JS-->Hey everbody. I was wondering if anyone had walkthrus for the games THE -->BIZARRE ADVENTURES OF WOODRUFF AND THE SCNIBBLE or RELENTLESS. This Here is Relentless. 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 (Continued to next message) --- WILDMAIL!/WC v4.12 * Origin: Partners For Peace (1:300/705.0) (Continued from previous message) `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 (Continued to next message) --- WILDMAIL!/WC v4.12 * Origin: Partners For Peace (1:300/705.0) (Continued from previous message) `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 (Continued to next message) --- WILDMAIL!/WC v4.12 * Origin: Partners For Peace (1:300/705.0) (Continued from previous message) `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 (Continued to next message) --- WILDMAIL!/WC v4.12 * Origin: Partners For Peace (1:300/705.0) (Continued from previous message) `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 (Continued to next message) --- WILDMAIL!/WC v4.12 * Origin: Partners For Peace (1:300/705.0) (Continued from previous message) `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. (Continued to next message) --- WILDMAIL!/WC v4.12 * Origin: Partners For Peace (1:300/705.0) (Continued from previous message) `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 (Continued to next message) --- WILDMAIL!/WC v4.12 * Origin: Partners For Peace (1:300/705.0) (Continued from previous message) `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, (Continued to next message) --- WILDMAIL!/WC v4.12 * Origin: Partners For Peace (1:300/705.0) (Continued from previous message) `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 (Continued to next message) --- WILDMAIL!/WC v4.12 * Origin: Partners For Peace (1:300/705.0) (Continued from previous message) `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!! ` ------------------------------------------------------------ * QMPro 1.53 * People say I'm indecisive. Am I? I don't know. --- WILDMAIL!/WC v4.12 * Origin: Partners For Peace (1:300/705.0)