocks Prison, on Principal Island no less! Do as he
asks. Youll find the
bunny on the right-hand side of the prison - jump down into the
trench to the left
of the Robobunny guard and use Discreet to edge your way passed
him, climb the
ladder to escape and then run like hell!
Proxima Island
Back on Proxima get the security card and use it to get into the
museum; dont
take anything or youll activate the pressure sensitive
floor pads. Instead, exit via
the grate on the floor - this takes you into the sewers - then
find your way to the
prison and use the lift to climb up. Wait until the elephant is
facing away from
you then push the alarm and escape to the sewers through the
grate in the wall,
and back to the museum. Now use the jet-pack and fly up to the
treasure chest on
the top floor to get the items, then fly down to the pirate
display and get the flag -
remember to stop moving if a guard wanders by. Now leave the
museum through
the grate and leg it back to Citadel Island.
Citadel Island
Go to the cave beneath Twinsens house and grab the objects
behind the door -
Gawleys Horn and Sendells Medallion - and then read
the inscription on the
wall. (If you use the Horn on the S, youll get
five clovers!) Leave and head
back to your catamaran, using the pirate flag on it to gain safe
passage to the next
section.
Rebellion Island
Head straight for the bunker and talk to the bunny, wholl
tell you to drive a
buggy to the rebellion leaders. Once at HQ find the spheroid
hiding under the
camouflage and hell give you a mission to find Colonel
Krompton somewhere in
the Himalayi Mountains. Use the buggy to get you back to the
harbour, picking up
more gas canisters before you do so, and then talk to the soldier
bunny, wholl
whisk you off to the mountain range.
Himalayi Mountains
On arrival you and your new-found friend must fight it out with
FunFrocks
minions. If you cant kill a guard, the bunny will help you,
so make use of this - if
he dies, go back to the landing site for another commando! Shoot
the aerial on top
of the first building to stop any communication and then head
left. Keep fighting
until your friend mentions stealing a tank, at which point the
tank will blow up the
main gate giving you access to the Fortress. Kill all inside and
go up the steps.
Kill the guard for a key and go through the door marked F.
Run up the steps and
kill the two guards to obtain two keys and kill a scientist to
get a third (examine
the cabinet for a fourth), then exit through the door on the
right. Next open the
gate and kill the guard to get another key, then free the
Colonel, exiting off to the
right and through a hole in the wall.
This is where the fun really starts. Take the snowboard and whizz
it down the
mountain. At the bottom talk to the chap by the ski-lift or, if
you enjoyed it so
much, go snowboarding again! Back at the ski-lift walk to the
right until you find
two trees, which lead you to the next section. When you appear
through the
clearing you will see a village being ravaged by mutant crab-like
things, kill them
and head into the village and search for a bubbling cauldron.
When you examine
the pot a bunny will appear and offer you a mission. In return
for destroying the
mutant factory he will show you a Sacred Carrot - talk to the
Scottish bunny for a
clover. So off you trot, following a lady bunny to a secret
passage which leads
you to the dock. Talk to the elephant and head right killing the
Grobo as you go,
then enter the shuttle-car building and talk to the green Grobo,
wholl open the
shuttle gates.
The shuttle will take you to the Factory and as soon as you
arrive kill the scientist
before he pushes the alarm button. Keep moving, watching out for
the guards, and
then kill all the creatures on the tables and run left to find
the bouncing balls in
the pit (these are real buggers to hit, but treat them similarly
to the bouncy things
found earlier in the Temple). The screen will flash when you have
got all of the
mutants.
Run back the way you came, heading through a corridor to the
north of the
laboratory tables, and into the control room. Remember what the
spheroid told
you in the Library all those moons ago and (as you look at it)
pull the right lever
once to open the door and then pull the middle lever once. Exit
through the door
and drop off the ledge by the barrel, then run towards the door
to escape the
hidden mutant.
When you emerge be quick and grab some more gas. Kill the Grobo
guard and
then climb in the buggy - this will take you back to the village.
Now find the
bunny waiting at the cauldron and hell show you the Sacred
Carrot. Then youll
gain access to a hovercraft boat, but this is all you can do here
for now as you
need to find a blue security card. Get back to the secret passage
that the bunny
opened for you and head left, carefully walking along the snowy
ledge and
watching out for the gun turret. Jump behind the fence and keep
running left to
rediscover your catamaran, then set sail for the White Leaf
Desert once more...
White Leaf Desert
If you followed our guide carefully last month, you should have
found your way
through the Hamalayi Mountains and destroyed the Mutant Factory.
You should
then have found your way back to your drifting catamaran. The
next step is to sail
to the White Leaf Desert and locate the S seal where,
if you use Gawleys Horn,
you will gain entrance
to a maze. Somewhere in the maze you will find an Elf, who will
give you a
membership card if you free him.
Proxima Island
First, use the bike to go to the Eclipse stone. At the stone you
will be given a
password, then use the buggy and head to the Marked stone. Use
the horn with the
ÔS symbol and climb through the hole to find the Marked
Stone, where you will
gain another password. Now head back to the Eclipse Stone to get
the Magic
Flute then, to replenish your magic and health, head back to the
Marked Stone.
Hamalayi Mountains
Head back to the passage located behind the Sacred Carrot, run
left towards a
guard and a metal gate - kill the guard for a key. Run past the
guards and up
towards a locked gate, where you can use the Elfs
membership card to gain
entrance. Climb down the ladder you find on the right, and then
follow the path
behind the wall to find the Clearwater Lake - now use the magic
flute to gain the
next level of magic. Return to the little hovercraft and head to
Tippet Island.
NOTE: Each time you pass the Elf on the small snowy ledge by the
Rabbibunnys
hole you will obtain three clovers. When you find yourself in
desperation, you can
return here as many times as you like to restock.
Tippet Island
Stock up for your trip ahead and then talk to the bunny dressed
in the white loon
pants for info on both the Cloning and Teleportation Centres -
this will cost you
ten Kashes a throw! Locate the bunny fishing to gain a key and
then find and open
the metal gate to the north of the bunny and run into the Twinsun
bar to avoid the
Bouncers. Talk to the bunny on the stage and then the Grobo
behind the bar -
youll discover a secret passage, but to get through you
need to find a guitar.
White Leaf Desert
Head back to the White Leaf Desert, find the old bunny in the
desert and
exchange the flute for his guitar. You can now make the long trek
back to Tippet
Island and listen to some sweet music...
Tippet Island
Get back to Tippet Island and give the guitar to the barman and
then clamber
down the secret passage. Stand at the bottom of the steps and use
your Proto-pack
to jump on to the crab then, when it gets close to the far set of
steps, jump off to
safety. Navigate the following tunnels (fall down the large hole
to find a key
which opens the locked metal gate) and eventually youll
find yourself on top of a
hill. From here a Dino-Fly will pick you up and take you across
to Fortress Island.
Fortress Island
Right, get ready for a lot of toing and froing! Talk to the
bunnies to learn that
theyll help you get into the Fortress if you destroy the
Teleportation Centre. Not
as obvious as it might seem, head back to Tippet Island and ask
the off-duty
Groboclone about the plans to the Fortress.
Tippet Island
Give the Groboclone 50 Kashes and hell tell you that the
plans are on Principal
Island.
NOTE: To avoid scrambling through the tunnels on Tippet Island
use the Dino-
Fly to get you to the Hamalayi Mountains, then use the hovercraft
to take you to
Tippet Island.
Principal Island
Now that you have the two security cards use them to get into
FunFrocks Prison
and when inside free the bunny to gain info about an escape route.
Next go into
FunFrocks office - dont worry though, he teleports
away so you can free the
elephant and then open the safe. Uh oh! Where are the plans?
Believe it or not,
the architect on Citadel Island (the one who wanted to block your
chimney) has
got them!
NOTE: Find the S symbol on the small outcrop to the
right of the prison to
replenish your magic.
Citadel Island
Talk to the architect on Citadel Island and he will give you a
security pass for the
Teleportation Centre.
Brundle Island
Have patience and trudge back to the Teleportation Centre, and
use the pass to
gain entrance. Head left, climb the ladder and use the Horn on
the white paint
splodge. Once inside get through to the second chamber (a key for
the locked gate
can be found in the barrels) and using the sabre, hack the
control switches to all
the teleport pods. Ignore the klaxons and use the sabre to
destroy the computer
terminal on the lower level. Hurrah! Jump over the broken wall to
the south and
fall down by the statue of FunFrock, then head back to Fortress
Island.
Fortress Island
Barge your way into the Fortress perimeter, destroying the guards
as you go, then
the bunny will dig a tunnel into the Fortress itself. In the
sewers below you will
encounter large mutants which are a complete bugger to defeat -
dont give up
heart! When you surface you find Zoe in a cell, but when you free
her you
discover that shes a clone - Uh oh, back to jail for you!
Luckily you can escape
from the cell by jumping on the platform that appears, the same
way you escaped
from jail at the start of the game. Your inventory is again
hidden in a locker, so
grab your things and then walk to the cloning room full of robots.
Dont attack;
instead go to the far wall where youll find another seal (the
S symbol). Use
Gawleys Horn to break the seal then use the flask of water
with the runic stone,
and watch the destruction of the Fortress with glee!
With the Fortress in ruins walk ahead to the construction site,
where a green
Grobo will give you a key to the bulldozer if you talk to him.
Use the bulldozer to
clear a pathway exiting to the north, and if you follow the path,
youll eventually
find the Well of Sendell. Before you climb up to the well, kill
the three workmen
and then scale the rock-face to find Dr FunFrock and Zoe at the
top. Now its time
to see what kind of a swordsman you are, so use the sabre to push
FunFrock back
over the edge of the mountain. Once youve talked to Zoe
drop down into the
well. But beware; FunFrock lies in wait at the bottom, so use the
sword again to
kill him once and for all...
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Made by the best of the Grizzly Interective team Maneesh Patel & Henery Hoffman
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