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Little Big Adventure (e)

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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

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`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

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`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

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`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

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`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

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`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)