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FAQ/Walkthrough by parapam
Version: 1.1 | Updated: 06/26/15
********************************* *RELENTLESS: TWINSEN’S ADVENTURE* ********************************* Platform: PC (1994), PlayStation (1996) FAQ/Walkthrough written by parapam at 10/1/13 Please write me suggestions or questions at email@example.com All rights reserved. Only www.gamefaqs.com has my permission to post this. Any other media caught hosting this guide without my written consent is in violation of copyright laws and will be prosecuted to the full extent of the laws. 1. Introduction 1.1 Name 1.2 Versions 1.2.1 PC 1.2.2 Playstation 1.2.3 Android and iOS 1.2.4 Others 2. Instructions 2.1 General description 2.2 Saving the current game 2.3 Controls (PC) 2.4 Attacking 3. About the Walkthrough (please read it first) 4. Walkthrough 4.1 Plot 4.2 Problems with the Authorities 4.2.1 Citadel Island – Asylum 4.2.2 Citadel Island – Destination Home 4.2.3 Citadel Island – Looking for Zoe 4.3 The Forbidden Legend 4.3.1 Principal Island – Newcomers 4.3.2 Principal Island – First Steps 4.3.3 Principal Island – The Astronomer’s House 4.3.4 Principal Island – Discovering the Legend 4.3.5 Desert Island – White Leaf Desert 4.3.6 Desert Island – Temple of Bu (part 1) 4.3.7 Desert Island – Temple of Bu (part 2) 4.4 Twinsen’s Legacy 4.4.1 Citadel Island – A Story about Pirates. 4.4.2 Principal Island – LeBorgne’s Log 4.4.3 Proxima Island – After LeBorgne’s Treasure 4.4.4 Proxima Island – The Rob 4.4.5 Citadel Island – Legacy Uncovered 4.5 Crossing the Hamalayi Mountains 4.5.1 Rebellion Island – Meeting the Rebels 4.5.2 Hamalayi Mountains – Rebel Assault 4.5.3 Hamalayi Mountains – A Problem with Mutants 4.5.4 Hamalayi Mountains – The Last Magical Symbol 4.6 The Path to the Dino-Fly 4.6.1 Desert Island – Flowers in the Desert 4.6.2 Principal Island – Clearing the Water (OPTIONAL) 4.6.3 Tippett Island – Looking for the Dino-Fly 4.7 Troubles with Teleporting 4.7.1 Fortress Island – A Problem with Telepods 4.7.2 Tippett Island – Finding the Plans 4.7.3 Principal Island – FunFrock’s HQ 4.7.4 Citadel Island – Visiting the Neighbors 4.7.5 Brundle Island – The Teleportation Center 4.8 The Well of Sendell 4.8.1 Fortress Island – The Last Runic Stone 4.8.2 Polar Island – Construction Site 4.8.3 Polar Island – Final Confrontation 4.9 Ending (NON-PLAYABLE) 5. Bugs 6. Questions and curiosities 7. Legal and technical Issues about the game 1. Introduction 1.1 Name “Relentless: Twinsen’s Adventure”, known in Europe as “Little Big Adventure”, is a video game developed by Adeline Software, a subsidiary company of the French developer company Delphine Software (Another World, Flashback, Shaq Fu). The game was first published as “Little Big Adventure” in Europe in 1994. As stated by videogame designer and programmer Frederick Raynal, Electronic Arts found that name so “cute” and they decided to release LBA in the rest of the world as “Relentless: Twinsen’s Adventure”, to try to catch "true" gamers. Both names refer to the same game. 1.2 Versions 1.2.1 PC There are 2 well-known versions of the game for PC: 1994: CD-ROM Version 1995: Floppy disk version It’s been reported the existence of two more versions: one floppy disk version of 1994, and a CD-ROM version of 1995, but they’ve been rarely seen on sale, if they ever were. Additionally there are a Preview and a Demo version, both consisting of the two first scenes of the game. The game was first released on CD-ROM in 1994 and was followed in 1995 by the floppy disk version. The floppy version had the music replaced with MIDI files, the speech removed and the full motion videos replaced by still images showing the highlights of the video. It also solved the Red Magnetic Card bug (see Bug’s section). In 2002 former story coder of the original LBA Sebastien Viannay made and distributed freely a port for Windows. This version has midis remasterized by Philippe Vachey, original musician of LBA. A notable addition is a config wizard with various options like changing the language of texts and voices, removing the wall hit damage or allowing a quick "action key" to avoid the need to go always to NORMAL mode. 1.2.2 Playstation In 1996 a PlayStation version was released in Japan and in 1997 in Europe. This version had some variations regarding the PC: - The Red Magnetic Card bug is solved as in the floppy disk version. - It keeps the FMV and music from the CD version. - It has some graphic improvements like Twinsen’s model. - It removed the damage received when hitting a wall in SPORTIVE mode. - Probably the most appreciated change is the Save Mode on the spot, leaving behind the automatic save on "check points". - No menu to change behaviour, using L1, L2, R1 and R2 to directly change between them. - As there is no menu, a new Status Bar appears on the screen, showing health, coins, magic, keys and clovers. Each one shakes when the player picks a piece of them up. Some players complained about the controls, especially to change modes with L1-L2-R1-R2. Still it’s generally seen as an easier version. 1.2.3 Android and iOS 20 years after its initial release LBA has been ported to the smartphones. Those versions have radically changed the gameplay in order to adapt it to the touchscreens. In further updates I will describe properly the changes. 1.2.4 Others Originally there was a version programmed for Super Nintendio but was never finished. In fact the unpopular save game system was developed according to it. There was also a port to the Game Boy Advance but it was also never released. 2. Instructions 2.1 General description LBA is an isometric adventure game in pseudo-3D. The game characters are made up of 3D polygons acting in 2D pre-rendered environments. The player has freedom to travel around the islands and continue the plot at will. The “levels” are made of scenes separated from each other, allowing the player to run from enemies just exiting the current scene. The player controls Twinsen. Twinsen has four different “behavior” modes: Normal, Athletic, Aggressive and Discreet. They can be changed freely at any moment. Each of them allows the player to perform specific actions. Twinsen will fight most of the game throwing the Magic Ball. The trajectory of the ball depends also of Twinsen’s behavior mode. The character has a life bar. The life bar will deplete by receiving damage, represented by “stars” around the character being attacked. When Twinsen’s life bar is completely empty a clover will be spend to restart the current scene. If no clovers are left the game will end, being needed to load a game. The maximum amount of clovers that can be carried at a time depends of the number of clover boxes that the player has obtained during the game. The magic bar is only related with the distance that the Magic Ball “bounces”. It will deplete by using the ball. The coins can be used to purchase stuff in shops or pay certain characters. Magic powder flasks, coins, hearts to recover health and clovers can be found in several places, like enemies, mushrooms on the ground, looking into bins, boxes, wardrobes and so... The player also has an inventory where the objects obtained can be checked or used when necessary. 2.2 Saving the current game LBA received some criticism for its way to save the game. The player can’t save his/her progress at any desired moment; instead the game automatically saves when the player reaches certain scenes. But as an added problem the game will always save the last “check point” with the current status. Per example you can start a saved scene, get beaten up hardly and quit the game. If you reload the same game you will start in the same spot as you did before, but this time you will carry the low health remaining to your character when you quitted. This is especially painful when you’ve been using clovers, because you will need to do the same difficult part that made you to waste them without them. Other bad aspect is being unable to replay certain parts because they will get automatically replaced when you continue playing. This can only be avoided by going to the “save game menu” when you are not in a game and manually making copies of the saved games in moments you want to keep. Not so useful neither. The Save Game system has been replaced in the PSX version and in the sequel, LBA 2. 2.3 Controls (PC) The “arrow keys” allow the player to move Twinsen. The movement, depending of the “behavior mode”, will be a normal walk, fast run, angry-slow walk, and slow-discreet steps. When running you must be careful not to hit the walls because Twinsen will get hurt. The “Space Bar” allows the player to perform an action depending on the “behavior mode” selected: - NORMAL mode: Push levers or buttons, talk to characters, and search to find objects or bonus. If you are playing the windows port you can make the “W” key to have this function even if you are not in NORMAL mode. - ATHELETIC mode: Jump. You can press down at midjump to land. - AGGRESSIVE mode: Attack. - DISCREET mode: Hide (barely used). The “Alt key” is used to attack with the current weapon selected. Most of the game it will be the Magic Ball and its trajectory will depend on the behavior mode. The “Control key” shows the current status and behavior mode: life bar, magic bar (once the 1st level is reached), number of coins, number of keys and clover boxes (empty or containing a clover). You can change the behavior mode from here by holding the Control key and moving with the left and right arrow keys. Keep in mind that this status will be always updated in your save game, including the clovers wasted. “Shift key” brings the inventory. You can move around it with the arrow keys to read the descriptions. Long descriptions can be continued by pressing Space Bar. You can use the items with Enter. “Enter” centers the camera on Twinsen. Press it often to have always a good view. “H” will open the Holomap as soon as Twinsen gets it. “W” acts like the “space bar” in NORMAl mode when the option is activated in the LBA Win port. F1-F4 are quick keys to change behavior modes. F5 zooms the image. I personally don’t like it. F6 opens the Option Menu. F7 opens the LBAWin Config in said port. You can change in-game features like the hitting the wall when you are actually playing. 2.4 Attacking Twinsen has three “weapons” or ways to attack. The first one is always available, the second one is obtained early on the game, and the third one will be obtained much later. You will know if your attack is effective by checking if “stars” are coming out from the target. If it’s not the case it can mean that the attack is so weak for that target or that the target is not possible to be killed by any mean. The first way to attack is with the AGGRESSIVE mode. There are two modes of aggressive, automatic and manual. While on automatic just holding the space bar will make Twinsen to attack randomly, making you able to move at the same time with the arrow keys. In manual you can choose how you want to attack, if right punch (hold space bar + right arrow), left punch (space bar + left arrow) or kicks (space bar + up arrow). This will let you less chances to move, but a direct control on the hits. You can change at any moment between automatic and manual going to Option Menu (F6) – Advanced option. Punches and kicks are fast enough to get rid of certain enemies and can harm even a few late-game enemies, but usually Twinsen gets so exposed that you will want to avoid it. Also it’s useless against every single clone in the game. There is a small bug when using it in manual, which makes Twinsen to paralyze if you perform a different movement when the animation of a previous one isn’t finished yet. The second attack option is by far the most used and popular one: the Magic Ball. The Magic Ball is obtained early in the game and allows Twinsen to throw it from the distance against enemies (with Alt key). It “bounces” as long as you have magic left. It starts on first level of power, but as the game progresses you will improve it up to level 4th. With each level the color of the ball changes and allows you to kill more powerful enemies, mainly the ones matching the new color of the ball. With each level of the ball also the magic bar grows, allowing you to keep more. The trajectory of the ball changes depending of the behavior mode: - NORMAL mode: Normal range. - ATHLETIC mode: It reaches further and has more bounces, but it spends more magic, takes longer to shoot and has problems shooting enemies close to Twinsen for passing too high. - AGGRESSIVE: Shorter range, but fast and directed to the ground. If you are receiving hits you will probably want to switch to this one to try to survive. - DISCREET: Parabolic trajectory. Useful to hit enemies behind a wall or up a platform. After getting the 4th level of magic the supergros enemies will change their attacks. Their projectiles will be red instead of white and they won’t put you to sleep and send you to jail after one hit; instead they will kill you in 3 hits without passing through jail. The last weapon is the Magic Saber. Once you get it you can change between the Magic Ball and the saber by choosing one or the other from the inventory. The saber works as the ball by pressing the Alt key, and as the ball it has several modes depending on the behavior: - NORMAL: Twinsen walks normally plus shaking the saber. - ATHLETIC: Twinsen makes a back somersault, then jumps forward again with a strike. Cool to see, but not so useful. - AGGRESSIVE: Very fast combo, and the only way to get rid of certain enemies after getting caught in their attacks. - DISCREET: Twinsen walks in discreet plus shaking the saber. Could be very useful if the saber could be found earlier in the game. Tips: - If you are getting hit always go to the behavior menu. Even if you keep in the same mode the “getting hurt” animation will be interrupted and you will have more chances to counter-attack or run before the enemy attacks you again. - Some enemies can be killed by jumping on them. Most notable are snakes and crab mutants. - Not so useful as the other two tips, but failing on the Water will not only kill Twinsen, but also your enemies if you manage to push them there. Related with this remember that if you are on water with the Proto-Pack a single hit will make you to fall and drown. 3. About the Walkthrough My main recommendation, especially if it’s your first time playing, it’s to avoid the walkthrough as much as possible. The game has plenty of ways to perform almost every task and you have the chance to find your own one. The best use would be if you get stuck somewhere, if you think you missed something or if you wonder if there was a different approach to a certain scene. The Walkthrough is full of spoilers and the beginning is explained exhaustively for starters. One of the motivations to replay the game is to trigger every event and quote possible, that’s why I tried to approach every situation in all ways that I could and I explained down the significant results. Sometimes due to the particular save game system you don’t bother to try something out, it can take a long time to replay it afterwards or it can even prevent you from finishing the game (Red Card Bug, I’m looking at you). For the indications I try to use always the cardinal points, like this: North West East South If you find something not described or something that it’s not correct here please let me know. 4. Walkthrough 4.1 Plot The planet Twinsun exists in a distant galaxy. Twinsun rotates himself between two suns, making a general warm weather except in the equator, where a mountainous chain divides the planet into two hemispheres. Northern hemisphere is said to be hotter and recently dangerous because of the appearance of mutant creatures. The current governor, Dr. FunFrock, has ordered everyone from the northern hemisphere to install in the south. The tyrant FunFrock set up a reign of terror in Twinsun. Using his army of clones (robo-copies made from living models) and his extensive teleportation net he has converted the world into a police state where the oppressed citizens are completely defenseless against his law and his soldiers. But the people still have one hope: an ancient legend calling for the Heir of the weapons of the ancient goddess Sendell. FunFrock himself has forbidden to talk about that legend. Meanwhile our character, Twinsen, has been having strange dreams where Sendell called for him. Those dreams finish with the vision of the destruction of the world. 4.2 First problems with authorities 4.2.1 Citadel Island - Asylum You start the game in a small room with striped clothes. You've been confined to a mental hospital. Go into AGRESSIVE or ATHLETIC and walk a bit around the room until the nurse comes to tell you to stop squirming. If you talk to him (in NORMAL mode) he will let you know why you've been jailed: someone has told them that you are claiming to have prophetic dreams. And as a prize for being a public trouble maker they are going to... take care of you. Enough. Go into AGRESSIVE mode and kill him without remorse (and I mean it, if you leave him alive in the room he will wait until the platform is back and activate the alarm, bringing you a Supergro from who you can't escape). If you miss the platform you would have to wait until is back, and in the strange case that you fall in the other room the platform will also reach you. When you land on the other side be quick and kill the nurse on the left before he presses the button. If that happens a white supergro will appear from the telepod and shoot at you, so you would be back at the beginning. After killing the left nurse kill also the right one to get the key. Go down and open the door to the left (you will use the key automatically). In this corridor there are two metal doors at right that you can't open, and if you run straight on you will find another nurse that you can kill or just avoid being seen by (DISCREET helps). At right you see two rooms. Go into the right one. There search in the wardrobe with a pink poster (go to NORMAL and use action) to find your Holomap and your ID Card. You don't need the ID Card, but the Holomap is extremely useful, press (H) to see it and find out where to go next. If you forget to take it here you can buy one later in Principal Island. Afterwards go into the curtain with the white clothes hanging to change to them. This way the nurses won't go after you. In the next room there is a nurse. Greet him and kill him. Use the action command in NORMAL to loot all the wardrobes and boxes there. Once done go back to the main corridor and face to the stairs at the end. At left there is a metal door with a supergro behind (don't try it, it's useless). That leads to an exit that we can't take. Go up the stairs and enter the room. Be quick and kill the nurse next to the button, your dress doesn't work with the doctor and he will yell fast to sound the alarm. Kill him to take the key and get out through the main door. 4.2.2 Citadel Island - Destination Home At last we are out of the Asylum! Now we have to try to reach home. Outside in the first upper-right corner there is a useful clover (NORMAl - action). Ahead we will find our first soldiers, the most common enemies that we will find in the whole game. The first one will tell us that it's not allowed to walk with that outfit and he will shoot at us if we go to the street. We can kill both of them with the AGRESSIVE mode and wait the white door to open for the truck but it's not a good idea. Soldiers can hit very fast and finish us with the gun. Let's make it the good way. Walk behind the soldier to the right and head up to the garbage. A rabbibunny there will tell us a clue of what to do: go into DISCREET mode and hide (use space bar). Twinsen will wait for the garbage truck to come and sneak into it to pass through the soldiers and the wall. You will be thrown away in the big garbage site on the other corner of the scene. Go down (you can search for hearths in the pile of garbage) and follow the street right. The grobo there will tell us how to read the signs in the walls. There is one announcement that would be useful (about the new machine in the city) later but nothing really important. If you enter the house at the corner the rabbibunny there will tell you how to look in objects for coins or hearths. And you will obtain from his chest 25 valuable Kashes. Go out again. The last thing in the scene to the right, passing the forest, is a window heading back to the asylum, behind the door with the supergro that we couldn't take. Unless you are interested in getting trapped and starting all over again forget about entering through that window. Go south to the next scene. Here first at all go down the fence in the floor (stay there and use action in NORMAL mode). In the sewers you will be able to get a valuable clover box at the southeast. Climb the ladder to the right and get the items there, once done jump back to the starting point and use action to go up. Don't worry about the rabbibunny that seems in a hurry, we can't do anything for him, he just wants to tell us about clovers and boxes. Back to the main scene, you can read in the sign that we are in Lupin-Burg. We can go down the stone ramp, where the soldier will remind us again that it's not allowed to run through the island in our attire. We can go also east instead, passing in front of the closed building and go down through one of the stairs in that side. Or as last option, we can just jump down next or on the soldier in the barricade and kill him to get 3 valuable clovers. Election is yours, but I recommend running instead of fighting with the two patrolling soldiers. NOTE: You can kill the soldier and other enemies having clovers as many times as you need, they will always drop the clovers. Following the path to the right you find another soldier who will not put so much interest in pursuing you, and at the end of the way you will find the infamous robot that you will never use, besides the tips of the grobo there (see Curiosities section). The fact it's that the game announced that you would be able to drive and use plenty of vehicles, but those features were absent in the final version of the game because of time restraint. The robot seems like a lot of work already made for being completely cut of the game. Go back to the center of the scene were the tank lies in the middle of the fence (by the way don't jump the fence or the tank will start shooting at you). You can enter the pharmacy (the house with the bottles sing) but at the moment it won't bring you anything good. The pharmacist will be surprised to see you, giving you a hint about who was the informant who reported you to the authorities, and ultimately will push the alarm to call a yellow grobo-clone. It's more than you can handle at the moment. Don't worry, we will make him the visit a bit later. From the telepod next to the pharmacy a yellow rabbibunny clone will come. He is very slow but you can't kill him, so get out of there as soon as possible. It's not worth going up the roof of the southern sealed house, there is just a groboclone there. The next scene is relatively safe, you only have that attacking machine patrolling in squares, but it won't shoot at you if you don't move from your tile and stay away from its route. And at any case you can also destroy it. There is a soldier guarding the path to the harbor but we can't do anything here for the moment. To the east you find a building with a cocktail in the sign and a grobo in the roof: that's the tavern. If you enter they will give you advices, starting for looking your Holomap to know how to go home. Get out of the tavern and go south to the next scene by any of the two paths present. Be fast and run from the rabbibunny clone next to the east entrance, and a soldier close to the west entrance. South the clone you find a house with a brown rabbibunny: he is your neighbor, who has been fixing some things about your house, and was told to put a fence around your chimney exit. But go to the other house, with the girl in pink waiting outside. She is Zoe, Twinsen’s girlfriend. He is finally home. Zoe will suggest using what Twinsen has been keeping in secret for so long, but before having time, they have a clone's visit. Get out of the entrance hall and go to one of the rooms, go into DISCREET mode and press space to hide. If you stay next to Zoe or fail to "hide" the supergro will shoot and bring you back to the Asylum. In such case escape again and once at the sealed house's door you will need to jump up the mountain and enter home from the chimney's exit up. No matter what you do they will take Zoe for aiding an escapee. Now you are finally safe at home and free to explore. You have multiple wardrobes and chests to collect coins and hearts, but what you need to take is in the room located wall-to-wall with the bathtub, in the wardrobe opposite the big table. There you find the iconic Magic Ball and the blue tunic. From now on you will also have a magic" bar, and you will find magic powder along hearts and coins to collect. Press ALT to use the magic ball. NOTE: The Magic Ball always uses magic. When you run out of magic, the ball won't "bounce", reaching a shorter range. It's important to note now the color of your ball and your enemies. At the moment is yellow so you can kill yellow clones, when you increase its power the color will change and you will be able to kill stronger enemies. Back at the house, you will notice that the front door has been sealed. To open the wooden door at the north check for the key in the plant pot left to the door. In that room you can use (ACTION) standing in front of the barrel to reveal a secret passage, but it's useless at the moment. Instead go to the chimney in the big living room and you will find another secret passage out of the house. If you talk afterwards with the neighbor Twinsen will now disagree about fencing the chimney. Once out just jump and descend until you find the rabbibunny clone. Now you can kill it with the ball. They take a lot of time to recover from hit to hit so it won't give you many troubles. You may notice an entrance in the beach to a cave. That's the other way to the secret room down from the barrel's room, but it's also useless to go now so don't bother jumping there. You will see a yellow groboclone next to your house, now you can kill them with the magic ball. Go back north to the next scene, we have to find Zoe! 4.2.3 Citadel Island - Looking for Zoe NOTE: I will write how to gather all the information regarding the next objective, but it’s not mandatory at all. If you played it before you probably know directly where to go. You can also go to the pharmacy now to avoid coming back later. Go back to the tavern and talk with the grobo upstairs, in the table at the top right. He will tell you where the girl went if you give him a drink. Do as he says and pay the waiter the 10 Kashes for the drink. The grobo will tell you afterwards that he saw Zoe escorted by the groboclones taking a ship at the port. Go out of the tavern. Before heading to the port let's make a visit to our friend the pharmacist. So go north to the following scene and get inside the pharmacy (watch out with the clone coming from the telepod). Kill the pharmacist and the groboclone who enters (if he comes so close switch to AGGRESIVE mode to be able to shoot at him). At the right side you will see a red bottle, the only red one in the place. Go there and take it (ACTION button). It's a bottle of syrup, we will need it later. Before going out don't forget to check the cash register for money. The pharmacist won't respawn (he is dead... sniff). Finally we can leave Citadel Island. Go south to the port. Don’t go to the ticket office. If you go there the vendor will start yelling and call a green groboclone. It will be much funnier when we can kill green groboclones and talk further with the snitch. But we can kill now the yellow groboclone in front of the white gate down. Do it and open the gate with the key he drops. The grobo to the right will offer a ticket to whoever can solve the puzzle of the boxes and the "X"s. It's not so difficult, but it can still be a pain when you hit yourself running or you move a tile so much a box and you need to start all over again (reentering the scene). It's difficult to describe how to do it but I will try my best: - Push the first box in the middle of the way just enough to be able to surround it in the wide corridor (just be careful not to push it to the top). - Go through the first diversion left and push until the wall the box at your right. - Push a bit right the box next to it to be able to push all the way to the corner the one that you just moved next to the wall. You have the first at the upper left X. - Take the path you just used and push the box next to the sealed door from that direction (right), but just enough to be able to pass and surround it, don't push it to the corner or it will be stuck. - Push the box from down through the first path left (push slowly and carefully until it fits) and run with it to the bottom left X. Second done. - Now go back to the box closer to the wall and push it all the way to the bottom right X. Only one remaining. - Go to the first box you faced and push it from up until it fits through the first path (from the entrance) left. Push it all the way up to the diversion, go around and push it from down to the wall. Push it a bit left to the upper right X and we are done. Once finished with the task the grobo outside will give you a ticket. If you come back to the island he will sell you tickets for 5 Kashes. Go to the ship and the conductor will invite you to board it. The marine grobo and the ship conductor saw Zoe leaving in a fast boat, but they don't know where. Anyway we have a ticket to Principal Island, where FunFrock has his Headquarters (HQ), so let's make use of it. 4.3 The Forbidden Legend 4.3.1 Principal Island - Newcomer You will find that Principal Island is much more dangerous than Citadel, with plenty of enemies at every corner. If you want to go back to Citadel Island, instead of going right with the yellow groboclone giving you pass, go left through the little corner, pass through the guard patrolling and the one in the sandbags (watch out if you go through, there is a hidden rabbibunny clone) and enter the door in the building with the life-jacket sign. The trip would cost you 30 Kashes. There is also there a quetch having problems to sell hair dryers, but useless at this point. Further in that direction (west) is the jail. As a curiosity now there is none at the door of the jail, but when you go out from inside there will be a supergro will be waiting for you. In case that you get caught by a supergro and putted into jail, just go on NORMAL and talk with the nurse. He will come inside to check the "loose stone", and then you can kill him or just run out to the wardrobe to get back your things. Then go out through the window (a supergro is waiting behind the front door). A soldier will ask you outside what are you doing there. Just don't say that you are Twinsen and you are escaping or he will call the supergro. Both saying that you are Santa Claus or you are fixing antennas work. Finally go into DISCREET mode and walk behind the supergro. 4.3.2 Principal Island – First Steps Follow the path shown by the yellow groboclone (I think it's easier than going left through the soldiers and the hidden rabbibunny, but it’s your decision). The groboclone will only attack if provoked and the soldier will usually leave you alone until you `pass the little barrack. But watch out because the rabbibunny clone will shoot at you, and then you would wish having killed the soldier. Go north to the next scene. Here we are at the front of FunFrock's HQ, and as you may guess is HEAVILY guarded. You will find soldiers, machine guns, mines, tanks, clones... But we can't sneak inside by now so don't worry, you should mostly stay away of the enemies and their bullets. What you can do (but it can take a few tries) is to talk with the rabbibunny forger arrested at the east cell. To do so I recommend to jump from the corner close to the east white gate, next to the mine's field. Kill the soldier before and run north to the bar's window. The forger will invite you to visit his brother and he will give you a secret word to do so, marking the position in your Holomap. We will definetly visit his house later. Run down and left and climb the ladder. Watch out with the gun in the bunker and better kill the soldier with the machine gun. If you fall to the left you will find a poor grobo jailed for sneezing in public. He will confirm that Zoe is probably not there. From here we have access to three areas (plus two ways back to the port): - The white gate to the east brings you to an area with 2 yellow sphero clones and one green (that you can't kill). You would see an "S" seal but we can't open it yet. Still the clones drop clovers so it can be useful to come to fill up your boxes. Watch out with them, they attack very fast and the green one is always pursuing you. - Following the path north from the white gate we reach the scene of the Library entrance, with a sleeping soldier and another patrolling. In the Library we would only find vague hints at the moment so leave it for later. - The path west from FunFrock’s HQ takes you to Old Burg, the main residential point of the island. We go here. 4.3.3 Principal Island – The Astronomer's House You will find that the people run from you or they just tell you that they can't trust you. There are also supergros so be careful and don't get their attention. If you enter the first house just right the woman there will ask you to "clobber" a clone in order to gain the trust from the inhabitants. Just as a curiosity hitting a supergro won't impress them, so avoid the trip to jail. Going north the path in the last set of stairs you will find a rabbibunny clone coming down. Kill that robot and you will gain the trust of the people. BE CAREFULL: A supergro will appear from the telepod up, around the rabbibunny clone, so kill the clone far enough to avoid getting his attention. Now the people will be happy to talk with you. The woman, called Julia, will tell you a big story about her friends and suggest you going south to understand it better. Julia has a TV and you can review the FMVs there. The brown rabbibunny from the entrance will invite you to follow him if you want to reach the astronomer, who is under arrest in his own house. Follow him to the west, passing the stable (just a useless horse inside). The brown rabbibunny will whistle for an orange one, who claims to have a blacksmith cousin. Follow him to his house. Do as he says and clean your hands (NORMAl - action in front of the washbasin) and go through the revealed hole. You will appear behind the barrels in the Blacksmith shop. The grobo (how can a bunny have for cousin an elephant?) will offer to open you the gate to go up. He won't let you to loot his box, but you can go outside and as soon as you see him out go back quickly to take the money. Don't worry if you lose the key, he will be going out the shop to drop it as long as you don't have it opened. So let's continue. Now the way get's full of supergros: one left showing you his back, one in front, and one coming from the telepod right. Behind the FunFrock’s head is a shop. There you can buy several items: - Holomap (if you didn't get it at the start of the game in the Asylum): 20 Kashes, VERY useful. - 10 flasks of magic powder: 30 Kashes. - 15 hearts of life powder: 30 Kashes. - Meca-Penguin: 3 Kashes. Useful for distracting enemies, especially red groboclones. It explodes after a while. - Gas for 10 voyages: 30 Kashes. You will need it to reach certain places by car, motorbike or hydroglider. I suggest you to buy the gas and the Holomap if you don't have it yet, and a Meca-Penguin is always good to have. Go out of the shop. In the tavern left you will find people complaining about the tap water and the yellow sphero will mark the Water Tower in your Holomap (hint for the near future). Go out of the tavern and talk with the female rabbibunny. She will distract one of the supergros for you, leaving you free path. Follow her (far enough to avoid being seen, you can wait inside the walls with FunFrock statue) and wait until the supergro goes excited behind her. We are almost at the Astronomer's House. You have an unbeatable (by now) green groboclone in the stairs left, and a soldier hiding a funny poster (he looks for a girlfriend, no matter if quetche or not). Can we call it zoophilia? Go up the right stairs and use the trap door to go inside the house. The Astronomer will recommend you to seek about the Legend, as it must be a weakness of FunFrock, and in order to do so you can visit his friend with a boat in Port Belooga. We don't have yet a place to go by ship so don't worry for the moment. After talking with him you will have Port Belooga in your Holomap. Wait a bit and he will withdraw 15 Kashes from his chest for you. Now exit from the passage down and out of the next basement. Watch out with the exit, there is a supergro (he is done fast with the woman), so change to DISCREET to avoid him shooting at you. You need to go to your right (south) and jump down, then follow to the left and again down to reach the ground path. From this scene we have 2 exits plus the one we took from FunFrock's HQ: north we go to the military camp, from where we will reach Port Belooga... when we know where to go. South is Peg Leg Street, from where we will access soon the tower of water. For the moment go back east to FunFrock's HQ area, and from there northeast to the Library. It's the proper place to find out about legends. 4.3.4 Principal island – Discovering the Legend Inside the Library the brown rabbibunny in the counter will ask you for your ID Card if you want to read the censored documents about the legend. If you do so he will run to push the alarm and a soldier will appear; also if you hit him or you manage to loot the cash register he will push the alarm (again). Just kill the soldier, kill the rabbibunny and take the money of the cash register. Now you don't have to worry anymore. The first grobo you find seating will tell you about the Clear Water Lake in the Hamalayi Mountains and mark it in your Holomap (not that we need to go there at the moment). The yellow sphero tells you about a future puzzle: pull the middle lever ONCE, and the right one ONCE. We can come back and hit him if we didn't like his instructions. But let's go for business. Talk to the orange rabbibunny standing and running around the stairs to the last floor. He will guide you around the Censored Publications Department if you change the taste of the tap water in the city. As they also said in the tavern it must be disgusting. So let's go to the Water Tower. Go back south to FunFrock's HQ (watch out with the tank, it starts patrolling when you walk next to the forger's cell), from here west to Old's Burg (where the Astronomer lives) and here just take the path left when you arrive. You will be in Peg Leg Street. South is the house of Beatriz, the friend of the gossip rabbibunny Julia from Old Burg. If you talked with Julia Beatriz will have also a long speech, but she will end saying that there is a box for clover in front of the house and you would need to be able to fly to get it. It's out of our possibilities now. Go out and head west. You will find a soldier coming out from a motorbike. Just get to the motorbike (I leave it up to you to interrupt the soldier) and choose to go to the Water Tower. If you don't have gas you should go to Old Burg and buy some from the shop. Now you are next to the Water Tower building. Go up (don't worry about the telepod) and enter through the floor tile. Get the treasures from the mushrooms, walk up next to the water supply and spill the bottle of syrup through the inventory (inventory - select the Syrup - ENTER). If you didn't get it from the pharmacy in Citadel Island, you would need to take the ferry back. As the vendor in the shop in Old Burg says they only have Syrup there. Once done go out and take the motorbike back to Peg Leg Street. NOTE: If at any point you find yourself without gas to go back with a vehicle and unable to reach a shop, you will always find a gas bottle somewhere in the area, but you can only take it if you are out of gas in your inventory. In the Water Tower you will find it next to the blue barrels, next to the entrance down. Back in Peg Leg Street just follow the path back to the Library (the soldier who was in the "toilet" is now finished and will attack). If you stop by the tavern the grobo will confirm you that your plan worked and the difference taste of the tap water has been noticed. Once in the Library the orange rabbibunny will try the new taste in front of you, and as promised, he shows you where the documents about the Legend are. Follow him, he will open the yellow locked door and you will be able to read the huge book inside. It's about the prophecy, that the "Heir" will come to defeat a tyrant, and that the full text can be read somewhere in White Leaf Desert Island. Now we have a destination for our friend in Port-Belooga. To reach Port-Belooga just go west from the Library entrance passing the two soldiers. Here is the military camp, and as it's obvious is heavily guarded. Run from the first two soldiers and stay behind the sand bags surrounding the robot (a green rabbibunny clone, we can't face him yet). You can jump up to two piles of sandbags so go ahead north through the sandbags next to the robotic being. Run north until you see a car, jump the sandbags and get into it. In the northwest corner you can find a funny scared soldier who runs away from you. He gives a quite good amount of Kashes, 15 to be exact. Choose with the car to go to Port-Belooga. The yellow sphero here will give you a hint about a guy selling his boat (you should start saving money). Talk to the fisherman, if you met the Astronomer he will offer to take you for 10 Kashes (other way he won't trust you), and if you read the big book in the library you can tell him to go to White Leaf Desert. 4.3.5 Desert Island - White Leaf Desert The ship drops you in a small sandy island. You can talk with the captain whenever you want to go back to Principal Island for 10 Kashes. Jump right (east) to the small piece of land, and south. NOTE: When you are jumping press DOWN arrow to land instantly instead of waiting the full jump, it will be VERY useful in the future. From here you will already notice the shots. Observe the trajectory of the projectiles and try to land out of them. Jump east to the big piece of land, jump in the middle and again to the "L" like island that it's already connected to the mainland. If you manage to jump further east you will see a mushroom waiting to be picked up, but it's so far away to jump there, we will come when we have better equipment! In the mainland there is a big military camp. Close to the tents there is a soldier, who will drop the key to open the door next to him. At west there is a soldier at a turret gun and a barrack, which will always spawn a soldier when you pass near. Left from it there is a mushroom with magic bag. So the only thing that matters is killing the soldier next to the door to take the key, open the door and go east to the next scene. Here a horse will great us with some horse sounds. To our left we will find another of the strange "S" signs in the rock. Go east and you will find a rabbibunny laying next to a tree and a well (ventilation shaft) next to him. The rabbibunny will tell you about the bombastic legend if you bring the sacred Book of Bu from the temple, which only access is the opening behind him. So prepare yourself and jump inside the temple. This part can be challenging. 4.3.6 Desert Island - Temple of Bu (part 1) NOTE: The infamous save system of LBA can give you a few bad surprises here, but don't exasperate, it just need a few tries to know the dungeon. I will try to explain it as in deep as possible. Here we are, in the temple. Next to you there is a rabbibunny skeleton (all skeletons are rabbibunnies in fact) and it will start moving and attacking when you get close to the precipice east. You can kill skeletons either with the ball or by punching them, but I recommend you the second option because they use to dodge the ball quite well. Jump through the stone pillars (don't worry if you fall, there is a ladder there to come back to the beginning) and WALK next to the spikes. You need to stand next to them and jump to avoid touching them and getting hurt. Afterwards you find a fire ball jumping between four kind of stone cups, and an empty square in the middle. If you stand in that square the door opens, so our objective in this area is to place a statue here so the door in front will stay open to allow us to pass. Before proceeding don't forget to loot the vessels from the upper left corner to get 50 Kashes. Go down the stairs and you will find 2 "sleeping" skeletons and a blue lever in the wall between them. The lever lowers the platform to the right but we don't need to do it now. Just go up the stairs. Here there are 3 dark tiles in the floor, if you step on one of them the statue will start shooting six fireballs, so avoid or jump them to prevent getting hit. Next place has a platform running around a fixed path in the wall. The lever just downstairs to the right brings the platform to your side (and back if you pull the lever back). Leave it by now (with the platform in the middle of the path) and follow the path upstairs, just to let you fall in the next area. First at all take the path to the left and pull the lever there, which will move the platform to the left and make it to land there. Follow west upstairs and watch out with that green thing shooting spiked balls from the ground. North there is a closed door and west you find a path with a level at the entrance. Pull it to open the door north but don't go there yet. Go into ATHLETIC mode and head west a bit more, and when the giant spiked roller falls run to the opposite direction! Once the roller is gone go again west upstairs and pull the lever to open the door north from you. Now all the doors are finally opened. Go to the room with the green shooting thing in the floor and take the door north that you opened before. In this new area we have statues shooting fireballs and moving blades in a fixed path. The statues shoot 10 fireballs in a determinate order (starting from your right to left and back). I personally recommend running across to stand next to the first statue instead of taking the side path of the blades (the blades make HUGE damage), but any option can be valid. Walk the stairs at the back and you will finally find the statue. It's funny that being all rabbibunny skeletons the statue is a quetch like Twinsen, isn't it? The statue is more difficult to get stuck than the boxes from the port in Citadel Island so I hope that you don't need to start it all over again for that. It's possible to push it downstairs but you won't make it through the blades and fireballs. They have prepared a clean path for you just east to the statue's original position. Throw down the statue and jump with it. Push it to the room with the green shooting thing in the center and from here northeast (don't push it downstairs). Put it in the platform (if it's not there remember to pull the lever just down from your position). Now jump and push the lever down to move the platform with the statue to the center. Go up again to where the statue just was and jump up the cornice. At the right, up the lever you just pushed. From here jump direction east to land in cornice down, and from here it's an easy jump up to the east cornice. Let yourself fall in the east side, next to the east lever. Push the lever and the statue will land at the other side. If you left the platform at the top left the right platform won't work, so remember to move the platform back to the center. NOTE: You can push levers by hitting them with the magic ball. It's not needed here, but you will have to do so in other puzzles in the future. Here if you push the statue downstairs (with the two skeletons already awake) or throw it off from the platform you won't be able to push it upstairs, but just in the corner down the platform there is a "hidden" passage that brings you back to the area with the blades and the fireballs. But instead let's make it as it's supposed to: push the statue to the platform. Just be sure that it's in the last square, it's the only one moving. Go downstairs and take care of the skeletons, but watch out, they are dangerous, and if you got killed, even if you have clovers, the statue will go back to its starting place when you restart the scene. A good and "cheap" way to kill the skeletons safely it's to make them to follow you to the stairs and kill them from the other side, where the statue is. Once done with them push the lever and the platform with the statue will move to the other side. Finally we can push the statue to the tile in the middle of the jumping fireball (watch out, the fireball also hurts you and it will be very painful to die here). Once there the fireballs will dance a bit and the door will stay opened... forever! If we die in the following scenes we will respawn at the beginning of the temple but the statue will be at its correct place, unless you move it on purpose (who would do such a thing?) and die while having the statue in a wrong place; in such case you would need to bring it from the beginning again. NOTE: There is a trick to pass this scene in a fast and coward way. Instead of bringing the statue you can just use a Meca-Penguin from your inventory. Just face the tile in the correct direction and use it from your inventory. Run and stay next to the door to go through it as soon as the penguin reaches the tile, because it will only stay a little bit opened. As it obvious if you need to restart the temple the statue will be in the wrong place and you won't have any more penguins with you ^_^. 4.3.7 Desert Island – Temple of Bu (part 2) NOTE: If you make a mistake remember that exiting the game and reloading will put you back on the spot where you entered the scene. Better than repeating the whole temple. In the next scene as soon as you step in the corridor a spiked roller will fall in your direction. You need to run and jump out of it but probably you will fall somewhere in the first try. In such case this is what you have to do: (If you don’t fall, omit this part) - If you fall through the first large hole (empty line of tiles) in the middle you will have just one way to follow. Go up the last stairs and let yourself to fall to the area with statues, fireballs, spiked squares and three jumping egg-like things. In the floor there are dark tiles that when stepped make the statues to shoot fireballs, and the funny thing is that the egg-rock things can also activate them. When you kill the monsters (they drop 5 hearts) the door west will open, allowing you to reach at the end a platform with two levers that allow you to go back to the beginning of the scene (back another spiked rolled will fall so watch out this time). - If you miss the floor in the "jumping area" the way up will be a bit longer. Follow the corridor and go down the stairs to the area with the two rabbibunny statues at the entrance. Watch out with the fireballs here, they activate when you walk around the stairs and statues. Go up and in this area you will notice dark tiles in the floor, a lever and a skeleton sleeping next to it. Push the lever to move the platform and the skeleton will attack you (kill him for a good amount of 40 Kashes). The dark tiles stop the platform but you just need to pull the lever again to make it to continue the movement. When it's in the top right you can reach it, but watch out, the fireballs reach the adjacent platform and can be tricky to jump there. Once on it push the lever and keep trying to stand on it even if you get hit by the fireballs. Once the platform raises up you are safe. At the end jump, pass the closed door and let yourself fall in the ladder. In the next area we have lot of those green things in the floor shooting spiked balls, a skeleton and a flying bird (or whatever it is) standing up in one of the columns. The green things will only activate when the skeleton comes close to them. The flying thing will fly down and change pillar when you get close to it. You can intercept it then, and when you hit it once it will stay stunned long enough to make it easy to kill. The skeleton has the key to open the next door so kill him, and you will reach the area of the three jumping egg-rock things described before. NOTE: The monsters will be gone if you fall again, but still if you get frustrated repeating this whole thing, just exit the game and reload. That doesn't work if you die, in such case you would appear at the beginning of the Temple of Bu. (Walkthrough continues here) Now let's suppose that everything went finally good. Run from the roller avoiding the center and in the next row of holes I recommend jumping through the center line, because it's only one jump instead of two. Afterwards you would see a lever, PUSH IT! The platform beneath will fall revealing a hole and the roller will fall there. Next the typical dark tiles activate fireballs. You can just jump both dark tiles and holes and continue to next scene. Watch out with the green shooting thing in the floor, be even more carefully with the fast moving blades, and attention with the fireballs when you are going to the stairs (wait for 4 fireballs and advance in the little pause before the next row). Here it's the trick of this scene: to the left you reach a skeleton and a ladder reaching a lever. DON'T PUSH THAT LEVER, it's a trap. It will close the door at the right side and you would have to go back to the last scene and in again (not a big problem anyway, but can be confusing if you don’t know the right path). So just take the path right at the stairs, going north. Let yourself fall into the big platform. If you didn't read me and you pushed the last lever the platform will go down and at the end of the corridor you will appear back in the previous scene. If you did right you can continue north through the door. Here we have again platforms and levers to play around very thin lines. Go up the stairs at the left and follow the thin "cornice" to the end (don't forget the mushroom, it has valuable Kashes). Stay in front of the levers and push them by hitting them with the Magic Ball. Jump to the platform and from here just activate the lever (just go NORMAl and push action next to the column where it’s placed). Jump up to the empty space and go through the thin corridor until facing again the lever. Hit it with your ball (it can help going to DISCREET mode to shoot) and the platform will come in front of you. Jump on it and hit again the lever to move further. When the trip ends don't think in getting the mushroom down, it's just a few hearts and you would need to start all the platforms again. Instead go south, again very carefully to avoid falling from the thin path. Jump south to the crossing row and east to the end. We are done. We have now two options: stairs or ladders. Let's go first upstairs. At the first try a huge rock will fall so run back and turn left to let the rock to get lose. Go straight the corridor and push the lever at the end, which would open a door. Now go down the ladder (watch out for another big rock falling on you). At your left you will see a lonely magic flask in a semi-hidden place, but watch out if you go there, there is a skeleton waiting to hit you hardly. At your right there is another tile waiting a statue (or Meca-Penguin) to open the door. And finally at the top east there is a platform puzzle. If you remember the sphero from the Library told you to push somewhere the central lever once and the right lever once. Do as that and the three platforms will make a nice stair. But be careful, DON'T STEP THE SQUARES BETWEEN THE LEVERS AND THE PLATTFORMS, they will mess everything and you would need to try the levers until you find a suitable solution to climb up. Jump on the platforms and you will find another statue (inside the door we opened with the lever from the big rock). Push the statue down and put it in the white tile to open the door. Go ahead, we are almost finished with the Temple of Bu. In the next area you will finally find the Book of Bu, guarded by two skeletons. Kill them (they don't pursue you around the corner, you can throw the ball from there) and get the Book. Or easier, you can first get the Book of Bu and kill them afterwards, they will start worshipping you and they won't response even if you are attacking them. With the Book of Bu you reached level 2 of Magic. Now your magic ball will turn green and you can kill green-colored clones. If you read the book in the inventory you will know a few more details from the legend: apparently there is a prophecy that when a tyrant will rise to power the Chosen One, using the weapons gathered by his ancestors, will defeat him. It also says that the Chosen One will need four magical symbols. You already have two (the blue Robe and the Book of Bu). If you head west to the inscription in the wall you will find out that the book also allows you to read such inscriptions (obvious) and to talk with animals. It's time to leave the Temple of Bu once and forever. From the area where you got the book go east and you will find a skeleton. It's always funny to be worshipped but you can kill him for 15 good Kashes. Walk east to the lighted point to exit the temple. Show the book to the old rabbibunny and he will tell you that only the true Heir and Chosen One would have survived the Temple of Bu, and that your destiny it's to stop FunFrock from profaning the Temple of Sendell. Sadly he doesn't know where this well is but your ancestor may have left clues at your home. You can now talk with the horse running around the desert, he will tell you about strange noises coming from the "S" symbol at the northwest corner. But we had enough desert for the moment. Go west back to the military camp and go north, jumping, back to the fishing rabbibunny who brought you here. He can take you to Citadel Island or Principal Island for 10 Kashes: - If you have more than 210 Kashes I recommend you to go first to Principal Island. There a green sphero will offer you to buy his catamaran for 200 Kashes and it will give you freedom to travel all around the hemisphere. By the way the fishing rabbibunny won't take you anymore. - If you don't have enough money go directly to Citadel Island, you don't need the catamaran for the moment. When you take the ferry again to Principal Island you will watch a different FMV, where Twinsen doesn’t get seasick anymore. 4.4 Twinsen’s Legacy 4.4.1 Citadel Island – A Story about Pirates The fishing ship will drop you in the Port (and he will run), but with your own catamaran you would arrive at a much more convenient place close to your house. You can jump to the cave beneath your house or go home through the chimney, open the closed wooden door (the key is in the pot next to it) and go through the passage around the barrels. Both ways allow you to reach the inscription in the secret cave. It seems that the key to the room with the family treasures is lost, the pirate LeBorgne killed Twinsen's ancestor Hegessippe and took the key. None seems to know where LeBorgne's treasure lies. It's time to gather information again, this time about pirates. NOTE: As said before I try to gather all the information about the next objective. If you played before you probably know exactly where to go so you can skip this part. As everyone suggest you should ask sailors in the port. But first we can make a visit to the tavern. It seems that the manager was right and they are closing it. Don't hesitate and try your new green ball again the green groboclone to get a key to the basement. The manager will be so thankful that will allow you to take whatever you need, so go to the cellar. You will find a valuable clover box there and the typical stuff around the bottles and barrels. When you come back to the tavern is already full with clients. You can even pay the grobo upstairs another drink but he doesn't know anything this time, and if you didn't buy the ship yet you will need to save money for it instead of giving it to drunk elephants. So go finally to the Port. Here if you didn't visit before the ticket office you can do it now for a funny moment. The rabbibunny will call a green groboclone to take care of you but now you can kill him, and with his key you can go inside to have a talk with that coward vendor. It doesn't give you anything but it's funny to make him to run. Kill the yellow groboclone, open the gate and talk with the sailor who gave you the first ticket to Principal Island. He will tell you that the owner of the Tavern in Principal Island knows something about the pirate that we are looking for, so let's move to Principal Island. Take the Ferry (or go back home to take your catamaran if you already have it) and ship to Principal Island. 4.4.2 Principal Island - LeBorgne’s Log In Principal Island lot of people will give you clues about going to the bazaar (in Port Belooga, in Old Burg, even the Astronomer if you happen to fall to his house), but let's trust the sailor from the Port and go to ask first the owner of the Tavern in Old Burg. If you forgot it's south of the military base (the scene with the car), north from the scene with the motorbike and just west of FunFrock HQ. The way to the tavern is free of supergros so you can go without delays. Once there the yellow sphero at the other side of the bar will tell you something about LeBorgne’s log: he couldn't write so his cooker had to write his log. And what a surprise that the log is currently for sale in the bazaar next door! Go out the Tavern and left to the Bazaar. Sadly the vendor will tell you that he just sold that book this morning to a rabbibunny who works in the Library. So go there (north from FunFrock HQ or east the military camp). Once in the Library talk with our old friend the orange rabbibunny with the orange t-shirt, aka the librarian, who will probably be downstairs. He explains you how lucky he was for finding LeBorgne's log that morning and that you can consult the book in the back of the room next to the projection room. He also opens the door again to see the big book whenever you want (in case you are bored or something). Go upstairs and you will find a grobo in a table and he happens to be reading the book that we need. Talk with him and he will offer you to read you the part that you are interested in. He won't tell you so much about recipes (some kind of French humor here) but you can hear the story of LeBorgne’s nickname (LeBorgne means "the One-Eyed" in French) if you want to get some funny back-story. But what we need to know it's about the treasure. I will describe it in Proxima Island, and put attention to it, you will only have one chance then. To go to Proxima Island we need to buy the catamaran in Port-Belooga. If you didn't before you need to do it now. If you don't have 200 Kashes you can loot the Library cash register a few times (25 Kashes each time) or the coward soldier in the military camp (15 Kashes). When you have the money go to Port-Belooga, talk to the green sphero and follow him to see his ship. You must buy it so don't feel bad for paying the money. Now with the catamaran we can go to everywhere in the southern hemisphere, at least in theory. The new destinations are: - Rebellion Island: Our ship will be rejected with guns at the moment, being accused by the rebels of working for FunFrock. We will end landing on the Hamalayi Mountains instead. - Hamalayi Mountains: This is a huge place heavily guarded by FunFrock forces, but at the moment we can't penetrate it. But just next to our landing there is a rebel much more cooperative than his fellows from the island. He explains about the plan of the rebels to cross the Hamalayi, and suggest you to get a pirate jack with a skull to land safely in Rebellion Island. You can also destroy the radio emitter already but it's not mandatory. - Proxima Island: Our next destination. 4.4.3 Proxima Island - After LeBorgne’s Treasure YOU ONLY HAVE ONE CHANCE FOR THIS. It's not easy and sometimes it doesn't work even doing everything apparently perfect, but here it's what you need to do. We need to follow the instructions that we got from the Library. Here they are: - Start at the closest mooring post (at the corner) with the back to the boats and always walk in DISCREET mode. - Go 6 steps north. - 6 steps east (down the slide). - 2 steps north until you reach the garbage can. - 3 steps east until you reach a light post. If you did everything right right here you will be approached by a green sphero who recognized your path as having the map of the treasure, and will give you a Coffee Pot to give it back to his owner because he is embarrassed after such a long time borrowing it. - Stay in the middle of the two lamps and go 8 steps north. - The treasure is in the building you will be facing. NOTE: Actually you only need to walk to the museum in DISCREET mode the FIRST TIME you land in Proxima Island. If you are lucky the green sphero will appear. If you can't make him to appear don’t worry, it's not mandatory to complete the game, and if you follow this walkthrough you will find all the extra objects without him. Well, so now we found out that the treasure is in the Maritime Museum. You can buy a ticket in the ticket office for 5 Kashes (sadly we can't open the door with the red hole). But I must tell you that nothing good will come from inside, the rabbibunny next to the counter will start yelling like crazy when you are about to go upstairs and you can't kill him, so the supergro will come to bring you back to Proxima-Island jail. However you still have enough time to loot the cash register for 20 Kashes if you don't care going to jail. If you manage to touch the treasure the soldiers will yell at you and start shooting, so it’s not the best way to rob something openly. NOTE: It’s actually possible to escape the supergro just running west to the door (it opens when touch) and going down the trap door. This way we can finish the Museum without the Red Card, bringing the infamous Red Card Bug. The game will think afterwards that you've already got the Red Card so you won’t be able to obtain it later from the forger. This will prevent you from going so far in the game, the save game will be useless and you will be forced to start all over again. The PSX and floppy versions have this possibility fixed so the bug can’t happen, just by adding a bunch of barrels around the trap door in the Museum. This way you never have time to run from the supergro. If you finish in jail in Proxima Island you just need to check the ventilation duct in the upper right corner (NORMAL mode - action). A platform will move you down (I guess it symbolizes that you escape through the ventilation duct). You will arrive to the sewers. You see an exit a bit north from your position but we can't get there from our current place, we will use it later to enter the museum. Go left (south) and kill the looped snake in AGRESSIVE mode or by jumping on it in ATHLETIC. Jump over the missing bridge and take the first platform back to the surface. There is a second platform southern but it will bring you directly outside of the prison, without your inventory and with a supergro waiting to shoot you. Once you are back in the jail (but free) kill the nurse and get your stuff back from the wardrobe (if you don't recover it outside will be a supergro patrolling who will always shoot at you). The grobo fixing the alarm in the jail will explain you about the protection systems of the Museum. Those are: - When you press the alarm that he is fixing, the Museum will be evacuated, with just a few automatic guards remaining. - The wooden floor will be full of sensors that will sound the alarm with the lightest weight. Going through the exit at the north east corner of the jail we will reach the sewer platform (the one that we couldn't reach from our room platform). In the floor there is a snake, and at the other side there is a platform that we can't reach. In the wall we read that for security reasons that platform is only accessible from the Museum. So we need to go inside the museum somehow to open this entrance from the jail. Go out of the jail and make a visit to the houses west of the museum (in the same scene). They have a closed door but you don't need a key, it will open just by touching it. The first house is a shop, in the second one in the corner you will find M. Lanktir, the owner of the coffee pot (you got it from the green sphero before, remember?). When you talk with him at first he will end giving you a keypad for a locking system from the Teleportation Center that he received by error (a huge error if I'm allowed to say it). Afterwards stay next to him, go to the inventory and select the Coffee Pot to use it on him. He will be thankful and will give you... the bonuses list for your inventory. We found almost all of them already, and the ones that we didn't are not possible to be found yet. As a summary this is what it says and what we have: We FOUND already (you should know): - Box for clover in the sewers of Citadel Island. - Box for clover in the basement of the tavern of Citadel Island. - Clover owned by the soldier behind the sandbags in Citadel Island. - Clover owned by the sphero clone in the east ruins in Principal Island. We haven't seen yet the clovers from the roof of the Maritime Museum, in front of FunFrock's HQ and at the entrance of the Teleportation Center. There are others not listed in this list. This is anyway unnecessary to complete the game, but of course will help you by giving "extra lives". We can't do anything else at the moment in the scene with the Museum. We have three exits: north east and south east bring to the Marked and Eclipse stone by car and motorbike respectively, but we would only spend gasoline now, we will go there later. Instead take the path west next to the port. 4.4.3 Proxima Island - The Rob As you come to the new scene you find a house to your right. That house is locked, but when you get close a green groboclone will appear from the telepod and will give you the key after being killed (once opened the door will keep forever opened). Inside you will find the brother of the forger being held in Principal Island. If you didn't talk with his brother then he will ask you to go there and let him know how his brother is doing, in exchange of a phony (but reliable) Red Card. In such case go to Principal Island and talk with the rabbibunny in the jail's window in FunFrock's HQ and come back to the forger's house with the secret word from his brother. Talk with the brother and after saying "Amos" he will give you the Red Magnetic Card. Go out of the forger's house and go ahead the other house, the one with a big hole in the south wall. This is the house of Jerome Baldino, an important character in the LBA series (this first meeting is a historical moment!). He is an inventor and he is working now in a jet-pack. Last time he tried it didn't work so well (the garden's wall is the proof) so he asks you to find him a hair drier to use its rheostat to fix the jet-pack's motor. Do you remember that crying quetch from Principal Island who always complained about not selling hair driers? He is now here in Proxima Island! Go to the main scene (where the Museum is) and you will find him wandering around the way (he is the only "standard" quetch). The hair drier costs 30 Kashes. Buy it and bring it back to Baldino. He will mount the "proto-pack" (sadly not "jet-pack") and will pay you 10 Kashes for trying it. If you say “no” when asked for the offering the Proto-Pack will fly alone a bit and Baldino will "reboot" to the conversation he had with you when you came with the hair drier. Accept his 10 Kashes and you will be able to take the Proto-Pack. If you go back to Baldino's house by foot he will yell at you that he is not paying you for testing your shoes. NOTE: It's funny to notice that you will keep the hair drier in your inventory until you accept Baldino's "job", even if it's supposed to be already used before. Now we have everything we need to assault the museum. First let's go inside. Now we don't have to buy a ticket and suffer that stupid rabbibunny and his alarm. We can use the Red Card in the red slot at the door left to the main entrance. First time we need to use it manually from the inventory, but afterwards the Red Card will be used automatically each time we pass around the slot. The door will open and we can sneak into the Museum. I recommend you to take a look at the Museum going through the yellow door at right (it will open when you touch it), so you will be used to it later. Watch out with the rabbibunny in the entrance, and if you hit the soldiers the supergro will also appear. The treasure we are looking for it's in the second floor, second area. If you try to touch it the soldier will yell and attack you, meanwhile a supergro will shoot one of his unavoidable projectiles against you. There is a secret passage leading to the roof. This is located in the second floor, in the empty wall west from the boarding cannon. When you push action in the wall Twinsen will push it and will reveal the passage. Up a rabbibunny apparently landed there with his ship after a strong storm. He gives you 4 clovers and you can reenter the scene as many times as you want for more. Once everything is clear go back through the yellow door and go down through the platform next to our entrance (our entrance was the door with the red card locker). We will arrive to the sewers connected with the jail. Go down the ladder and be very careful with the snake, it can really harm you, but you can kill it by jumping on it in ATHLETIC mode. Climb the ladder and use the platform to go up. You will appear at the jail. Kill the nurse (he will attack you when you wreak havoc) and push the alarm button that is being fixed by the grobo. Now if you go through the surface the museum will be closed because of the alarm and everyone is evacuated. That's way we made an opening through the sewers. Go back to the jail, go the sewers and enter the Museum. Now the party will begin. The Museum lights are off, there are clones and weapons patrolling and as soon as you step on the wooden floor the alarm will be activated (in other words, you will finish in jail). That's why we have the Proto-Pack, to avoid walking on the wood. Run to the yellow door and as soon as you find the wooden floor use the Proto-Pack from the inventory. Go straight ahead until you land on the Pirate Flag (the tiles around the museum's items are not wood, they are safe to land). Take the Pirate Flag, it's necessary to visit the rebels later. Continue the corridor (you can land in the carpet, is also safe to walk there). Downstairs you see two red rabbibunny clones, REALLY fast enemies. Twinsen can't fight them at the moment so just continue. You can exit the museum but outside the white gate will still stay closed. Continue again in the museum with your Proto-Pack until you reach the stairs to the second floor. Again you can walk/run here, but on the second floor starts the difficult part. You have in each of the two areas one of those vehicles/weapons who shoots when you move, like in Citadel Island. But when you don't move with your Proto-Pack you land on the floor, and that means activating the alarm. And once the alarm is on, even if you reach the treasure running you won't be able to retrieve the key from it. You can destroy the first weapon with the magic ball from the stairs, if you have a bit of patient to wait for it as it gets close; or you can land next to the Siren's Statue and attack or wait there until it goes out of your way but not recommended, maybe you have to run back from the next area. Fly with the proto-pack to the next area, the one with the treasure. Here it's another of those weapons patrolling and it will be more challenging to find a safe spot to land and attack, but it's still possible, especially on the signs (I recommend the shark, it's closer and bigger). Destroy that weapon and go ahead to the desired treasure. Land on the treasure's sign and use action in NORMAL to find the Hegesippe's Key that belonged to Twinsen’s family. Once done we just need to go out of here. You can either allow yourself to get caught or you can Proto-Pack yourself to the hole left to the treasure and let yourself fall next to the entrance you took to sneak into the museum. You would need to run through the sewers to the jail anyway ^_^. Once out the grobo in front of the Museum tells you about the burglary and that the thief escaped (even if you let yourself to be caught). We finally have what we came looking for so let's go back to our ship. When we are in front of it use the Pirate Flag from your inventory. Now the catamaran looks cooler and we will be able later to enter Rebellion Island without being shot. 4.4.4 Citadel Island – Legacy Uncovered Go to the secret cave in your house (you decide, either entering house from the chimney and opening the wooden door or just jumping directly to the cave beneath). Use the key obtained in the Museum from the inventory to open the closed door. Inside you read an inscription: there are three Runic Stones in the world, 2 of them are in Proxima Island, and the other one is in the northern hemisphere. Those stones guard some kind of secret and the last one will point to the exact location of Sendell's Well. But more important now are the objects in the center of the room. With Sendell's Medallion Twinsen get's the third level of magic, he can now kill red clones and the big tanks! And the Gawley's Horn allows him to break those Sendell's Seals (usually an "S" on the walls). You can try it with the seal in the current room. You will find 5 clovers in the hole (jump to touch it and it will come down). Now with the Gawley’s Horn we can reach a few areas behind Sendell's Seals that we couldn't before. Also as someone in Principal Island says FunFrock built busts of himself over seals because he was unable to break them. We also can make something with the Proto-Pack, we didn't have time to play before with it. All those tasks are OPTIONAL, but can he useful, specially the clover folder. - Citadel Island: In the scene where the tavern is located and that robot-machine patrols, there is a FunFrock's Bust in the center, inside a park. You can break it using the Horn and jump inside to fall to the sewers. Here you will find a grobo statue, and when you touch it will start dropping an unlimited amount of hearths. You really don't need it so much, just a scene north lays a tank that you can now destroy and it will drop 30 hearts. And of course you can kill the soldier behind the sandbags for clovers. In the scene with the grobo statue there is also an exit east to the other area of the sewers (from where the rabbibunny in a hurry ran much before), but nothing new there. As an additional note, at this point that strange robot, the one next to a grobo who didn’t allow us to take it, has disappeared. The grobo guarding it says that it's been taken to some secret construction site. Sadly we won’t see it again. - Principal Island: There is a Seal in the ruins east to FunFrock's HQ (where the sphero clones are, remember that they all drop a clover when killed). The seal will reveal a stone face from where you get an unlimited amount of magic flasks. - Principal Island: In Old Burg (the city, where the Astronomer’s house lays) there is another bust that can be destroyed with the horn. It's next to the shop. Down you will find a few dispensable mushrooms, but if you check the barrel you will get 150 Kashes! - (Very useful!) Principal Island: South of Old Burg lives a female rabbibunny who, if you remember, told you about a clover folder only accessible by flying. Use your proto-pack from the small beach next to her house and fly to the other side of the broken bridge. There is a small flat beach where you can land, and in the little island you will find the clover folder. - Desert Island: Just where you land with the ship use the Proto-Pack down (even the smallest step will make you to drawn so watch out, use the ramp). At the north-east corner there is a little island with a mushroom. The mushroom contains a clover. Once here you can open too the Sendell's Seal located where the horse and the Temple of Bu's entrance are. (check down). (Mandatory walkthrough continues here) What we would need to do better now than later, is activating the Runic Stones in Proxima Island, as the inscription left by Twinsen's ancestors said. Go to Proxim-City in Proxima Island and take (per example, the order of the stones doesn't matter) the car at the north-east corner. With it you will reach the Marked Stone, but you need to open first a Sendell's Seal (that's why we couldn't do it before). Jump through the hole and read the inscription on the stone. It tells you the password for the Eclipse Stone (GIZMO) and asks you for a password, which sadly we don't know yet (and the game doesn't even give us the chance neither). So now you can guess what comes next. Go back to Proxim-City and take the motorbike south to the Eclipse Stone. The Eclipse Stone will give you the password for the Marked Stone (BURBS) and will ask you for its password. Choose "GIZMO" and it will activate, giving you a magic flute in exchange. Go back to Proxim-City and take again the car north to activate the Marked Stone ("BURBS" password). Sadly this one doesn't gives anything. NOTE: It’s actually possible to finish the game without activating the Marked Stone, but you need to activate the Eclipse Stone to get the flute. Now head to Desert Island. There, in the scene with the temple's entrance, there is another Sendell's Seal, and this one is mandatory to be opened (remember that the horse said something about hearing strange noises from there?). Use the Horn and jump inside the grotto. This is kind of a "maze" in a very annoying way, where you need to get to the green elf in the center but he will start walking around as you try to get him. You will face the "running and hitting yourself" problem to a new degree here, so walk or just wait for the elf to come by your position. Talk to him. He is Joe the Elf, another popular character from the LBA series. He thanks you for freeing him (poor guy, the creators couldn't find a place in the story for him). He gives you the blue card, apparently you've become the fourth member of the Elves Club. Even if it's difficult to resist, you shouldn't attack the elf, he will take back the blue card and reject to give you it again until you exit the grotto and come back again. But it's kind of funny anyway. NOTE: If you show the blue card (using it from the inventory) to any elf he will drop clovers for you. In the desert you can also offer the magic flute to the old rabbibunny (as it says in the inventory it's supposed to bring flowers to the desert) but he allows you to use it first in your mission instead. Coming back to the main story, We only have one stone remaining to be activated, but it will take a while. In the meantime let's find the last sacred item from Sendell. It's in the Hamalayi Mountains but the base there is heavily defended. It's time to visit the rebels in Rebellion Island. 4.5 Crossing the Hamalayi Mountains 4.5.1 Rebellion Island - Meeting the Rebels If you putted the Pirate Flag on the Catamaran (using it from the inventory when standing next to the ship) the rebels won't shoot at you anymore and they will allow your ship to land. You need to talk with the Lieutenant Grap. The island is suffering a bombardment from the clones so you should stay far from the "bombing spots". Lt. Grap is down in that kind of hole in the center. He will allow you to use his buggy to meet the leaders of the island. To go up again you need to jump first on the sandbags and from there to the wooden box left. Now you can take the car south to the rebel camp (of course, spending gasoline). If you don't talk with the Lieutenant you can't use the car. In the rebel camp you find three rebels, two of them attacking without mercy a poor Meca-Penguin, and one sphero, who happens to be the leader. He tells you that they want to take the Okojo pass by force. That pass reaches to the north hemisphere. He thinks that far from being dangerous, there are even people who refused to be deported from the north hemisphere and continue living there at their own. We need to help them rescuing Colonel Kroptman and we will be able then to go to the north hemisphere. Before going back to the harbor you can replenish a bit your gas supply right to the sphero. Go back to the harbor scene with the car. Just a bit north of the car, between bombing spots, there is a hidden ship yard and a rebel waiting for you. He explains you a bit about the mission. Basically it will be like this for you: - Wait for him before changing scene. - If he dies another rebel will appear at the landing point. - Destroy the radio emitter (you could do it as soon as you got the ship). Enter the ship from the back and get ready! This is one of my favorite parts of the game. Twinsen's Catamaran comes too by itself (or by a rebel command, but it's still weird that isn't Twinsen the one controlling it). 4.5.2 Hamalayi Mountains – Rebel Assault In the Hamalayi Range begins the action. The rebels will start shooting and making some acrobatics. You need the rabbibunny just north of the landing site to get into the fort. He will start following you when you talk to him. Before following the path north (with him) you should destroy the radio up the building, it will make things much easier (but it's not mandatory). To reach it you need to go south where a soldier stands. Going further we reach our ship, but instead we need to jump on a pile of sandbags and from there to the level ahead. Continue north and you will be in front of the radio emitter and able to destroy it. Now continue the path north, watching out with the mine on the right side of the path when continuing to the next scene. The rabbibunny will follow you close, but if he dies (they seem to like being shot) another one will be waiting for you next to the rebel's ship. And he will know what happened to the last one. Now the enemies will be different depending if you destroyed the radar or not: - If you didn't destroy the radar the first scene north will be full of red projectiles coming from the blue batteries, but you can easily dodge them, they take time to land from the sky and always in the same pattern. The main problem is the soldier at the machine-gun in the middle of the way, but you can kill him easily if you stay at the right side and use your Magic Ball above the sandbags. Put attention on the projectile’s patterns and go north to the next scene. - If you destroyed the radar you will only find a turret soldier at the beginning, from who you should run fast before he kills your rabbibunny. NOTE: If you leave the rabbibunny behind when you leave a scene you just need to go one screen back to have him next to you. Also note that if you destroyed the radar the rabbibunny is MUCH stronger. If you don't destroy the radar your friend will die in just one shoot in the scene with the tank. You get absolutely nothing for not destroying the radio, so unless you look for a challenge don't go further without destroying it. In the next scene an annoying sphero clone will start shooting at you from an advantageous position, so get rid of it. The rebel will help you with grenades, but sadly he has some kamikaze instinct, he won't hesitate attacking also the turret soldier up the building, who will finish him in no time. Be fast and help him with the Magic Ball (I recommend DISCREET mode for shooting). Afterwards he runs to attack the soldier at the right side, but he is usually successful in killing him by himself. The last soldier is at another turret, run fast to the other side and attack him from his right. Once done the rebel suggest you to use the blue tank, so follow him and get into it. The diver will run after one grenade and you can get in it. Don't bother pursuing the driver, he doesn't drop anything interesting. And if you leave the scene with the rebel inside the tank he will count as dead, the tank as unused and you will need to pick up another rebel at the landing point to get again the tank. It's funny still to note that the second time that you would reach the tank there is none inside when the rebel uses the grenade. Anyway you will end inside the fortress thanks to the tank. The rebel will cover you (and surprisingly he actually does and shoots the soldier next to you) meanwhile you save the Colonel Kroptman. Go upstairs and kill the red rabbibunny clone (he is very fast, be careful, I recommend you to wait for him at the stairs). On this floor there is a door but it's closed by now, so go to the second floor and kill the other clone (again wait for him on the stairs to be sure). This one will drop a key that you can only use in the big door on the second floor. Enter it to go to the next scene (the clones on this one will remain death, except for the soldier who gets killed by the rebel). Here you will find at left one green rabbibunny clone and a nurse with a pistol (a new enemy, you won't go to jail if they kill you by shooting). The nurse has a key and the wardrobe with the poster on the side has another key (first time we have two at the same time!). Now continue on the second floor and kill the two guards, who will drop another key each one (four keys in total!). Now you can open all the doors without worrying, there are only 4 locked doors in total; but the two at the north side are useless. Opening the left (south) door you will find the jail’s door, which also needs a key. Inside you have to kill a green or red groboclone (depending if you let him to change the helmet to red in the corner). With that key you can open the jail door for the sphero ahead, who happens to be the rebel Colonel Kroptman that we are looking for. Upon rescuing he tells you to open the hatch at the end of the corridor north, but he will take the way back (same that you took to rescue him). Continue north and kill the red groboclone. Open the closed window at the end and go through it to the next scene, and further north. With this we have cleared the Okojo Pass, one of the two paths to go from the south hemisphere to the north hemisphere. Remember it, because we would need to cross several times the Hamalayi Mountains. NOTE: Actually you don't need to rescue Colonel Kroptman to complete the game, it's even technically possible to kill him, at least stars come out of him when you hit him, but he seems to be unbelievable strong, I got tired before he dies. If someone managed to kill him I would be happy to hear about. NOTE 2: Even if you don't have to save the Colonel, the rebels will talk to you as if you mission was still ongoing until you rescue him. Once completed they treat you as a hero, in case you get bored and want to visit them again. Surprisingly Kroptman is not found anywhere in Rebellion Island. Where the heck does he go when he gets free? Back to our exit through the hatch, Twinsen will faint because of the cold weather and he will be rescued by those small white Kamis animals. They even will let you a snowboard next to you for picking it up and using it. Once you have it Twinsen will use it automatically when you approach one the tracks of the scene (walking between the two colored flags that mark the start). Once down, as the rabbibunny says, you can use your red card next to his little post to use the ski lift and repeat a track. But as far as I know it doesn't gives anything, nor allows you to play the descending itself (other than choosing one of the three tracks), and you can descend by foot anyway. I would say that the snowboard is completely useless for gaming purposes. Once you are bored of the snowboard continue east to the next scene. Here you will meet a new enemy: the mantis mutant. Those mantises are better killed from the distance, even if they can be harmed with your punches, because they deal quite a lot of damage. You have one walking around close to your entrance point. At north you will find a rabbibunny town, and one of the rabbibunnies will be having a bad time fighting one of the mutants. Don't worry so much about the rabbit, he doesn't get hurt by the mutant (who by the way won't respawn). Talk with him and he will ask you to destroy the eggs from the Mutant Factory so his town will be safe. If you wait a bit he will dig and find a clover for you. If you go southeast you will find another mutant hurting (this time really) a rabbibunny. If you are nice and you help him he will dig for 3 clovers, and he will be in the mood for talking (when the mutant is alive, even if it's not attacking him, the rabbibunny has no conversation). This rabbibunny talks about the Clear Water Lake. Remember? The last Sendell's Symbol!. It's very close to here! In the rabbibunny village if you try to get the food from the cooking pot a rabbibunny will come yelling at you. He will offer you to open the Sacred Carrot (leading to the northern hemisphere) once you have destroyed the Mutant Factory. They are having some mutant problems so it's a fair pact. The female rabbibunny will open you an entrance to the Hamalayi Subway. So as a summary from the rabbibunny village scene we have a small exit at the northwest, from where we reach the Sacred Carrot (closed at the moment); and the exit through the hole dug by the woman at the south. We only can choose this last option so fall for it. 4.5.3 Hamalayi Mountains - A Problem with Mutants The hole will direct us to the scene east from our landing spot, where we couldn't run into before because of a closed door. Now we can just jump down (or you can walk west to the soldier at the turret and jump down if you want to run back to your catamaran). You won't find so many difficulties down, just a soldier and a red groboclone. The poor sailorgrobo is just waiting for a ship (for two years already!). The red groboclone drops a key that you can use to open the metal door behind him. In there you find a grobo fixing the subway. Upon talking with him he will activate it (open the gate for you to reach it). You can just wait a bit to enter the capsule, or you can mess a bit around with the quetches there. The first one questions your presence there and mentions something about having trapped an officially-nonexistent elf. He doesn't attack you, but you must kill him, he has a key. You should be more careful with the nurse on the second floor, he is very close to an alarm button and at this point you know what that means in a prison-like building. You need to run fast and kill him before he pushes the button (he will only run to it when you get close anyway). At the end of the corridor to the west you will find a room with a blue elf inside. He is Raymund the Elf, and as gratitude he tells you where is the Clear Water Lake (northwest of here) and all what you need to know about it (to play the flute and the blue card from the elf at the desert). When you reenter the scene the elf will be gone, but he will appear at the outside of the factory. Remember that as with Joe you can show him the blue card to get clovers. NOTE: Freeing Raymund the Elf is optional. You will still be able to find him free later, but he will say a different quote depending if you decided to free him or not. (The following part is not necessary unless you get caught) If you get a bad encounter with the supergro coming from the telepod and you end in prison, just wait for the nurse to come. He opens the door politely to ask you if you prefer to eat something before dying. Kill him before the door closes or you’ll need to wait until he walks again to your room. It's funny to see that he acts quite normal even if you run out of the room, but he will call for the alarm when he turns around or you talk with him (and by the way the supergro will come to send you back to prison). Now don't go east where the entrance and subway were; there is a supergro there. You need to take your belongings from the wardrobes between the two jail rooms to make him to disappear (no "story" excuse, it's just a way to remember you to take your stuff!). The nurse who opened your door drops a key, and you can use it to free the blue elf in case you didn't do it before. Remember that the nurse next to the alarm clock at the east is still present, so be careful if you walk to that area. (Walkthrough continues here) At any case when you did everything here (mostly freeing Raymund the Elf and it's not even mandatory) you can take the subway. Congratulations, you are officially in the north hemisphere! But keep alert, a green sphero clone will approach you from your left, and at right a nurse will try to push the alarm button (don't let him! Just kill him when he is far enough). Don't take the path of the sphero clone (we will go in a bit to that scene). Instead go upstairs the path were the nurse was. You will encounter a red rabbibunny clone (you know how to deal with them) on the first floor. Following the path to the left (southwest) you will find where mutants come from, at least those crab-like things. The nurse will yell at you but he is not dangerous at all. You don't need to, but you can destroy the mutants and mutant parts from the operation tables. If you continue south you arrive to an area with two bouncing eggs enclosed and a nurse who runs to the alarm (kill him fast!). As the rabbibunny said back at the village you need to destroy the eggs. They are like the ones in the Temple of Bu but they just last 1-2 shoots with the Magic Ball. Once you destroy both of them the screen will light red for a moment. That means that you destroyed FunFrock's first power: the Mutant Factory. And now the rabbibunnies from the village will let us to pass through their Holy Carrot. From the eggs scene go back to the area where the crab-mutants were being made and take the path west (the one passing next to FunFrock's Statue). In this scene don't jump down; a hidden crab will definitely wipe you out. Go first right to make a visit to the quetche there. He will pull the last crank to prevent you to escape (he also gets trapped, but he doesn’t care). Just kill him and push it back to open the door. And push the other two cranks too, the first will open the car's door, the second will open the door of the area that I advised you not to jump. Now we can jump down, but be careful with the crab monster, it is hidden at the left side and you can't see it until he runs after you. The crabs bite hard and fast, and they are also very difficult to hit with the ball, but if you are lucky you can kill it by jumping on it. Still I recommend trying to avoid it. Once you exit its area it won’t run after you anymore, and it will be an easy target if you want revenge. Watch out because if you didn't push the first crank another crab mutant will be wondering around the main area of the scene. It will also appear if you enter the scene from the east path (even if all doors all opened). But this crab is considerable slower that the hidden one, and you can kill it easily with punches. Also if you follow this path you will find a big stand with a red groboclone, but nothing special is there. The only thing that we want from this scene is the car at the southern part to drive back to the rabbibunny village. If you are out of gasoline you can replenish for 4 trips there. NOTE: It's technically possible to get stuck in this area if you close the door of the fast crab-mutant and you jump there. But even if it's possible I've never managed to kill the crab inside. If it happens to you remember you can just exit the game and load, you will start the scene from the beginning. NOTE 2: Even if it's later revealed by the game that you can kill the crab mutants by jumping on them (like with the snakes), I personally never managed to do so in this area. The car will now stay at the Rabbibunny Village, in case you want to drive back to the Mutant's Factory. If you destroyed the eggs the village will be free from mutants. Walk again to the food pot and the boss will come. He will offer you his gratitude for having disabled the Mutant's Factory, and asks you to go with him to the Sacred Carrot. Follow him west and he will open the door beneath the Sacred Carrot. If he says instead that mutants are still coming and the factory isn't completely disabled, means that you ran with the buggy without destroying the eggs. In case you want to go back to your ship you just need to fall through the hole you took first to the Mutant's Factory and go all the way west without falling to the lower floor. From now on a soldier will go guarding the outside door of the Subway entrance and he will drop a key after killed. This allows you to go from south to north by using the Subway to the Mutant Factory. This is the second option to cross the Hamalayi Mountains. The first one was the Okojo Pass you used with the rebels to reach the Rabbibunny Village but takes longer. 4.5.4 Hamalayi Mountains – The Last Magical Symbol Go through the Sacred Carrot's door and you will arrive to a big area, covered mostly by ice (but still makes you to drown). Here is where you will land in the near future, when you travel to the Hamalayi Mountains with your new transports. But now you can't do anything, just go west to the next scene. Just in front of you stands a soldier who drops a key when killed to open the door behind him. Follow the path and kill the soldier patrolling at the stairs. In the area upstairs there are two more soldiers so take care of them. At the left side there is a closed door and a ladder, leading to two frozen mushrooms (or whatever), but don’t bother so much, they aren’t anything interesting. Follow the path north crossing the bridge. I recommend running fast next to the closed door to avoid the shoots from the soldier. The door will open with the blue card you received from the green elf in Desert Island. If you didn't get the card you need to go all the way back to your catamaran, head to Desert Island and break the Sendell’s Seal there. In the next area we have two soldiers, the one who was already shooting, and another one patrolling, who has a key. So find a safe position out of projectiles and kill them. Once done fall through the ladder at east, open the closed door and kill the red groboclone. Go ahead and you will see a boat. This hydroglider is your passport to the north hemisphere! It needs gasoline but you can get next to the barrels in case you need. But before exploring the new islands there is one last thing to do in the Hamalayi Mountains. Take the narrow path north-west from the boat and you will reach the Clear Water Lake. Stand on the little elevated tile and use the flute. The ice will melt and you will obtain the Clear Water in the flask, giving you the 4th and last level of power! With the 4th level of the Magic Ball you can finally defeat those supergros who used to send Twinsen to prison. But from now on their projectiles will be different, instead of the white ball that put you to sleep they will shoot red colored balls. They are homing and go through everything as well, but they will take all your life apart with three hits (clover wasting) instead of taking you to the nearest jail. With the boat we have access to two islands: Tippett Island and Brundle Island. Sadly we can't reach Fortress Island to activate the last stone. - Brundle Island: Here it's located the Teleportation Center, but we can't enter now. The quetche at the entrance will ask for our identification, and if we show Twinsen's Id Card he will call the alarm and we'll start receiving shoots. - Tippett Island: This is the "underground city where clones meet" that one of the rebels talks about. A place where as said clones, dark informers, thugs and similar individuals are found. You can obtain valuable information here, but to finish the task we would need first to find the Space Guitar in the south hemisphere. Even if you land in a different scene when you come back with the hydroglider, it will always be in the place where you first find it. Let's first finish some open business in the south hemisphere so we can enjoy our trip to the north completely. We need to go all the way back to our ship and sadly there are no shortcuts. From north to south there is only one way: let you fall in the hole in the Rabbibunny Village and continue from the upper path (you will pass the blue elf, if you freed him) to west, falling outside of the fence. Your ship is two more scenes west, where a rebel stands and will thank you for freeing his colonel. Choose to go to White Leaf Desert. NOTE: Don't get distracted by the sailorgrobo outside of the Mutant's Factory waiting for a ship, none will arrive to that port! 4.6 The Path of the Dino-Fly 4.6.1 Desert Island - Flowers in the Desert Make your way again to the main land (tip: you can use the Proto-Pack to avoid jumping), kill the soldier to get his key and go to the main desert area. Talk to the rabbibunny sitting next to the well and if you melted already the Clear Water Lake, he will demand the magic flute to fulfill his dream of growing flowers in the desert. If you didn't he will just tell you to do it before. Now just give him the flute and he will give you the Space Guitar, which apparently was found in a meteor. With the Space Guitar we can continue our quest in the northern hemisphere, but there is one more optional thing that we can do now. Head your ship to Principal Island. 4.6.2 Principal Island - Clearing the Water (OPTIONAL) Go to the Water Tower (all the way south from FunFrock HQ and take the motorbike belonging to the peeing soldier) and jump inside. Stand in the border as you made before (remember not to jump in the water or you'll get drown) and use the Clear Water flask from your inventory. Now the water is finally tasty and healthy! When you go out Joe the Green Elf will appear from the telepod (don't ask why, only clones are supposed to use telepods). He gives you a clover as always by showing him the blue card, and from now on, he will always appear from this telepod instead of being in the desert. Oh, and here you can punch him freely. Sadly only one person will notice the last change in the water. He is our orange rabbibunny friend from the Library. Thanks to you his kidney stone vanished, and he even gives two clovers as a reward. Additionally now that we are in Principal Island we can always thank the forger rabbibunny jailed in FunFrock’s HQ for the fake red card, but he won't answer anything. NOTE: With the 4th level of the Magic Ball you can already make it into FunFrock's HQ in Principal Island, but the plot won't demand it until later. At this point you can do so and finish all the remaining quests in the southern hemisphere, check the appropriate section of the Walkthrough if you want to do it now. Well, after all this stuff, it's time to go where we left the story: in the north hemisphere. Make again all the way through the Hamalayi. You already know them, but I remember you the three ways to cross the mountains from now on: - Okojo Pass: You can go to where the Colonel was trapped, east of his prison through the little hole and skiing down to the Rabbibunny Village. - Rabbibunny Village Hole: You can go directly east from your catamaran until you reach the outskirts of the subway building that you used before to reach the Mutant’s Factory. Just kill the soldier outside the Subway’s Building to get his key to enter, jump on the barrels and boxes to reach the upper path and jump into the hole to the Rabbibunny Village. - FunFrock’s Hamalayi Subway: It's longer than the option above but you can always kill the red groboclone to get the key to the subway's building, take the subway to the Mutant's Factory and escape again to the Rabbibunny Village with the car. Once there cross again the holy carrot and take the hydroglider ship like before to go to Tippett Island. 4.6.3 Tippett Island - Looking for the Dino-Fly You will notice that the main area in Tippett Island, called Funky Town, is an underground sewer. The yellow sphero tells you quickly that you need another thing to reach Fortress and Polar islands: the Dino-Fly. At his left is a closed door and next to it there is a groboclone in his free time (even without a helmet, but he still speaks with that robotic-like voice). You can talk with him and he will offer to sell you information, but at the moment it seems like you don't have anything to ask to him. If you attack him he says that he refuses to defend himself so feel free to kill him if you are bored. A bit further going upstairs there is a door and if you enter you will find the shop. I advice you: the gas costs 10 Kashes more than in Principal Island, that vendor has a weird looking. Go out of the shop and cross the bridge to continue exploring the island. On the elevated area there is an afro rabbibunny, who for 10 Kashes will tell you information about one of the three powers of FunFrock: - Mutant Factory: FunFrock uses mutants to exterminate the people who resist to leave the north hemisphere. The factory was apparently sabotaged (by Twinsen in fact) but there are still mutants in the sewers. Reremember, you can jump on the crabs. - Teleportation Center: Located in Brundle Island, they will let you in if you behave like one of them. - Cloning Center: It's located in Fortress Island, inside FunFrock's HQ in this hemisphere. He seems to be working on some special clones at the moment. South of the afro rabbibunny you will see another rabbibunny fishing. Talk with him and he will catch something: a key, which you can use to open the door in front of the afro rabbibunny who offered information for Kashes. Go through that door and watch out in this alley (Swindler Street). Two thugs will come yelling for Kashes but actually they will just beat you up to death. The one with the glasses and hat will take a long time to recover after each hit so put him to "rest" meanwhile you kill the other, but when you make them a bit of harm they will try to run. If you manage to kill the one with the glasses he will drop 20 Kashes, and the other 3 useful clovers. The corridor finishes in a death end where a lonely mushroom with 3 hearths is located, but at the north side there is a door with the sign of "Winsun Cafe". Inside the disco seems quite busy, but as the afro says there is no music (the others are just not moving or speaking because of technical limitations). The grobo in charge is next to the bar. He offers you a "way to reach Fortress Island hidden in his basement" if you improve the quality of the show. Luckily we are prepared for this event. Go on the stage and talk with the singers. He needs a guitar. Give him the Space Guitar and he will start playing along with his battery (that weird red ball creature, whatever he is). Now that everyone is happy with the show the grobbo of the bar will open you the way to the basement, direction Dino-Fly Street (called accordingly). Let yourself fall in the corner recently opened and remember to watch out with the crabs (as said, you can kill them by jumping on them). Go north and you will see a strange green-grey mass that comes to attack you. You can kill it even with your punches, but don't underestimate it; his punches can take also a lot of health, and can be difficult to aim to it with the ball. Down you'll notice a crab mutant waiting for you. Unfortunately he is on water, you need to fly that area with the Proto-Pack, and meanwhile you are doing so you are an easy prey unable to defend. You should wait until he runs through the center waterway in the middle. That will give you enough time to fly to the other side. Don't waste time trying to kill it, another one will appear to attack you anyway. Once you reach the other side climb the ladders up. In this scene you get quickly welcomed by a mutant mantis, so get rid of it. Climb the ladders and you'll have a locked door at left, and a hole at right. Fall into the hole to obtain a key and afterwards climb again and go through the locked door. Next scene is full of stones. You need to jump along the pile of stones until you can reach the ladder (watch out with the ATHLETIC mode, you can get hurt so easily when running). There are five snakes up and they all will come after you, if you get surrounded it's better to run than to get killed. Those ones are not dying by jumping on them, they don't drop anything valuable and the barrels neither contain anything worth. Climb the ladder up to reach the surface of Tippett Island. Jump on the stones and on the level ahead, where you will finally meet the Dino-Fly. Talk with him (he is an animal after all) and he will recognize you as the Heir. The poor guy has been waiting for centuries and has a bad backache. He can't cross the high Hamalayi Mountains but he can carry you through the northern hemisphere, except for the heavily guarded Polar Island. We can't do anything yet in Brundle Island (we can just meet that stupid nurse in the front gate asking for the ID Card) so let's head to Fortress Island. 4.7 The Teleportation Center 4.7.1 Fortress Island - A Problem with Telepods Here you will meet two rabbibunnies. The brown one down will recognize you as the one giving FunFrock a few problems, and the cause that he brought telepods to his Fortress. Apparently he is scared of Twinsen by now. The orange rabbibunny will give you much more information. He recognizes the symbol on your medallion; it's the same than in the Runic Stone in front of which they used to pray. Now it's inside FunFrock's fortress. His sorcerer Virgul told them about Twinsen's coming and he would dig a tunnel to get inside the fortress, but sadly the Fortress is now full covered with telepods to avoid your intrusion. You must first destroy the Teleportation Center, and you need to find the plans of it to do so. We don't have many clues about the plans at the moment and the rabbibunnies neither (in fact the brown one seems more interesting in knowing if your Dino-Fly is tasty). The best place for information is Tippett Island so let's go there. NOTE: If you want to avoid the way along the Dino-Fly Street in the sewers you can fly instead to Bundle Island. There is always a ship there available to go to Tippett Island. NOTE 2: No matter where you leave him, the Dino-Fly will always appear in the island you currently are. 4.7.2 Tippett Island - Finding the Plans The helmetless groboclone informs you that he was the watchman on the construction of the Teleportation Center and he knows exactly where the plans are, but it will cost 50 Kashes. If you pay him he tells you that the plans are in FunFrock HQ in Principal Island, but you would need to be able to defeat the supergros (we already can with the 4th Magic Ball level). Now it's the time to finally get inside FunFrock's Headquarters in the south hemisphere. Go back to the Hamalayi (you can take the ship, the Dino-Fly will appear in the Hamalayi later anyway) and make again all the way back to our beloved catamaran. Direct it to Principal Island. 4.7.3 Principal Island - FunFrock's HQ After a LONG time we are finally able to sneak into FunFrock's big house. Go to the main path (the one between the signs saying "Access is FORBIDDEN") and be careful with the turret gun. Kill the rabbibunny clone and run from the shots coming from the closed bunker. You can run west or east. If you run east you will find another clone and a soldier may shoot you from the level up. On the west path there is no dangers and a better position to face the red groboclones. Anyway you will have a gate closed on both sides and you need the red card to open it. Follow the path until you reach the two red groboclone (kill first the soldier if you went east before). It may be useful to have a Meca-Penguin here, it will distract one of them so you can fight one by one. Other option is just passing fast through the blue card gate, they will forget about you as soon as you pass that door. After the blue card gate you will notice a green rabbibunny clone ahead. You can kill him (4 hits with the ball) from the level down, but you must know that as soon as you kill it a supergro will come through the telepod, and we need to kill him before he can shoot us. USUALLY (not always, especially if you are close to the telepod) he will take a bit of time getting ready himself before attacking, so don't get nervous and find a good position next to him to aim. I recommend AGRESSIVE mode to shoot, it's faster. After 5 hits the supergro will die, dropping a key. Use it to open the front door to enter the HQ. NOTE: The big door in FunFrock’s HQ is the source of a very common bug that prevents the door to open even effectively using the key from the supergro. If that happens just wait a bit longer, it will eventually open, or go to the inventory and read the Book of Bu/Holomap, when you come back to the scene the door will be opening. See the Bug's section for more details. As you enter a nurse (I continue calling them nurses to avoid confusions) will run to push an alarm button, but don't bother so much, it will just make appear a green groboclone in the level beneath. Kill the quetche and go downstairs (killing the clone if it appeared). Don't let down your guard, the nurse there has one of those unlimited-ammo pistol, so get rid of him and take his key. Following the path south-east you will find the rabbibunny forger, who has found a convenient way to escape once we have what we want (the plans of the Teleportation Center). Go back to the telepod area and go this time west. Kill the green rabbibunny clone and walk to the locked door, which can be opened with the key dropped by one of the nurses. Inside you have two enemies: one green groboclone and one quetche in white with an overgrown head. He is FunFrock in person, you probably recognize him from the statues and the FMV played when you go to jail (if you are playing the CD version). Unfortunately we can't damage him at the moment, he will just laugh and after trying to hit us a bit he will run through the telepod. With a bit of luck he kills the groboclone when he gets in his way. FunFrock leaves the safe unprotected. DON'T MAKE ACTION IN NORMAL MODE ON IT. There is a bug when doing so that makes Twinsen to turn around and walk indefinitely, making you to need to restart the save game (see Bugs section). Continue instead to the end of the path to meet the poor grobo jailed for sneezing in public. He managed to take a key from the guard, and it is valid to open the safe box in FunFrock’s room. Open it to obtain Dr. FunFrock's saber, the deathliest weapon in Twinsun! There is also a note about the plans we are looking for. It happens that Mies Van der Rooh, the son of our neighbor in Citadel Island, has taken them to work at home on them during the weekend. NOTE: The saber has different ways to attack depending of the mode you are, but I find AGGRESIVE to be the only useful for most situations. SPORTIVE has a great animation anyway. So now we know where to go next. But first we need to get out of FunFrock's HQ. After opening the safe box the front door is occupied by a red groboclone, and each time we kill him another will come to occupy his place, but it can be still be used as a hard exit; sadly we won't be able to open the blue gate from inside. On the other hand the forger had a window easily accessible to get back outside. Do as he says (go to NORMAL - action in front of the window). The forger will run after you. He won't wait to say bye, but you can find him afterwards in his house in Proxima Island. He won't make more fake red cards, he finds less risky to make fake Pirate LeBorgne’s secret maps. NOTE: Actually there is a way to keep the forger in prison. Just make yourself to get killed after opening the strong box in the HQ. You will be respawned outside with the forger being still in prison. Once done with Principal Island is time to go north to our catamaran and head to Citadel Island to talk with our neighbor. 4.7.4 Citadel Island - Visiting the Neighbors First thing you will notice in Citadel Island is that Twinsen's house is now only an amount of rubbles, apparently FunFrock's didn't like his visit to his HQ. As your neighbor says the clones came with an attack tank looking for you. Around your neighbor house there is an orange rabbibunny running. He is the architect we are looking for. Talk with him (Twinsen says a small lie) and he will offer to show you the Teleportation Center plans inside his house. Wait for the father to give him the keys and go inside. He explains you that the Teleportation Center was build over ruins with a strange symbol, and that a "mad man" is attacking places with this symbol. That is giving him extra-work to fix the weak point of the center (located left after the first guard post). He offers you his card to pass, even if he wants you to stop that weird man with the destroyer Horn. Check his table to obtain his pass. And with that we can say goodbye to the southern hemisphere, we are not forced to go back anymore. Cross again the Hamalayi and take the hydroglider or Dino-fly to Brundle Island. 4.7.5 Brundle Island – The Teleportation Center In this island there is only one building, but it's such an important one: the Teleportation Center. Go north to find the front entrance. The quetche will ask you for some identification. If you show Twinsen's ID you will get hardly shot, but we have the pass from our neighbor Mies van der Rooh. Show it to the quetche and he will allow us to go ahead. Now we can run inside the fence. At the north-east, next to the big door, there is a red groboclone coming from the telepod. Kill him to get 3 valuable clovers (we are probably going to need them). The big door isn't opening so follow the path to the other side. You will find a rabbibunny who is in charge of painting the mysterious symbol but he has problems because the symbol always appears again. The painter has a house there but there is nothing special inside. Climb the ladder up and see the spot painted with white. This is the weak spot that your neighbor was talking about. Use the Gawley's Horn to break the seal and the painter will appreciate you for making it disappear :). Jump inside the hole to enter the building. NOTE: You can kill the painter when he is out, but he is immortal when he is at home. At the platform on the east there is a red groboclone, who will drop a key after you kill him. Use it to open the fence on the left path. But before going there look at the closed door on the right side. Do you remember that keypad we obtained from M. Lanktir in Proxima Island (check the inventory)? Here we can use it to open this door. Not so much to do inside it, it's full of Meca-Penguins, but we can only carry one. Go out and open the gate at the other side (remember, you need the key from the red groboclone). Before crossing the fence kill the nurse down next to the alarm, other way you will be facing a red groboclone from the telepod behind every time he press the red button. On the next area there is one of those fast red rabbibunny clones, so take care of it. At the east it's located the main entrance (the big door that was closed outside). Take the path left instead until you reach a closed door. Search in the barrels next to it to find a key to open that door. NOTE: For no special reason the enemies of this last area won't respawn when you reenter it. In this new area the door behind us closes and doesn't allow us to run. Be prepared to face a red rabbibunny clone running to us in the corridor. If you kill it another will replace it quickly from the telepod, so run first to the first telepod and destroy the button on the floor next to it. This seems to put everything upside down (including a red screen), but there are more telepods to destroy. Once you are done destroying all of them you still need to destroy the computer downstairs to stop the Teleportation Center and by the way find a way out of the room. Run fast downstairs (if you don't destroy first the telepods the red clones will follow you even there) and don't listen to the nurse (at this point Twinsen won't believe that they would take into consideration if he doesn't break anything). Kill the nurse (he has a gun) and break the computer. The screen will come to normal color and the telepods won't work anymore. The whole world is now free of telepods! That gives you a lot of freedom now in the southern hemisphere. FunFrock lost his second power, only his clones are lasting. To escape this room go to the southeast corner. There is a FunFrock's statue. With the explosion the wall surrounding it felt, allowing you to jump through the lower hole and go out of the room. It happens to be the same that you saw at the first scene. Jump down and again jump out through the hole you first came at the south. Now there isn't anyone outside. Without the power of teleporting we can make a visit to FunFrock at his Fortress Island. Make your way to the Dino-Fly and fly there. 4.8 The Well of Sendell 4.8.1 Fortress Island - The Last Runic Stone As soon as you land the rabbibunny will run to congratulate you for your work with the teleports. Follow him to the next scene, where he says that he will dig a hole to get inside the fortress if you get rid of the guards and the tank. There is one soldier at each side of the gate (the one at right drops 3 clovers) and one green sphero clone in front of the gate. The sphero has the key to open the gate, where the tank is waiting. You have to destroy these 4 targets to allow the rabbibunny to come inside and dig a hole on the east part. The fortress is also guarded by several turrets so be careful if you run around. Go to the northwest corner to see a familiar woman in jail. She is Zoe! It seems that they found the Runic Stone, and they are treating Zoe quite badly. Twinsen must do something. Go back to where the rabbibunny was digging and he must be done by now. Go through the new hole. NOTE: Besides the fear of the rabbibunny to the telepods, if we go before destroying the Teleportation Center the telepods won't bring any enemy neither. We are in a sewer-like dungeon. You have several sources of fire (or whatever is supposed to be) throwing projectiles everywhere. You won't get hurt if you stay at the top left and jump from there to the level ahead. Jump again to the center corridor and one more to the highest area. As you land on it a strange mutant sphero-frog creature will appear from the hole in front. You can harm it even with punches, but it's very fast and will roll after you everywhere, even through the holes. You must use the saber to get rid of it. It drops 10 hearts or coins. The holes on the ground are connected with each other. Jump to the mushroom on the northwest corner, it contains a key. There is a less useful mushroom at the southwest, it only contains 5 hearts. Now go back to the area where the monster appeared. There is a ladder and a valve at the right. On the sign it says not to touch the valve, but to know the consequences first we need to climb the ladder. Go up and use the key to open the closed door to the next scene. Here everything is full of water, it's supposed to be a swimming pool after all, but Twinsen is not such a friend of swimming. There is an added shark wondering around. The shark is just there to kill you in case you think you can move around flying with the Proto-Pack. You can't kill it with the Magic Ball, but still, if you manage to reach the eastern platforms (there is nothing on the west side), you will find a very annoying new enemy: the flying groboclone. Even if you are lucky enough to face them on a platform you will have problems to escape from their fast shooting. There is an area just north of the entrance, where a mushroom with 5 clovers is. This area is also a suitable point to kill the flying groboclones, but they just keep respawning indefinetly. NOTE: The only way to escape the shooting of the flying groboclone is using the saber in AGGRESSIVE mode; it's the only attack fast enough. To get close to them try to give them your back, this way you will be pushed back to them with each hit. Personally even if I try to take all challenges, I couldn't do the swimming pool with water. But it's still useful to go to take the 5 clovers of the mushroom. So if you found it impossible like me let's make it the correct way. Go to last scene, where we found the big monster, and this time use the draining valve at the northeast corner. This will drain the water of the next screen, giving us much more movement freedom. Now even the shark doesn't look dangerous anymore ^_^. You can only kill it with the saber. Be careful with the flying groboclones, they are as dangerous as before if you get trapped in their shooting. Here as opposed as with the water in the area the groboclones won't respawn, so you only need to kill the two of them to be safe. Go north to the exit (attention to the sign: "do not throw anything to the shark!"). In the next room climb the stairs to find Zoe's cell! She is been guarded by a single soldier (suspicious?). Kill him to get the key and open Zoe's cell. She seems very lovely if you talk with her before freeing her, but once you do... surprise! She was just a clone made by FunFrock's to capture you (the very special clones he was working on, remember?). And it worked. FunFrock's appears and reveals that the original Zoe is safe. He already found the 3rd Runic Stone, but without Twinsen's skills he had problems to decipher it. But now he already knows where the Well of Sendell is located and he has already begun with the foraging (do you remember this secret construction site where they took the robot of Citadel Island?). He wasn't able to destroy the Runic Stone afterwards so he built his fortress around to dissimulate it. He is not happy about the fact that you destroyed two of his factories, but he pretends not to care so much because the power he will obtain will allow him to do things like cloning instantly or teleporting all inhabitants of the planet. He also plans to make you suffer the worst moments of your life indefinitely. Afterwards he leaves to encounter Sendell and take her powers. After a more "rebel" Twinsen in the FMV, we are back to a known place: the Asylum in Citadel Island, where we started the game. As we did at the start just go to AGRESSIVE mode and move around to make the nurse to come with the platform to yell you to stop fidgeting. If you try to talk with him he will attack you, so just kill him and mount the platform. NOTE: There are already two differences between this situation and the one in Citadel Island: The nurse says "fidgeting" instead of "squirming", and you cannot talk to him (or better said, he won't say a word, attacking you instead). As you may have suspected, this is NOT Citadel Island. Also as a curiosity if you get knocked down by the nurses you don't get back to jail, but you lose a clover or you get a Game Over if you don't have any. In the room next to yours you will notice one of the weirdest characters of the game laying on bed. It looks strangely similar to Twinsen, but he is missing some parts. It seems like if FunFrock's didn't have time to finish Twinsen's clone. You don't need to, but If you get there he will stand up and attack you, so don't let him live. You never know what FunFrock's wants to make with a clone of you. Wait again for the platform and get out of there. On the other side it's like you probably remember it: one nurse yelling for the alarm, but the other instead of pushing it, comes to attack you. Thanks God Twinsen destroyed the Teleportation Center and that makes the alarm very useless. If you let him to push the alarm (just run far from him) an old friend will appear from the telepod. NOTE: Raymund the Elf shouts a different quote depending if you freed him in the Hamalayi Mountains or not. One of the nurses drops a key. Use it to open the door to the west. The clone's show is not over yet. Zoe is there, but after some innocent laughs she starts hitting you hardly with her head. She also makes some cool somersaults. Go to AGGRESIVE and destroy that clone. She drops a key and you can use it to open the door to the north. At the end of the corridor there is a wardrobe containing all our objects and we are going to need them. The door there is closed so go back to the main area. There is a trap door, but that only brings to a small room with two snakes and one of those fire-exploding things. Instead continue through the big door to the next scene. NOTE: If you repeat this area Twinsen’s clone will respawn. You can enjoy killing your copy as long as you want. Here you find plenty of clones but don't worry, they are deactivated. We don’t have to destroy any of them, but still, if you hit one of them the first groboclone lying on the table will start moving to attack. If you kill it the three rabbibunny clones will get activated one after each other, and the fourth red rabbibunny clones will follow when you destroy the yellow ones. The second red groboclone won't stand up at all, but you can still kill him. At the southwest corner there is a symbol on the wall, you can break it with the Horn and jump inside. NOTE: I remark that Killing the clones is useless; you can directly break the seal. And we finally reached the last Runic Stone! The stone of Septentrion says where the Well of Sendell is located: at the center peak of Polar Island and only the Heir can break the seal to enter. To get out of the room use the Flask of Clear Water on the Runic Stone. Twinsen will pour a bit of the liquid on the stone and suddenly runs out of the installations (which way? we don't know). The stone will explode, destroying the Clone Factory and FunFrock's Fortress with it. We destroyed the last of FunFrock's powers! BUT he is going now to obtain Sendell's powers and that would be a disaster. We need to reach Polar Island. It's just ahead the ruins of the fortress. 4.8.2 Polar Island - Construction Site Go north of the former fortress to reach the Construction Site. This area can be tough; you will find quiet workers who shoot you hardly and some vehicles that can't be destroyed. First you will see a bulldozer trying to crush you if you get so close and a worker very talented in fighting with his shovel. Kill him (you can use the ball or the saber, they dodge the ball quite often) to get the key to open the door and continue north to the next scene. Here you'll quickly find another shovel worker and a grobo worker, who warns you that the area connecting both islands is top secret and will also attack you. Kill both of them. A bit eastern you will see a worker who is drilling with a jackhammer. Be careful with those because the jackhammer can also shoot quite damaging projectiles. And it does as fast as a machine gun; don't let them to hit you with that. But when they are not attacking you they often release hearts and magic for you from the ground. Continue north and avoid getting in the way of the truck. You will eventually face a shovel worker and a pick-axe worker, they aren't so hard to handle. Exit north to the next scene. In this scene the path left is guarded by a red sphero clone (actually the first we find in the game). It will drop 5 valuable clovers but other way the path is blocked due to the stones. If you go along the right path you will meet another red sphero clone shooting from a higher level. Kill it and jump there to take the two mushrooms (4 hearths and 10 magic). Go north this time, kill the shovel worker and be careful with the jackhammer worker up. Personally I was lucky by running to the top-right corner, where he doesn't shoot, and aiming to kill him from there. Kill the pick-axe and shovel workers and you'll be safe in the scene. Continue north to the next one. This area is very big. Here you'll notice a narrow path where a track is going forward and back. Don't get hit by it. Down a jackhammer worker waits to attack you, finish him before he has the chance. If you go off the truck’s track to the left (west) you'll find another red sphero clone. Kill it with the Magic Ball and continue west jumping the pipes. Here you find a grobo worker but this one is nice. He gives Twinsen the keys of the bulldozer to bring it back because he doesn't have time. You can jump on the tubes and the stones to reach the bulldozer up, or you can follow the main path (the one with the vehicle track), dealing with the truck, a shovel worker and a sphero clone in the way. Anyway with the key Twinsen can use the bulldozer to go to the previous scene and retire the big stones blocking the path to the west. The stones won't respawn so if you get killed you can go there directly from the entrance. Twinsen prefers to avoid the safety of the bulldozer and continue by foot in the following scene. It’s a pity that we can’t control it. In the new scene you have a very annoying worker shooting his jackhammer from up. It's difficult to find a good position to kill him, I recommend just to run and avoid him... for now. Don't bother taking the corridor west, there is absolutely nothing that way; follow the track instead, avoiding the truck when it comes. You will eventually find another jackhammer worker next to a door. This time you will need to kill him, but sadly he doesn't have the key of the door he was guarding. Continue the track a bit further and kill the shovel and pick-axe workers. Continue on the track until you find the annoying jackhammer from the start. If you didn't kill him then kill him now. Get back again to the track until you reach a bulldozer. It can be VERY difficult to avoid the bulldozer in such a small path (but can be done), so instead wait for the bulldozer to go far left and jump on the woods at the right that look like a stair, and from there jump to the level ahead. The bulldozers are not over yet, a bit further you will find another in the way, but this time the path is bigger enough to run fast around of it. Don't stop running because the bulldozer follows you, and let you to fall at the end of the track. Jump next to the shovel worker and kill him. That hidden worker was the one holding the key we needed. Now go down through the platforms until you reach the ground. Go a bit south from there and you will find again the locked door that was being guarded by a jackhammer worker. Open it and go to the next scene. This one looks a bit different from the previous ones. Walk the small path and you will notice a jackhammer worker drilling some strange rocks. As you pass the first tile of rocks a hidden pick-axe worker will appear and fall down to attack you. With a bit of luck you will make him to drawn easily, but the real danger at this point are always the jackhammers. I recommend running from the first one, he can hit you even if you stand next to the rock so you won't find a suitable position to shoot. Instead attack him from the right side (go to DISCREET mode to shoot). The second jackhammer worker is in a higher rock so you can kill him by standing close to the rock without getting shot. In the rocks there are actually two ladders, they look like hollows in the rock. One is in the rock where the second jackhammer worker was, and the other is next to where the first jackhammer worker was. Climb this one to reach the upper area. On the rocks ahead there is again a ladder (it's not seen, but get close to the wall and Twinsen will climb) and you will fall inside the Well of Sendell. 4.8.3 Polar Island – Final Confrontation As you may guess FunFrock's was waiting inside. Also Zoe is there, the real Zoe. FunFrock's asks you to open the Sendell's seal for him and he promises to be nice to you, but as you may guess, he won't keep his words. Breaking the seal for FunFrock's will trigger an interesting FMV where Twinsen's vision of the end of the world comes to be true, followed by a Game over (no matter how many clovers left you have). And also take in account that when you load the save game you will appear at the start of the construction site, BUT with the stones gone and the last door opened. So now let's do things the right way. Draw your saber and fight FunFrock's until he falls down the cliff (it's not possible to kill him by just attacking). Zoe will complain about the time you took (ingrate girl) and will promise you that she is the real one. She commands you to find Sendell quickly and go back home. As Twinsen comments she will have a surprise when she finds what is left from the house. Jump up to where the seal is and use Gawley's Horn. Zoe doesn't wait and jumps before than Twinsen. Follow her, and she will show more affection in the following scenes, kissing Twinsen whenever he is close. Go down step by step until you reach the trap door. If you don't open it Zoe will do. And attention, you are in the last scene of the actual game. Walk to the big door to meet Sendell, but it would be so easy to finish just like that. When you approach the door FunFrock appears looking for troubles. He will attack both Zoe and Twinsen, but being Zoe immortal you can use her as a shield. Take the saber again and this time KILL FunFrock's once and forever. He will explode when you kill him (maybe a hint? Read the curiosities section!). After the fight the door to Sendell will open and you can finish the game. NOTE: At the southeast part there is a big crystal ball. Using “action” with it you will review all the FMVs. 4.9 Ending (NON-PLAYABLE) Twinsen and Zoe fall into the heart of the planet through Sendell's Well, until Sendell appears. She reveals to be one of several Sendells creatures who look over a stellar entity who still needs several centuries in gestation. They can only act from the heart of the planet so they implanted a lineage of chosen creatures living on the surface, being Twinsen the current member of this family. When FunFrock's treat was too evident she called Twinsen in dreams to stop him. Now the entity can finish its gestation, other way it would have died and the world would have imploded (seen in the FMV if you helped FunFrock's). It’s time for Twinsen and Zoe to return to the surface and erase the remains of FunFrock. Sendell helps Twinsen and Zoe to go there. They appear in Citadel Island where a party is being held. Lot of characters from the whole Twinsun meet Twinsen there. A new statue of Twinsen and Zoe is putted to replace one of FunFrock, and a concert by the group of Tippet Island starts. After the credits Twinsen closes the shutters of his window (new house?) and it comes the end. 5. Bugs The Red Magnetic Card Bug (only CD-ROM version) This is probably the best known bug in LBA. It happens in Proxima Island. You can enter the Museum just by buying a ticket in the window for 5 Kashes, but once inside the rabbibunny will sound the alarm as soon as he sees you, and a supergro will appear from the telepod to shoot you. But if you run fast you can pass the west door (it opens when touch) and go down through the trap door before you receive the supergro’s ball, allowing you to sneak into the Museum afterwards. By doing this it’s not necessary to use the Fake Red Card at all at the Museum. The problem comes later, because once you get the Ancestral Key from the treasure in the Museum the Red Card is impossible to obtain. No matter if you spoke or not with the forger in Principal Island, his brother in Proxima Island won’t have a conversation, not “Hi!” as if you already got the Red Card, and not the speech about visiting his brother as if you didn’t. And thanks to the save game system your present status is always the only saved one, including you lacking the Red Card and being unable to obtain it. Without the Red Card is not possible to go inside FunFrock’s HQ, therefore is not possible to finish the game and you would need to start all over again unless you edit the saved game with an hexadecimal editor. This bug has been prevented from happening in the floppy disk and PSX versions, just by adding a circle of barrels around the trap door in the Museum. This way the player needs to spend more time going around the barrels, being so slow to escape before being hit. FunFrock’s HQ Front Door Bug This bug happens quite often for unknown reasons. Once in the front door of FunFrock’s HQ in Principal Island, after killing the supergro, you are supposed to open the big door with the key you just got. Sometimes the key is used (it appears on the head of Twinsen) but the door keeps closed. This bug is not so harmful, as it can be solved just by waiting a bit longer, checking the Holomap or reading the Book of Bu from the inventory; the door will be opened when the game comes back. It is said that this bug happens when you go to FunFrock's HQ before you are supposed to (after talking with the clone in Tippett Island about the Teleportation Center's plans), but it happened to me even going when I had to. FunFrock’s HQ Safe Another bug involving FunFrock’s HQ in Principal Island. When you are inside the building you find a safe, the one containing the saber. If instead of getting the key from the jailed grobo to open it, you just try to make “action” in NORMAL mode in front of the safe, Twinsen will make a strange movement, turning around and walking indefinitely. If that happens the only way to solve it is exiting the current game and restarting the saved game at the beginning of the scene. 6. Questions and curiosities --- Can normal creatures use teleports? --- On one hand it is said by the lady bunny in Citadel Island’s tavern (among other people) that it is very dangerous, only clones can teleport and that you shouldn't try it. Actually you don't use them in the whole game and it's true that if you stand in a teleport when a clone is entering you will get hurt and the clone entrance will be delayed a bit (sadly not enough to evade those supergros). On the other hand we clearly see Dr. FunFrock teleporting himself in his Headquarters in Principal Island, so it can be possible that it's just a lie spread by the regimen to prevent people from using them. But taking in account the events of LBA2 we have the possibility that the FunFrock that we see in Principal Island was also a clone. And as a joker we have the elves appearing from telepods: Joe the Elf up the water fortress once we use the Clear Water and Raymund the Elf on Fortress Island. But we shouldn't trust the elves so much, officially they don’t exist, and they have magic powers. --- Are the clones living beings or are they just robots following FunFrock orders? --- Difficult to say. It is explained in the introduction that FunFrock makes unlimited copies based on living beings but not that the clones themselves are alive. That would be supported by the fact that most of them have a robotic appearance, and all of them have a robotic voice (only in the CD version, floppy version doesn’t have voices at all). Also when you hit them with the ball it sounds like hitting something mechanical and we see clones "inactivated" in the clone factory instead of being sleeping as living beings would do. In despite of this there are notable exceptions of the faithfulness of the clones about FunFrock, including some human or at least biological features: - In Tippett Island there is a clone gaining money by selling confidential information. He does it against FunFrock’s wishes and on his own profit. - In Principal Island we see a supergro being seduced by a female rabbibunny. - Again in Tippett Island we see a rabbibunny clone in the disco, besides the rabbibunny clones being the most “robotic” of all the clones. Those facts give the clones their own will, own behavior and even primary instinct to reproduce. So definitely they are not simply "robots". Probably they have a robotic part plus a biological, or at least a very accurate copy of the personality of the living model they are based on. After all the spheros as a species are already kind of bio-cyborg beings. --- Are the soldiers also clones? --- This is a common dispute between LBA fans. Having grobbos, rabbibunnies and spheros clones one would ask where are the quetches clones. Soldiers look humanoid, they must be quetches for sure. Here are the facts we know: - Soldiers voice sounds with a mechanical tone, like every other clone. But when we hit them with the ball they don't sound mechanical as the other clones do. The voice could sound like that because of their helmets. - Soldiers never use teleports and we don't see them in the cloning factory. However that means nothing, we don't see spheroclones teleporting and they are neither in the factory. - Soldiers sleep, go to bathroom, run scared and go to disco. These behaviors are way out of what clones mostly do, but in fact we also see other clones going out of their normal orders when they have the chance. With those facts I would say that soldiers are probably not clones, just normal quetches recruited, armed and trained by FunFrock. However it doesn’t solve the question about the quetches clones. --- So where are the quetches clones? --- We don't see quetches clones, at least as clear as with the other 3 species. The nurses/scientists/technicians, the soldiers and the construction workers are the only enemy quetches we find. Only the soldiers can be interpreted as clones as said before. We should take in account that FunFrock himself is a quetche, it can be possible that he has a better estimation for quetches than for other species, or it is also possible that the quetches trust him more than the others and he can have an army of them without needing clones. After all the workers in the construction site are mostly quetches and they are extremely loyal to FunFrock. --- FunFrock knows that Twinsen is dangerous, but he insists in trapping him and trying to make a fool of him instead of executing him directly --- I would say that the true intention of FunFrock wasn't just killing Twinsen. Actually he needs him, and he also wants Twinsen in prison to have time to make a clone out of him. With the clone he would control the people who were cheering up for the Heir, or who knows, maybe even using the Heir powers. The first tip is when we talk with the afro-bunny in Tippett Island, the one who asks for money in exchange of information about FunFrock factories. If we ask him about the clone factory he will say that at the moment FunFrock is working on very special clones (plural). This is a clear hint for Zoe's clone. BUT after we are trapped because of Zoe's Clone we see in the room ahead a strange character sleeping. If we fall there he will attack us and we would have to respond. That character seems like a half-done, incomplete clone of Twinsen. If Twinsen wouldn’t escape the clone would have been finished and eventually replaced the real Twinsen. --- I like my jailed clothes but the supergros don't let me to take them home --- If you try to leave the Asylum or any other prison without getting your belongings you will be shot by a supergro at some point, with one exception in Proxima Island. - In Citadel Island you don't have a choice but to get the white nurse dress. Other way the nurse in the last room will sound the alarm. On the other exit there is a fat groboclone waiting for you. - In Principal Island you have a supergro in front of the main door, but if you exit through the window with the jailed clothes the soldier will give the alarm and the supergro will shot you. - In Proxima Island a grobo will be walking in the surroundings of the prison and when he reaches the corner of the building he always shoots you. Unfortunately it's impossible to reach the boat, the car or the motorbike on time so you are doomed. One notable exception is running through the sewers to the Museum. The game will forget about your outfit, but also about your inventory: if you go to the wardrobe afterwards you won't find anything, you need to get caught again at any jail to retrieve your stuff. - In the prison of Hamalayi you won't be able to get into the capsule: a supergro is patrolling there until you get your things. - In the fake Citadel Asylum from Fortress Island you need to get your stuff to escape breaking the Sendell’s seal with the Horn. --- Is FunFrock a doctor? --- FunFrock is a quetche (same species as Twinsen). He is referred several times as Dr. FunFrock but we don't know in which field he managed to doctorate. We know that he invented the teleportation system, the clones’ factory and the mutant's factory. Also he is an expert in history and archeology, having a great knowledge of the ancient Twinsun. Probably mixing his technology and his magic powers from ancient objects he managed to become physically so powerful. So far it’s a mystery how FunFrock managed to rule the world; it was supposed to be explained in the third installment of the series. As hinted with the explosion of FunFrock after defeating him, and confirmed in LBA 2, the FunFrock we kill at the end of LBA is only a clone. It's unknown if the other times we encounter him is the real one or not. --- Why is FunFrock digging the Polar Island? --- FunFrock wants the power of the goddess Sendell for himself, but he can't break the Sendell symbol like Twinsen with the Horn. That's why he has to dig all around, what takes him a few months. However it’s unknown what the workers are building in the construction site between Fortress Island and Polar Island. FunFrock thinks that by reaching the Well of Sendell he will achieve supreme power, enough to clone instantly or teleport all the inhabitants of Twinsen, among a few ways to make Twinsen to suffer. But he was mistaken, as revealed in the “bad ending” or by Sendell in the “good ending”. FunFrock’s plan would only destroy the world. --- What is Twinsen? --- Twinsen is also a quetche. He is the descendant of a lineage who was chosen by Sendell to defend the planet if it is in danger. Their ancestors lived in the same house where Twinsen is now living with his girlfriend Zoe, and they kept there several magical items to help on that quest. At the beginning of the game he has been having dreams where Sendell called for him, showing him the vision of an implosion destroying the world. Twinsen's objective is to prevent that prophetic vision from happening. But FunFrock is aware of Sendell’s legend and knows that it can give him problems. --- And what is Sendell? --- Sendell is the goddess of Twinsun. People often prayed to her and her prophecy to call for the Heir that would save them, and to raise their hopes. FunFrock has forbidden to talk about it, he sees it as a weak point in his plans. It is revealed at the end that there are several Sendell's creatures (as described by Frederick Raynal, “one entity with several bodies”) living in the hearth of the planet (“another dimension”). From there they can't do anything in Twinsen’s reality, so they had to choose creatures in the surface to act as saviors. Twinsen is the current descendent of that family. The mission of Sendell is to protect a creature in gestation which still needs a few centuries to be born. Obviously if the planet explodes their mission would be failed. --- I read in a preview that it is possible to drive cars and motorbikes. Now I feel cheated --- That description really existed but the developers couldn't finish it on time for the final release. It's still odd to see all the work that was already made for it, not just about the cars and motorbikes, also the robot we first find in Citadel Island or the horses (as seen in the animation during the credits). In LBA 2 we get our compensantion. 7. Other issues about the game --- Where can I get nowadays Little Big Adventure? --- Little Big Adventure (Relentless: Twinsen’s Adventure) is available on Good Old Games (www.gog.com) since 2009. It’s made to work on Windows XP, Vista, 7 and 8 and Mac OS X. Little Big Adventure 2 is also available on Good Old Games. --- Is it Little Big Adventure 2 a decent sequel? --- YES, ABSOLUTLY. If you liked LBA 1, LBA 2 it’s indispensable to have. It expands in everyway all what makes LBA 1 a great game. --- I want to play the DOS version of LBA --- You would need a DOS emulator to make the game to work in your current computer. Download the latest version of DOSBox (www.dosbox.com). --- Where can I download the free port for windows? --- Per example, here: www.magicball.net Magicball Network contains several others programs and utilities for LBA, aside of being a big and active community of the LBA series. --- After LBA 2 in 1997, what has been the LBA series up to? --- Not so much I guess. In 2011 part of the original team of Adeline Software revealed their plans for a remake of the first LBA and were considering its release for touch-pad devices. We finally got the port to the smartphones in 2014.