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Fanclub Das Freakmagazin 1
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1996-05-13
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~Little Big Adventure
Action Adventure by Adeline/ELECTRONIC ARTS
A DETAILED SOLUTION
-------------------
By Lu Richardson
Foreword:
This is such a gem of a game that it is worth going to a lot of
trouble to complete it, if only to enjoy the wonderful graphics.
I know many people gave up after a while because it is so very
difficult, you get the message GAME OVER far too frequently, and
you have to start over and over again till you get utterly fed up.
Not even the excellent tips in Cheet Sheets, including the brilliant
solution by Simon Burrows, had enough detail to help us through the
tough spots. So here is an attempt to guide you by the hand and
help you complete this very special game. It will leave you
thoroughly satisfied, I promise you.
First, some general aid. Cheat. Look up my cheat elsewhere in this
magazine and, take my advice, give yourself nine or ten boxes and
clovers - even if you know exactly what to do, sometimes things
happen so fast that a slight hesitation in pressing a key means you
are dead at a crucial moment.
Because of the layout of the graphics on the screen, North is, in
fact, in the top right hand corner of your screen, East is the lower
right hand corner, South is the lower left hand corner and West is
the top left hand corner. NE, SE, SW and NW are, respectively, the
right, bottom, left and top edges of your screen. When I say
"right" or "left", I mean from your viewpoint.
A word about the characters in this game. You will soon find out
which are the dangerous ones and which are not. You must speak to
all the non-aggresive ones. When you fight the nasties, they all
drop something or other, so pick it up - but in dangerous
situations, don't bother. You can stock up with goodies in safer
spots. However, keys are essential, so pick them up no matter what.
The beasts to avoid at all costs are the Supergros (elephants in a
sky blue getup) because they stun you and you wind up in prison;
which is a pain, even if you can get out quite easily.
When fighting, at first you are obliged to either sneak past the
nasties or rush at them and beat them up. When you get the magic
ball, it's a different matter. The most important thing is to get
in the first shot and then to keep hitting, to prevent the nasty
from getting at you. Therefore, if you advance cautiously, at first
you won't be noticed; this gives you just about enough time to align
yourself so that the ball goes where it should. Get cover whenever
you can; standing half-way up stairs sometimes works.
Obviously, you will search everything in sight (lockers, cupboards,
chests, flower pots, rubbish bins, oil drums), whenever it is not
foolhardy to do so, and therefore I won't repeat this instruction
for every screen. The most often quoted "cheat" for this game is
that you can enter a location time and again and pile up the
goodies. However, if you cheat you won't need to bother to search.
If you have already got through the easy first stages, you can pass
on to wherever you are stuck.
CITADEL ISLAND
In the clink
------------
Walk to the right of the bunk, parallel with its southern edge, and
face S. Press F3 to get into aggresive mode. Wait till the
platform lands with the guard on it and attack at once (space bar),
pressing forward with the arrow key. The guard will drop a coin and
you can either hang around to pick it up and wait till the platform
comes again, or you can get on to the platform straight away. In
any case, stand on the platform, still in aggresive mode, facing
NW. As soon as the platform lands, advance and fight the guard.
Turn around and fight the doctor to get a key.
Go down the stairs and go through the door to the north. Change to
discreet mode (F4) and hug the wall to the right, entering the first
room you come to. Go behind the screen and you get a nurse's
uniform. Press F1 and stand in front of each of the lockers to get
various things. The two by the door yield your ID (not terribly
useful) and a holomap (somewhat useful).
Walk boldly out of the room and approach the guard: press F3 and
fight him. Go into the other room and fight the other guard. F1.
Search the other lockers. Now leave and go W up the stairs,
following your nose. Go through the open door, walk calmly right up
to the guard by the alarm, change to F3 and kill him. Now turn your
attention to the doctor and kill him also. Get the key and go
through the door to the E.
The Rubbish Dump
----------------
As you come out of jail you will see some bins to the left.
Searching them will yield a clover, if you need it. Change to F4
and sneak past the guard, going then to your right and heading N.
Be careful to stay on the grass and avoid the vehicle. When you get
to the rubbish heap talk to the bunny. Get on top of the rubbish
and press F4. When the vehicle comes, get close to the back of it
and press the space bar. Watch the little sequence.
Leave the heap of rubbish heading S and, as you come around the
wall, you will see a friendly Grobo. Talk to him. Now you know how
to read the posters. Enter the house and talk to the bunny. Do as
he says and search the two chests to get some goodies. Leave.
You could go E and find a rubbish bin which you can search, also an
entrace into jail; but that would only bring you grief. It's as
well not to use it and go S instead into the next screen.
The Sewers
----------
If you wish to get a taste of things to come, you can go to the
grating on the floor, stand on it and press the space bar. Once
below in the sewers, you can talk to the bunny and then walk S and E
and retrieve a clover box (if you are not cheating) and then go back
to the steps. If you stand close to the edge and press F2 and then
the space bar, you can jump across and investigate the mushrooms and
the barrels. Go to the same spot and jump back so that you can get
to the stairs. Climb back by pressing F1 and just advancing.
The Town
--------
As soon as you come back up, change to F2 and, hugging the wall,
head south and make for the soldier on the right; as soon as you
reach him, press F3 and kill him. Now press F2 and rush around the
wall to the left and, when you get to the sandbags sheltering the
other soldier, press the space bar to jump in with him, press F3 and
batter him to death. He yields a clover. I don't need to tell you,
you have to be pretty quick.
Once these two are out of the way, you can breathe a little easier.
The island is split roughly in two halves and, for now, we'll stick
to the right hand half. So, advance cautiously S till you hit the
next screen. Here you will see the tavern, and you need not go in
yet. There is a vehicle here which will blasts you if you move, so
avoid the actual road, listen for it's approach and stand still the
moment it appears on the screen. Once it has disappeared, you can
proceed. Go S once more and talk to the bunny you'll see lounging
about; keep going to the end, when you'll come to your house.
Your House
----------
Your girlfriend will greet you and give you noisy kisses (good
grief, she'll wake up the whole neighbourhood, what can she be
thinking of?), and a little sequence will take you into the house.
As soon as the chat is over, press F2 and hare down the stairs
heading W. You will come to the chimney, get in it and press the
space bar. The nasty grobos nab the girl, but they can't find you.
Search the house thoroughly, anticlock-wise; almost everything
yields something useful. The cupboard in the room to the S contains
two very important items: your magic tunic and your ball of power.
You should finish in the kitchen and, having searched every
cupboard, the flower pot reveals a key which will open the door by
it. Search everything in that room: standing in front of the big
barrel to the right will reveal a passage to a secret room. Go
through and search the amphoras. Look at the runes on the plaque.
You'll be coming back here later. Go back through the barrel.
No use trying to go out through the door, it is bricked up and
guarded. Go instead into the chimney and press the space bar to
climb up.
Out Again
---------
Basically, we are now in the "left hand side" of the island and we
need to keep going N. First advance E slighly till you catch sight
of the robobunny - get your first taste of what the ball can do by
aiming at him the best you can and pressing ALT. If you hit him,
keep pressing ALT till he's dead. Jump down and head N. Watch out
for a soldier: you can either press F2 and rush him, finishing him
off in F3 mode, or you can creep up, take cover behind a tree or
something and let fly with the ball. Alternatively, you could avoid
him altogether by going through the right hand side of the island -
but, what are you, a man or a robomouse?
OK, let us assume you've dealt with the soldier and have entered the
next screen. Freeze. The vehicle which blasts you should be passing
by right now. As soon as it is safe, move on to the next screen;
you will walk by the entrance to the harbour, probably in a hurry.
The Chemist Shop
----------------
At the next screen, be ready to use the ball against the nasty which
will materialise in the teleporter. You just about have enough time
to align yourself with it so that the first shot will floor the
creature straight away. Once you've destroyed it, don't hang around
because a grobo will materialize: press F2 and rush to the chemist
shop and go in. Ignoring all else, run to the chemist and kill
him. You will be killed by the grobo, but you will come back to
life inside the shop, with the chemist still dead. Help yourself to
the cash in the till and get the red syrup on the shelf to the right.
OK, leave the shop and press F2: the easiest route is N, W up the
stairs, and don't stop to pick daisies on the way - kill the guard,
talk to the bunny if she is there and advance cautiously S. When
you catch sight of the grobo, align yourself with it and make with
the ball. If he gets too close for the ball to have any effect,
press F3 and bash away. You get a key, so keep going S and go
through the white gate. Go down the stairs and E to the tavern.
The Tavern
----------
Talk to everyone, go up the stairs, talk to the bunny on the left an
then the grobo on the right. He is willing to talk but wants a
drink. Find the acrobatic waiter and talk to him. Follow him to
the grobo, watch the sequence and then talk to the grobo, when
you'll find out you have to get to the harbour.
Leave and turn W, watching out for the blaster vehicle. Head S and
either rush at the guard by the harbour entrance or, keeping a safe
distance across the road or behind a tree, toss the ball at him.
Once he is dead, enter the harbour.
The Harbour
-----------
Go W: the grobo will tell you to go and get a ticket. However, if
you go N around the barbed wire and sandbags and enquire at the
window, the bunny gives the alarm. Therefore, kill the grobo by the
gate with the usual mixture of F3 and well aimed balls (preferably
from some cover). You get a key and you can go through the gate.
Go N and speak to the grobo, who will tell you he has problems with
his crates and will give you a ticket if you go into the warehouse
and arrange them for him. So, what else can you do.
The Warehouse
-------------
As you come in, you will find the first of the crates, number 1,
which is the easternmost of the four. Push it very gently N, just
enough to allow you to go W. Here you will see crate number 2, the
westernmost of them. Push it gently W until you can just go S and
around it. Get around to the W of it and push it very gently E
(push rather too little than too much), till you can push it from
the S to the N, right up into the corner. Now get to the W of crate
number 3, which is the northernmost, and push it E just enough to
give yourself some room to manoeuvre; you will have to push it from
the E to the W later, so press Enter to recenter the screen and make
sure you will have room to do this.
Push crate number 4, the last one in the (more or less) centre, from
N to S just far enough to get past it to the W. Walk right around
and so that you can push it from S to N, right up against the wall.
Leave it there and walk to the N side of crate 1. Push it S far
enough to go E around it and be able to push it W till it hits the
wall. Walk around it so that you can push it from S to N to the
next gap, aligning it so that you can walk around it and push it
from E to W against the wall. Once more, walk around it and push it
from S to N right up against crate 1. Now, all you have to do is
push crate 4 from E to W, right up to crate 1 and push crate 3, also
from E to W, right up to crate 4. Et voila! You've done it.
Leave the warehouse and talk to the grobo, who will give you a
ticket. Make your way W and use the ticket on the captain, and
after you've done your stuff with the oil drums, enter the ferry,
which will take you to...
PRINCIPAL ISLAND
The Harbour
-----------
Move carefully here. Advance N cautiously, keeping to the left,
against the railings, till you spot the grobo. Hit it with the
ball; when it's dead, advance some more to get into position and
deal likewise with the guard. Now you can go up the ramp and
investigate. Down again, move E and face N by the sandbags. You
should spot a robobunny. Recenter if necessary. Align yourself
with it and hit it with the ball. Now you can go N.
Press F2 and run through the whole of the next screen, and through
the next till you come to some stairs. This is...
The Library
-----------
As you come in, don't speak to the bunny by the desks. He will ask
for some ID and, boy, are you in trouble. Ignore him and go S, find
and talk to everyone. Above all, talk to the librarian, who wants
the tap water to improve. Leave.
The Great Outdoors
------------------
Go down the first flight of stairs and into the corner. From here,
deal with the sleeping soldier. Go down the stairs again and get
onto the road facing W. Advance far enough to get the other guard
into your sights and let fly with the ball. Now press F2 and run W
to the next screen and immediately S.
The Town
--------
Pause by the wall: a robobunny will come down the stairs and start
shooting at you. Take cover and move about safely so that it loses
interest in you and proceeds S. Go S yourself and enter the first
house. A bunny will ask you to kill a clone. Out, S. Two shady
characters run away from you. Turn W around the corner and enter
the stables, but don't get too near the horse. Explore around and
leave. As you head E, you will see a Supergro guarding some
stairs. Continue E and a robobunny should come into view (if not,
go N and find it). Kill it and the characters at the corner will
now speak to you. Follow the bunny, doing exactly what you are told.
Inside the house, talk to the bunny and use the sink. Go through
the passage, talk to the grobo. Leave to the left and the grobo
will give you a key. If a robobunny appears, keep very still and
let it go. Go through the white gate to the W; you can't go up the
stairs to the W because of the Supergro, so go S; you will see the
shop. Enter it and buy a penguin and some gas. The coloured
powders are health and magic potions. Buy what you need, then
leave. Go W into the tavern and talk to everyone. Out, talk to the
bunny by the shop and follow her and her instructions.
The Astronomer's House
----------------------
When the Supergro goes, go up the stairs, turn right and up some
more stairs. Stand on the grille and use it to enter the house.
Talk to the astronomer. Go down the stairs and through the arch,
search the room and leave E. Oh, dear. Press F4 and sneak S to the
bunny and talk to her (try not to get caught by the grobo). She
will get rid of the Supergro and you'll be able to leave by the
stairs. Head for the first house you entered. Julia will now talk
to you and recommend you visit Beatrice in the Old Burg. Leave.
The Old Burg
------------
Enter the house and get the message from Julia, which won't be
terribly interesting if you are cheating. Leave and take the road
W. Here, minding the guard, use the transport to go to...
The Water Tower
---------------
Easy peasy, go up the stairs, down the roof flap, investigate, up
the stairs to the tank, use the syrup. Done. Down the stairs, up
the stairs, go to the transport and as soon as you are out, run W
out of harm's way.
The Library. Again
-------------------
You should know by now the way to the library: N into the town, N
and E past the guards, E past the guards and N and up the stairs.
Find the librarian and he will taste the water. He will ask you to
follow him, do so and, at the end, read the book. Now you can leave
the Library.
Deal with the guards as before, press F2, run into the next screen,
slightly S around the sandbags and W till you see the statue, jump
over the sandbags and head N avoiding the clone. In the NE corner
you will see some transport. Take that to...
Port Belooga
------------
Talk to the sphero and look around. Then talk to the bunny fishing
and he will take you to the...
WHITE LEAF DESERT
This is undoubtedly the toughest part of the game: just getting
into the desert is well nigh impossible, and you'll have to do it
three times. Make sure you are in top condition before you start.
When you've landed and talked to the bunny, advance S along the E
edge of the islet, till there is but the breath of your shadow
between the corner and you. Face E, press F2 and jump. Face
slightly SE and jump; move to the NE corner, face E and jump. Run E
to the end. Stand just off the NE corner, face E and jump. And
again. Run along the narrow strip towards the S, face SE and jump.
Run S like mad between the gun and the tents to get out of trouble.
Stop by the tower. Around the corner, towards the S there is a
guard; inch forward, getting him into view, and hit him with the
ball. When you've killed him, get the key and go through the gate
to the E. Walk E through the desert till you come to the bunny with
the guitar. Talk to him then take a leap into the shaft.
THE TEMPLE
Once inside, go E to the edge and stand on the first square made up
of four tiles, to the S end of the edge. Face E (make sure you are
right on the edge and square on to the next pillar) and jump. Get
to the edge and in the right position facing E and jump again. This
time, face slightly SE and jump; face E and jump. If you should
fall into the pit, climb out and go down the stairs. You'll have to
deal with the skeleton with a mixture of F3 and the ball. He leaps
out of the way, so try to corner him by advancing and throwing the
ball. Skeletons are not so tough to beat. Then try again getting
across.
When you have done so, leap over the spikes and you'll see a
pedestal. You have to find a statue and bring it here to open the
door to the S.
The Statue
----------
From the pedestal, go N down the stairs, and at the top turn sharp
S. The idol on the wall spews out fire. Go S downstairs and
upstairs then W up the stairs. Mind the nasty circle on the
ground: go round it to the S and go towards the lever on the wall
to the W; when you pull it, a door opens to the N. However, first
you have to go up the stairs to pull another lever, and the moment
you try, a log with come down and crush to death. So: recenter,
press F2 and start towards the stairs, and the moment you catch a
glimpse of the log, back off quickly and to the N. The log should
pass you by. Go up the stairs and pull the other lever.
Now you can go through the door to the N. Stand to the E end and
right in front of the spikey columns, but not too close. As soon as
the far one touches the wall and starts back, run through. You
should finish up next to a mask on the wall. Watch the pattern of
the balls, bide your time and, when there is a pause, run W to the
other side. You should end up by another mask. Bide your time and
simply run SW.
Now you can go through the door to the N, where the statue is. Get
behind it and push it E. Push it down and jump after it. Thank
goodness, you can move it by walking alongside it, so move it S and
through the door, then E. You will see the tracks on the floor for
the moving platform; make sure the statue is clear of them. You
will also see a lever. Go E down the stairs and pull the lever. Up
the stairs, push the statue onto the platform and go and pull the
lever once more.
Now go back up the stairs and stand practically next to the end of
the wall, by the left end of the track on the floor, face E and leap
onto the ledge. Position yourself on the edge facing E and leap
onto the next ledge. Go to the end of it, face N and leap onto the
next ledge. Drop into the room and pull the lever - the statue will
move on. Go N up the stairs and push the statue E onto the platform
by the stairs. Make sure it is right at the S end and as far W as
possible. Walk around the stairs (remember the idol) and go S down
them. You will have to deal with the skeletons here, so remember,
F3 and ball - you really shouldn't have any trouble.
When you've killed the skeletons, pull the lever and the statue will
move to the top of the stairs, to the S. Follow it, stand next to
it and "walk" it round to the W, align it with the pedestal, bring
it near and, biding your time because of the balls, push it home.
The door to the S opens.
That was the easy bit. Now for the tough bit.
The spiked log
--------------
Go through the door to the SE, against the beginning of the
railings. Face slightly SE and run like mad past the long hole in
the ground and until you spy a bit of clear ledge to the S. You
should already be facing it, so leap before the log gets you. As
soon as it is gone, leap carefully to the N and run up the stairs
till you reach the levers - F1, pull them and the next log will fall
through the new hole. Now move S to the railings and face E,
leaping a single hole and going E till you reach a door to the N.
Of platforms and levers
-----------------------
When to get through the door, press F2 and run to the E and N,
stopping short of the spiked column. Stand close to it, on the N
side, and wait until it's about to hit the S wall, then jump. Move
to the stairs and get to the center; face them, leaving two tiles
between them and you. Either run or leap, and keep doing so till
you are clear. Ignore the levers you'll see to the S and move N, E
and through the door to the N.
When you are through, go up the stairs and along the ledge to the E,
being careful not to fall off by repositioning the character every
few steps. When you come to the end of the ledge, face the levers
and throw the ball. Move back one square to the W and face the
platform, then leap onto it. Turn to the levers and "use" them to
get the platform to move. At the end of the run, face N, F2 and
leap onto the the wide ledge. Walk E till you come to the levers
and throw a ball. Step onto the platform and use the levers. When
the platform stops, move S along the ledge till you come to the end
of it, then leap across to the S. Walk E till you get to the end of
the ledge and jump by the stairs. Go up.
As you step into the next room you will see some columns on the N
wall. Walk around the first one and glue yourself to the N wall
till the rock rolls by. Then use the lever, go out and down the
stairs. To the south, you can jump down.
You will see another pedestal, so you know you need to put a statue
on it to open the door S. Ignore the blue potion in the niche and
run slightly SE out of the way, because the rock is about to drop on
you and roll E. You will see some levers in the east corner. Pull
the middle one first, then the one on the right. The platforms will
rearrange themselves and you can use them as steps, leaping onto
them, to get to the floor above. If you walk W you will see the
statue; push it to the edge and over or use the platforms if you
prefer. In any case, manoeuvre it onto the pedestal and the door
will open.
The Book of Bu
--------------
Stick to the railings and advance only far enough so that you are
level with the corner of the wall. Wait till the first skeleton
starts to go NW by the corner; face W and pitch the ball at it. If
you aim well, you should be able to kill it without any problem.
The other skeleton should no be far behind - deal with it in the
same way.
Now you can go into the room and grab the book. Walk to the runes
to read them. Walk E and you will find that the skeleton has
dropped to his knees and is grovelling before you, and altogether
being a bit of a toady. Ignore him and walk E. When you come into
the white circle of light, you will automatically be pulled out of
the shaft and left by the guy with the guitar. Talk to him and he
will tell you to go home, to the secret room.
Well, that's that - a piece of cake, don't you think?. Now you can
go and talk to the horse (why not? We've talked to enough elephants
and rabbits already!). He tells you about a symbol on the NW wall
of the next screen, but we needn't worry about it just now. By the
way, the other horse in the stables also draws your attention to it.
The thing to do is to get back to the boat in one piece, so walk W
till you enter the next screen and then run W through the gate and
on till you get behind the machine gun. Kill the guard with the
ball and approach the pillbox from the W. Go to the blue bit of the
gun sticking out and bash it to destroy it. Now you can get jumping
without interference.
THE SECRET ROOM
When you get to the boat, ask to get back to Port Belooga. Once
there, check your pockets. If you don't have 200 kash, you can go
all over collecting money or you can quit the game and give yourself
255 (see my cheat). When you have the spondoolix, talk to the
sphero and purchase the boat. Board it and go to Citadel Island.
You will land by a dock to the S. Leap W onto the grass and along
the rocks, then N through the arch. Read the runes to the E and,
guess what, you need a key. Back to the boat and head for Principal
Island.
You will land in Port Belooga, talk to the sphero once more, then
get the transport to the Military Camp. From here, get to the
Library and speak to the librarian (who is downstairs, in the room
next to the Book). He will tell you to go next to the theatre, so
up the stairs twice and talk to the grobo with the funny hat. He
will tell you about LeBorgne's treasure.
OK, folks, back to the Military Camp-Transport-Port Belooga and...
PROXIMA ISLAND
From the docks, go up the stairs and to the W. Keep going till you
come to the Inventor's house (you can't miss it, there is a great
big hole on the side of it) and speak to the Inventor. He asks for
a hair dryer. Go E into the next screen, enter the gate and go N
into the shop, if you need to, or on to the house N of here, where a
grobo will give you a keypad (not essential). Go S and E to have a
look at the Museum. The first thing you'll notice is that you are
going to need a red card to enter the first building.
You could go and buy a ticket and enter the Museum but you'll get
arrested straight away. Do so if you want to, but if it's all the
same to you, I ain't going in just now. Turn S and find the
salesman; talk to him and buy the hair drier off him. Go back to
the Inventor, talk to him and agree to test the pack. Pick it up
and leave. This time veer NE and go down the stairs heading for the
door. Move quickly to the right of it and face the stairs; the
moment the grobo starts coming down, hit him with the ball and kill
him. You get a key and you can enter the house. Talk to the
bunny. There's nothing for it, folks, but to get back to Principal
Island.
Principal Island: Headquarters
-------------------------------
From the Military Camp, Go S into the next screen, continue S for a
bit and then follow the road E. Here, run like mad till you get to
the first sign, hug the barbed wire till you get level with the
sandbags. Recenter and clobber the machine gun guard with the
ball. When he's dead, jump into the square and, standing in the SW
corner of the sandbags, hit the robot with the ball. Once he's
dead, jump out and into the ditch leading W, kill the guard and talk
to the grobo. Go back to the steps, climb out and run E, up the
stairs. Get right to the opposite wall, turn N and kill the robot.
Stand back, leap onto the ledge and leap right in front of the
window to talk to the bunny. He gives you a password.
You could have done this another way, but now you have an idea about
the layout, and you'll have to come here later on. At any rate, run
S and, round the corner, into a guard - kill him. If he kills you,
all the better, you will be where you want to be, at the W end of
this screen.
Get back to Proxima Island by way of Belooga. Go to the house with
the chain and talk to the bunny, who will give you a red card. You
are all set.
Now go E to the Museum, go to the door with the red slot and use the
red card. Go in, up the stairs and around the S of the barrels.
Stomp on the grate and you'll go into the sewers. Jump down and
leap around S to avoid the snake, climb up and use the next grate to
go up. Go S, talk to the grobo. Throw the red switch, turn around,
press F3 and kill the guard. Back the way you came, into the sewers
and up into the Museum.
The Museum
----------
Ooh, it's dark! Walk around the barrels and go through the door to
the E. Use the pack before you go up the stairs. DO NOT take your
finger off the forward key. Hug the wall till you get to the pirate
flag exhibit. You can stand on it and press F1 to get the flag.
Use the pack again and follow the wall E. Go up the stairs (you
can stand on them) on the look out for the surveillance vehicle. If
you hear it coming, stop still by taking your finger off the
forward key. When you get towards the top of the stairs, use the
pack again and advance only to the NW if you can't hear or see the
vehicle.
You are now going to hop from exhibit to exhibit, when the coast is
clear, and stand very still on them when you need to. Recenter all
the time so that you have plenty of warning. Take your time and
don't take any chances.
Make first, as I said, for the NW and stand on the siren exhibit.
Wait till it's safe, and fly to the next exhibit, to the W. From
here, you can make it to the next room and the nearest exhibit W.
The next one is S and it's the treasure chest. When you are able,
press F1 and search the chest, and you should get the key. Use the
pack and go back the way you came.
If you are unlucky and get jailed, go to the corner of the room and
press the space bar to get into the sewers. You can then go back up
the second grate from the N and get your stuff back from the lockers.
At any rate, when you have finished, go to the southernmost grate in
the sewers; keep jumping down, leaping around to avoid the snakes or
to tread on them, and climbing up. You will see two wooden planks,
and you can leap from one to the other, so that you can reach the
last grate. This will bring you up outside, and you can go to your
boat. Go to...
Citadel Island: The Secret Room
--------------------------------
You know what to do, leap W onto the grass and follow the rocks till
you get to the arch. You can now go up the stairs to the door and
use the key to get in. Read the runes, search everything and pick
up the horn and the seal. Use the horn on the seal on the wall and
you'll see a clover. You have to jump at it to get it. Now you can
either go into the house and pick up more goodies, or go straight to
the boat and back to Proxima Island.
From the dock, go E and S, up the stairs, run around the gun to the
E of it and use the transport to go to the Eclipse Stone. Stand in
front of it facing N and search it. You get the word for the Marked
Stone. Take the transport back to the city, run N along the road,
watching out for the robobunny (best to kill it from the side of the
road, from the cover of the slope), continue N and get the transport
to the stone. Stand in front of it and give the word. You get the
other word and a lot of goodies. Get back to the Eclipse Stone and
use the word. You get a flute. Back to town, go to the boat, use
the pirate flag on it and go to...
REBELLION ISLAND
When you land, talk to the guy to the W. He will tell you to talk
to the bunny in the trench. Run E and S to find the trench and jump
in. When you've talked to the bunny, get up by leaping onto the
sandbags to the NW of the trench, onto the box and out. Run S to
get the transport to the Rebel Camp.
Run N to the sphero under the net and talk to him. He will tell you
to go back to the harbour. You can replenish your gas to the
right. Run S to the transport and back to the harbour.
Run to the W and then N, talk to the bunny and follow him into the
hanger. You will see it towing your boat, which drifts off before
you land on...
THE HAMALAYI MOUNTAINS
The Rescue
----------
Run S and NW, kill the guard, go past to the S and climb up the
sandbags, etc. You will notice to the S an entrance going W - this
leads to your boat, but leave it for now. Run N and, when you see
the contraption at the end, destroy it with a ball. Get back to the
landing craft and pick up a bunny (the others will have got killed,
but there is precious little you could do about it). Now you are
going to run N, in his company, through various screens, dodging and
killing whoever you can. If you lose your companion you must go
back to the craft and get another.
When you get to the screen with the tank to the N, go towards it and
your bunny will suggest you continue in it. Follow him and the tank
automatically makes it to the building at the end, blowing the doors
open.
When you get out of the tank, kill first the guard to the E with
your ball. Then go a couple of rungs up the stairs leading N and
blast the robobunny from a safe distance. Continue N up the next
stairs and deal with the other robobunny the same way. You get a
key. Go through the doors and advance cautiously to the SW. Take
cover behind the desk and kill the robobunny and the doctor (you get
a key from him and another from the locker); you might find it
easier to stand at the foot of the stairs and wait till the robot
approaches to kill it, then get behind the desk and kill the doctor.
Go up a couple of rungs of the stairs leading W, stand to the S end of
them, and hit the guard with the ball. You get another key. You
have to do this again on the next stairs W. When you've killed that
guard, you get another key. Go through the door to the S, open the
door and get the grobo by backing off quickly, standing to the right
of the door and hitting him with the ball.
Go through here and N and free the captive by going to the door and
opening it. He will tell you to go to the hatch at the end of the
corridor. Go N up the stairs, stand to the right of the door and
bounce the ball off the wall and onto the grobo. When you've killed
it, go through and use the hatch. You get a nice set of pictures
and end up at the top of a hill. Get the board to your right, stand
between two flags and have fun. When you get to the bottom, you can
use the red card on the hut to go back up, and do it again. I'll
leave you to it.
When you've had enough, talk to the bunny and head E to the next
screen, between two trees. When you get there, be on the look out
for mutants and kill them with the ball - if they get too close, use
F3 and the ball. Move N till you hit the village. Talk to all the
bunnies, particularly the one by the cooking pot, who will ask you
to destroy a factory. Continue moving about this screen talking to
all the bunnies and killing any mutants which might be attacking
them. You will come to a female who opens a hole in the snow for
you. Leap in and you'll come out at the other side. Remember this
screen, the gates to the factory.
The Factory
-----------
Jump down, duck behind the oil drums and face S. Wait a bit and a
guard will come to you. Kill it with the ball. Walk SE and talk to
the grobo with the pom-pom hat. Now face N and advance far enough
to get the red grobo in your sights - kill it will the ball, collect
the key and go through the door.
Talk to the nice grobo and then stand in front of the gate to the
shuttle, facing N. When the gate opens, walk to the shuttle and you
will be taken to your next destination.
Head N, kill the guard then stand to the W of the stairs and kill
the grobo by bouncing the ball off the wall. Go N up the stairs.
Stand at the foot of the stairs going W, facing NW and bounce the
ball around till you kill the robot, go up the stairs W. Continue W
till you come to the mutants on the tables. Kill them all, and the
doctor, with the ball. Go S into the next room and pause to have a
look.
You have to run to get in between the guard and the alarm, so F4 and
get yourself properly aligned, then press F2 and run - as soon as
you are between the alarm and the guard, press F3, turn to him and
kill him. Approach the pit and keep tossing balls in all directions
till you destroy all the eggs - just walk around it and try all angles
until you do. The screen will turn red when you've finished. Leave
and go N into the room with the tables till you see a door going W.
When you are through the door and standing on the catwalk, turn N
and run up the stairs to the guard - F3 and kill him. Now pull the
middle lever and then the one to your right. Go down to the catwalk
and step gingerly onto the edge, as far to the N as you can. Press F2
and run like the wind, avoiding the monster lurking hidden to your
left, and through the door S. Here you can go up some stairs to the
N and replenish your gas if you need to. If not, find the catwalk
leading E and go through the arch.
The best thing is to run and dodge the nasty, but you could always
try to kill it. At any rate, get to the shuttle, and once you are
on the other side, leave through the door to the S. Run W, kill
the guard (F3), climb up the drums/boxes and head N till you find
the hole, jump in and you will be back at the bunny village. By the
way, the acrobatic bunny at the E corner of the village will produce
clovers when you talk to him.
Search the pot and our friend will pop up to open the door to the
Golden Carrot. Follow him and go through. Turn W and advance into
the next screen. Stop short of the white line, recenter and kill
the guard with the ball. Get the key and go through. Keep going
half-way up the stairs and killing the guards as you go. Alas and
alack, at the end you are confronted by a door which needs a blue
card. OK, go all the way back to the factory gates.
As you emerge from the hole in the ground, don't jump down: skirt
your way S till you can see a machine gun - kill the guard with the
ball and jump over the edge. Go through the gap to the W and run W
through the next screen, and at the next, skirt your way W till you
see your boat. If you talk to the bunny nearby, he will
congratulate you on rescueing the colonel. Nice to be appreciated.
Get on the boat and go to White Leaf Desert.
Right, you know what to do to get into the actual desert, only this
time instead of visiting the guy with the guitar you are going to
follow the edge around the N till you see the symbol on the wall.
Use the horn and jump into a little maze. Just get to the elf (try
turning E), talk to him and he will give you a card. Back to the
boat (remember to kill the machine gunner and disable the pillbox;
this time a guard will appear at the hut when you approach it, so
once he has, run aroun to the other side of the tents and get him
with the ball). Make your way back to the blue keyhole.
Go through, run N and kill guard from below, run up the stairs and
pick up the key. Go W and slightly S and kill the other guard from
a distance. Go down the stairs and to the E, drop down, wait till
the red grobo moves from the door and then open it. This could be a
good moment to advance and drop the penguin between you and the
grobo (by the way, remember to replace the penguins at the nearest
shop). At any rate, kill it and walk N and W around the building
into the next screen.
Advance W till you are near the snowbunny and use the flute. You
should get the clear water. Go back E and when you get to the next
screen, take the transport to...
TIPPET ISLAND
Walk around here and talk to everyone, particularly the guy with the
sunglasses. To the SE, a fisherman will fish you up a key. Go into
the shop if you want (you can get another penguin) and get another
key from the fisherman. Now go through the gate to the righ and W
of the guy with the sunglasses.
Stand at the foot of the stairs, on the line between the flagstones,
and hit the guy to the right with the ball, then the one to the
left. Go up into the cafe. Walk E to the grobo behind the bar then
W to get onto the stage; speak to the bunny.
If you can't face going back to White Leaf Desert to swap the flute
for the guitar and back again, do as I did - quit, and edit your
saved file (see my cheat). Resume the game and talk to the bunny
again. Now you can go to the grobo behind the bar and you'll see a
hole appear to the N. Go down it.
Stand to the right of the steps, back to the wall, and press F2.
When the crab appears and stops, jump. Get Twisen to face NE and
when the crab gets near the stairs to the right, jump. Up the
stairs, climb and keep going N till you come to some stairs. Stand
half way up them and recenter - there should be a mutant here, if
not, it will be further on. Kill it with the ball, then continue N
and drop into the hole to the E to find the key. Go up again and
through the gate leading W.
Leap up the rocks and, before you use the steps, try and kill as
many snakes as you can with the ball. Alternatively, climb up and
run N, leaping around to avoid the snakes. Climb again and leap NW
till you see the dragon. Talk to him and visit Fortress Island.
Walk S and talk to the bunnies. Drat it, we have to find the
plans. The easiest way to do this is to go to the dragon and fly to
the Hamalayi mountains, take the transport (to the E) and go to
Tippet Island. Speak to the grobo by the first gate and cough up 50
kash. He tells you where the plans are. Take the transport back to
Hamalayi mountains, then go and find the boat the usual way.
Once you've got the boat, travel to Principal Island. As an aside,
I ought to say that, now that you have the horn, you can have a lot
of fun blowing it in front of all the statues without pedestals, to
get hearts, money and potions in large quantities. But you might
want to press on.
Headquarters
------------
Go to the entrance of the fortress by the two signs and get rid of
the machine gun and the robobunny as before, then run around the
post and up the stairs heading W. Open the first gate with the red
card and entice the two red grobos forward so that you can kill
them. You might consider using a penguin here. Watch your health
and use a clover if necessary, but keep pounding at the grobos till
you kill them.
You can now open the next gate with the blue card. Don't go up the
stairs, face the robot and kill it with a ball. A Supergro will
appear, kill it the same way. Now you can go up the stairs, pick up
the key and go through the door W (there was a bug here, the door
would not open and I had to walk around a bit, go back to it and
press the space bar to get in).
First go E, doing whatever is necessary to get through the door to
the good doctor (another bug, I don't know how I got in, I didn't
have a key!). The doctor kills the bad grobo and teleports. Go E
and free the good grobo and he will give you a key. Open the safe
and get the sabre - you also get a note telling you the Architect
has the plans.
Now go W and free the bunny. He tells you about a secret passage.
Stand in front of the hatch and press the space bar to get out to
the street.
Now go get the boat and go to Citadel Island. Go to the Architect
and talk to him. Talk to his son. Before you enter the house, copy
the game - when I went in and spoke to the son, got the pass, and
tried to get out, I got totally stuck and you wouldn't believe what
I had to do to get myself loose.
There appears to be another bug - from here on, when I spoke to
people I was still looking for the plans! Well, never mind. Take
the boat to the Hamalayi Mountains, and go E to find the dragon
through the Secret Carrot. Travel to...
BRUNDEL ISLAND
Go N and approach the doctor - he will ask for ID so use the pass
and he will let you through the gate.
Go N and E and climb up the steps. Talk to the bunny and use the
horn on the painted sign. Leap in. Go E and kill the red grobo the
usual way; you get a key. Go N. Don't worry about the red lever,
that's to get out of jail if you get caught. About here, look over
the railings to the east and kill the guard by the alarm. Align
yourself properly and one hit will do it. If you use the keypad by
the door to the N you can ppppick uppp a pppenguin.
Enough. Go W and up the stairs to the gate. Taking what cover you
can, destroy the robots and then go E and around to a door to the
W. The key is in one of the barrels.
When you get through, press F2 and, disregarding all else, run W and
around the corner and kill the guard by the alarm, then deal with
the robot. Destroy all the alarms by hitting them with the ball -
distance yourself about one alarm away from the next. The screen
should go red.
Run down the stairs and kill the doctor, the thump the computer
terminal with a ball or jump on it. To get out, leap over the
statue in the corner from the N.
You can now leave and take the next dragon to...
FORTRESS ISLAND
The bunny greets you and asks you to follow. Do so. At the next
screen, the asks you to kill the guards and destroy the tank. Stand
just to the right of the hut, face N and shoot a ball at the guard.
There is another one against the wall a little further on. Using
the trees for cover, hit him with the ball. Follow the wall E and
stand before the sign, then shoot a ball at the nasty in front of
the gate. You should be able to destroy him quite easily and get
the key. The tank is just on the other side of the gate, so stand
in front of the pillar to the left of it and shoot the ball at a
slant at the tank till it disappears. The bunny will run in and
start digging. Follow, talk to him and jump into the hole.
Boy, are we in trouble. Equip the sabre, press F2 and run N.
Tackle the monster as it comes out of the hole, pressing ALT and
using the holes if you need to. From here on, be ready always to
check on your health during a fight and use a clover if necessary.
When the monster is dead, jump up to the NW; the mushroom hides a
key. Jump down again and move E. Before you climb up the steps,
use the wheel to the right of them - then go up and go through the
door.
In athletic mode and wielding the sabre, run N avoiding the mock
shark and attack both the flying grobos (watch your health). Climb
up and go through the arch. Half-way up the stairs, use a ball to
dispatch the guard, get the key he drops and free the girl.
Here! I've been trapped! Back to the beginning - you know what to
do. Only, this time, when you get through the door, run up the
stairs, press F3 and kill the false girlfriend. Get the key and
open the door N to recover your stuff. Now S and through the door
to the W.
Run to the S of the beds and to the W wall, where a symbol keeps
appearing and disappearing. Use the horn and jump in. Go to the
stone and use the clear water on it. Watch. At the end of the
sequence, run N and into the next screen.
Two things before we go any further: the bulldozers cannot be
destroyed, you can only dodge them and try to draw them where
they'll get stuck; and some of the workmen you are about to
encounter dodge the ball, so it's no use against them. Therefore,
equip the sabre and press F2. Dodge the bulldozer going round it to
the W, get at the workman by the gate and kill him. Get the key and
open the gate. Run N through several screens, dodging vehicles and
workmen (if any of the latter get in the way, attack them with the
sabre), following the tracks.
You'll come to a screen in which the tracks double back on
themselves. Run N past a square pool and then W, leaping over a
pipe. Talk to the grobo and you'll get a key. Run E, N and W to
find the bulldozer. F1, press the space bar and watch. Once the
rocks have been removed, you are deposited into the next screen.
Run and follow the tracks till you come to a workman. This one you
can kill at a distance with the ball. Continue following the tracks
till you come to a contraption made up of drums, sandbags and wood
blocks. Wait till the bulldozer is away and leap up to the next
level. Always watch out for the truck, which can harm you.
Continue N till you come to the bend. There is another bulldozer
here, and the trick is to wait till it's furthest away and then walk
right on the southern edge of the road so that it tries to get you
and it falls below. If at first you don't succeed, back off and try
again. While you are waiting for the bulldozer to retreat, stick to
the very edge of the road, in case the truck comes. When you've
succeeded, go on E till you see a workman. Kill it will the ball
and collect the key. Go on to the end and jump down. Go W and
stand by the south end of the pipes, then throw the ball at the
workman by the gate to kill him. Go through the gate.
Walk to where the green rock starts, equip the sabre and walk
backwards, 'cause a workman is about to drop from the rocks - attack
him at once and kill him. Face E and run till you are in the
shelter of the rock between the other two workmen. You should be
able to climb up the steps (hardly visible) without being hurt, all
the way to the top.
Here you'll meet the Doc - fight him with the sabre and he'll fall
off. Jump up onto the seal and use the horn. Jump down and stand
on the grate, waiting for the girl to join you before you press the
space bar.
Now comes the tricky bit. Make sure you are in top condition. You
can look at the ball, if you like, you'll see all the previous
stills. Walk back to the spot from which you fell and then walk
NE. FunFrock will drop in and will start to hit your girlfriend, so
walk around to his back and attack him at once with the sabre. You
have to be quick and you have to attack before he does, face him
always and never let up. It might take a few "goes" before you
finally kill him; but it can be done.
You go through the door and all you have to do is sit back and enjoy
the finale.
THE END
Copyright (c) 1995 Eurowave Leisure Ltd.