Twinsen’s Odyssey – Part 1
Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.
LITTLE BIG ADVENTURE 2 Arcade Adventure by ADELINE A solution by Lu Richardson --------------------------- General tips: It is important in this game to talk to everyone you meet (even animals), time and again. The characters will give you all sorts of useful hints. The more time you take to explore everywhere and everything with care, the more you'll get out of it. The most unsuspected items will yield things you need and, what is more, when you leave a place and return to it later, those things will be regenerated. You will find that the most vital point of all is to stay alive. For that reason, you must try to keep the red line which represents your hit points as full as possible. Fortunately, those little hearts which replenish it are very abundant. Also, you start with two clover boxes. It is imperative that you find as many as you can, and that's not easy - plus they are not regenerated. Clovers are also important and equally well hidden; but once you find one, at least they will be regenerated if you leave the place and come back. Since all these things which keep you alive are not all that easy to get when you most need them, it's worthwhile to save before you try something which might lead to death and take the trouble to reload if it does, thus sparing your precious clovers. Combat is constant and difficult, specially if two guys attack you at once. It is therefore vital that you find a good place to shelter, if you can, and let fly with the magic ball. Remember that, if you hit somebody, both he and you will move slightly, so that you'll have to readjust the next shot. It is best to change at once to Aggressive mode - if unable to hit your enemy with the ball, close in and batter him. However, each fight requires different strategies and I am sure you will find the best for yourselves. The cardinal rule, though, is that you attack single enemies with the ball and fight them in Aggressive mode if they come in pairs. The magic ball, by the way, is useful for hitting inaccessible levers and for retrieving unreachable items. Each mode gives you a different range, so if you can't hit something in Sporty, for instance, try Discreet. For the purposes of describing my solution, and in order not to repeat myself, I will take it for granted that you will speak to everyone, search everywhere (even corners or places hidden from view), get all the items to be got and save often. I will only mention the most important things you have to do. Practically all the small creatures you will find are hostile, and I will leave you to either kill them or evade them (you can also try to run away from people, but this is not always possible). N is the top centre of your screen, NE the top right hand corner, E the right centre of the screen, and so on, clockwise. I also use "left" and "right" if this helps me to describe the position better; but I am afraid these directions are fairly loose, particularly since the perspective changes all the time. I hope that you will understand what I am saying. Consult the holomap often to guide yourself to the places you need to visit, which are often clearly marked with a large red arrow if you've talked to the right person. You will also find the signposts useful. One of the most difficult things in this game is the jumping around you have to do (quite a lot of it, actually). The important thing is to be correctly aligned with the place you want to jump to; changing the perspective, when you can, by pressing ENTER will help you in this. I kept a special saved game just for jumps, saving every time I was successful. This is specially important if, missing the jump, you could fall to your death. Sometimes you stand on the edge, sometimes you run and press the space bar at the right moment in order to leap. Finally, please be aware that this is "a solution" and not "THE solution". You can do things quite differently and in a different order, and still get there. Computer games nowadays are not as linear as they used to be and the order of the day seems to be: Do Your Own Thing! So play the game anyway you like, there is no need to follow my instructions to the letter - in any case, certain things change every time you play and you will just have to try something else. Nevertheless, I hope this account of how I finished the game will be helpful to you. * * * Right, after the watching the introduction, you'll be at home and Zoe will give tell you your first task. THE CITADEL If you stand around for a bit doing nothing, Zoe will come to you and give you lots of noisy and embarrassing kisses. Go to the table by the bed and press the space bar to get 15 bucks. Go to the piece of furniture by the door and get a key. This allows you to get through the door. Pick up the magic ball from the top of the barrel. Note the radio. You can use it, though nobody will answer. Moving on, get the holomap from the shelves. Get the darts. Hitting the bullseye of the dartboard (you can use the ball) will get you hearts and potions. Leave. Go to the table by the bed and get another 15 bucks. Explore the whole house. Leave it. Don't go away, though. You are going to need a LOT of cash, so keep going in and out of the house and getting those 15 coins until you have about 300. I know it's a bit boring, but you won't regret it. When you've finished amassing money, head N and examine the car. Keep going round the house to the Dino-Fly. Talk to Zoe. Return to the house and then go SE; follow the path around to your neighbour's house. Talk to him. Examine the map on the table and he will tell you he needs a vial of gallic acid. Leave, head SE and follow the path E to town. It is worth the trouble to walk around talking to everyone and looking everywhere. The Museum ---------- Your first destination is the Museum. Go in and investigate it fully. You'll find that a door is stuck. Go outside, go up the ramp and around the square top of the building and you will see an open window. Go through. Press the red button, pull the blue lever and press F6, then run through the door, down the stairs and get your tunic and medallion before the case closes. You can leave now. Go E. You can go up the ramp and talk to the kid on the roof of the Chemists; make sure you avoid the missiles from his catapult. Enter the Chemists. Talk to the attendant; the customer will cut into the conversation. A guy will come in and steal her umbrella. Follow her out of the shop and talk to her; she will help if you retrieve her umbrella. Change to Discreet, head S; you talk to he guy and he gives you the brolly. Run N to the woman and stand in front of her. Make sure that the umbrella is selected in the inventory and she will tell you to go to Desert Island. Go W, under the arch, to the harbour. At the Ferry Office you can buy a ticket, but the ferry can't go until the storm problem gets sorted out. Time, perhaps, to take on board everyone's hints and go to the Weather Wizard (consult the holomap to get there). Go inside his tent and talk to him. I'm afraid you will have to find the lighthouse keeper. Before you leave, stand in front of the cauldron and press the space bar. Hm. Go to the left and pull the lever. Go through the hole in the wall. Walk SE and face NE. Press F6, save your game and jump on one of those floating boards as it goes by. Turn right around and note the mushrooms and the lever. Jump at the one mushroom on the one slab just past there. This will yield a clover; remember where it is, you might well need it again. Jump on the next passing board, you'll float towards the NE. When you turn the corner, face NE and jump at the cardboard box. It contains money. In the hidden corner to the right, you'll find a key. Before you jump again onto a board, note the dripping water in the complex in front of you. Jump and face E; wait and jump at the door. Inside, a chest contains lots of blue potions. You might not need them now, but believe me, you might well need them later on. OK, take the next board and wait till you get to the lever. Jump, use the mushrooms, pull the lever, face NW and take a running leap at the gap: you can now go through to the Wizard's. Leave his tent. Examine the holomap. Head directly to the E of here, or as directly as you can; to find out where the lighthouse keeper is you would have to travel a lot and talk to a lot of people, so I'll save you the trouble. When you get to the bridge, take the path down to the left of it. Watch out for snakes and follow this path, which will take you to an arch (almost directly beneath the tent) behind a signpost which says "Access to the Cliffs". The Cliffs ---------- Go through the arch in Aggressive mode and kill the spider. Keep left and dispatch the bird and the snakes with the magic ball. Go through the arch and follow the path, leap onto the rock and jump again to regain the path, then through the next arch. Keep left and you will find the lighthouse keeper, who needs your help. Continue along, up some steps, and you will see a room with one door open and another shut. Jump below the three barrels and get as close as you can to the lever to the NE. In Discreet mode, throw balls at it till you hit it, and the closed door will open. Go back to the steps and through the two, now open, doors and through the arch. Go to your right and jump across using the mounds of boulders as an aid till you see a lever (by the way, boulders can be destroyed from a safe distance to produce hearts, potions and coins). Jump onto the boulders to the right and hit the lever with your magic ball. Go back to the entrance of this room and keep left - jump at the broken stairs (it's a bit difficult, but you'll make it by standing at the right distance and angle). Go NE. You will meet Joe. Go through the next arch. Enter cautiously and hide behind the first barrel you come to. Start chucking the magic ball around till you kill the beast. Jump down to collect the key it will drop. Note the black boulder to the left of the stairs going down. Jump onto in and then onto the slab. Go left and, taking whatever cover you can behind the candlestick, attack the monster. If necessary, go into Aggressive mode and just bash away. Anyway, you'll have to go down the stairs to collect his key. Up again and, in Normal/Sporty mode, negotiate the wall to the SE with the spikes on it and then work your way W to the locked doors by jumping from one platform to the next. Once you are through the first door, the bird will attack you. Go through the second door. Jump into the pit, trying to hide in the left corner of it, and battle it out with the Tralu; or run around chucking the ball at him - at the end, collect his key and other items. Walk left and jump into the jail. The lighthouse keeper will be glad to see you - you get a clover. Leave through the locked door, go downstairs and to the right, where you'll meet Zoe. Watch. Using the holomap and the signposts, find the lighthouse. Talk to the Wizard and watch. Go to the harbour and take the ferry - make sure the ticket is selected. Watch. DESERT ISLAND I will leave you to explore the whole village - watch out for the phoney trash bins and cacti. Go to the house of the healer (marked with an arrow in the map) and talk to the woman. Get the vial of gallic acid from the shelves. Find Jerome's house and talk to him. He will give you a spare part for your car. Examine everything - use the radio. Leave. Examine the holomap. Go to the oasis on the SE. Use the bell and go to the edge of the water. Save. A turtle will appear and invite you to jump on it. Do so and it will take you to a little rock - jump on it and get the clover box. Jump on the turtle and it will take you back. Consult your holomap once more. Go to the extreme NW of the island. Note the bloke on the roof. Enter the building and talk to everyone; behind the counter, you will see some stairs. Walk through the door to the right, across the courtyard and enter the door to the SE. A young lady yells. Step outside; the Manager will be standing there frowning on you. Then run to the stairs and up. Talk to the guy on the roof and he will tell you where to go next. The School of Magic ------------------- Go to the Cemetery. You will find that the doors are locked, but going around to the left of them you will find a passage going in. Mind the birds. That funny green thing in a rock is Joe - talk to him and he will ask for help. Find the grey path which leads to the doors between the sarcophagi. Go through. Talk to the grobo. Go through the door to the right. If you go to the NW you will see there is a locked door. Head NE - you have to negotiate your way through the tables while avoiding the blue blobs. Just pick the right moment. On the other side, climb up the stairs, change to Discreet mode and go open the chest - you get a key. Still in Discreet mode, find the hidden penguin between the two large rocks to the left. Go down the stairs and change to Sporty mode - run the gauntlet of the blue blobs once more, go up the stairs and unlock the door. Following through here, you'll come to one of those bunnies. Talk to her and she will present the Master Magician. Keep talking to him, pay your money and ask for instructions. Go to the door behind him and he will give you more instructions. Enter and go up the steps. Face SW and start throwing the magic ball. It's just a question of timing, I'll sure you'll have no problem hitting all the targets in the time given. When you come out, you get a blowpipe and the next task. Leave the School and, outside, look at the holomap. The location of the next item is marked - you will note that there are two large groups of rocks. Go to the N one. You have to be almost beneath the broken bridge - a phoney cactus will have to be killed or you'll get no peace. Then find the right spot to climb the rock around here; persevere, it can be done. Once you've jumped up, get the balsam flower. Now it's just a matter of jumping down and going back to the School of Magic. You will get the horn of healing and be told where to go next. Go outside to the Cemetery. Find Joe, stand back and save. Select the horn, aim it at him and when you hit him with a heart, he will be well again. You get a clover or two. Go to the Ferry Office and get a ticket. Avoiding a nasty man near some crates, get to the ferry and travel to the Citadel. Go to your house, walk round it and go up to the Dino-Fly. You will find Zoe there. Give her the spare part Jerome gave you. Now select the horn and keep firing it at Dino till he gets well. Talk to him and ask him to take you to the Dome of the Slate. The Dome of the Slate --------------------- Walk to the map to the right of the door and save your game here. Examine the map. Enter the door and stop. Save another game for this highly dangerous and difficult exercise. As you walk forward tiles will appear under your feet, which are hardly visible; but if you are too close to the edge or step into the vacuum, you get killed. So advance very carefully and save every time you negotiate a part of the maze successfully. If you've forgotten where you are or what you have to do next, save, reload the game at the point in which you can look at the map, find out where to go and then reload the maze. I will try to give you directions to help you, though it won't be easy. From the viewpoint of Twinsen, advance forward 8 tiles, counting as you go. Then turn him to his left and advance 4 tiles; turn him to his right and advance 4 tiles; to the left, 4 tiles; to the left, 3 tiles; to the left, 2 tiles; to the right, 4 tiles, to the right, 3 tiles; to the right, 10 tiles; to the right, 4 tiles; then keep going straight to the door and through. The Magician will appear and give you a magic slate. Go around to the left of the door and climb some steps to get back to the map. Consult it and it will be inscribed in the slate. Enter the door again. As the same way as before, advance forward three tiles; turn Twinsen to the right and advance 2 tiles; to the left, 1 tile; turn him to the right, jump up; advance 2 tiles; turn him to his left and advance carefully till you see a clover box. Get it and walk back the way you came and through the door. Go to Dino and ask him to take you to Desert Island. Go and visit Jerome. With the use of the radio, you know your car is waiting for you. Go to the village and, near the ferry, you will find Zoe and your car. You can use it by standing near it and pressing Enter - you can also shoot with it pressing ALT. Examine the holomap and drive to the racing track. Enter it and stand behind the white line, in the left lane, and wait. A guy will come and challenge you. I couldn't catch him (may be you will), but had a lot of fun driving around. Drive to the cemetery and go to the Magician. Talk to him. Now drive to the Hacienda in the NW, talking to everyone you meet. Watch the nasty trash bin. Enter, go right to the courtyard, talk to the alien. Go along with him and enter the door at the NE. Watch. ZEELICH Inside the ship, go downstairs and get the translator. Go back up, talk to everyone and examine everything. After you have looked at the tourism terminal, just walk around and watch the ship land. Follow your leader - as you come into the building, Joe recognizes you and gives you away. You wind up in jail. Joe will join you inside your cell and explain matters to you - keep talking to him until the guard comes and orders the door open. Change to Aggressive mode at once and kill him. Go to the left and follow this corridor till someone asks you to free him. Go SE and up the stairs - no need to go all the way up, hit the guard with the magic ball till you kill him. Then pull the first lever, go down the stairs and follow the freed insect. When you come to the two red switches, press the first one. Talk to your pal, then follow him through the door. Attack the robot at once with the magic ball and don't leave off till it explodes. Escape through the gap and turn to the right. Change the perspective, jump over the bale of straw and, avoiding the doggies, walk diagonally to the NW. Outside, cross to the building in front, behind the backs of the guards. Inside the building, you can talk to everyone, but go through the gate with the arrow pointing SW. This sets off an alarm and you will have to kill two guards. Keep going SW and down the chute, and SW again. As you come out of the door, stick to the left corner so that the two guards will separate. Change to Aggressive mode and kill one, then throw the ball at the other till he's dead. Come up the stairs and talk to the engineer in front of the ship. Go into the building in front of it. Kill the guard; he will set off an alarm and another guard will come. Kill him also. Keep going up, all the way. You come out into the control room. Look around for a red travel token - as soon as you are able, take it. There is no need to kill anyone here, you just wait till you can access the token. Go down. You'll have to kill the new guard. As you come out of the building, you could run like the wind, avoiding the guards chasing you, and enter the ship. Otherwise stay and kill them. At any rate, once in the ship, go up, select the token and watch. THE INVADED CITADEL You will get a radio message from Zoe instructing you to go home. Easier said than done! Almost at once you will be attacked by an alien, so be ready. Change to Aggressive mode and make with the magic ball. Once the alien is dead, press ENTER to change the perspective and run towards the NW (mind the snake); you are aiming for the grate which leads down to the sewers, by the telescope. Stand on it in Normal mode and press the space bar. Once there, go down the stairs in the SW direction, jump onto a floating board. If you need to, go and get a clover. From there, jump to the left to the lever and pull it. Run to the left, jumping over the gap, and enter the Wizard's Tent. Read the paper he left on the table. Go back to the sewers. If you need another clover, you know what to do. At any rate, jump on a board and float to the slab before you get to the locked door. Jump onto it, go up the stairs and run to the SE, jumping over the gap - kill the pesky bird before you try. This is the Safeguard St. exit and you will use it every time you need to get back to the village. Ignore the alien (he cannot be killed) and stand on the lift to go up. Up there, press ENTER to change the perspective. Wait till the guard heads W and then run N; when you reach the end of the path, follow it NW dodging the guard and any dog which might take a fancy to your ankles. You should be able to make it home more or less in one piece. Once there, talk to Zoe; two more tasks to complete - you have to collect the protopack and then go to the School of Magic. But! Before you do any such thing, sort yourself out in the matter of hearts, potions and money. Try and get about 200. When you are ready, run across to your neighbour. Talk to him and select the vial in the inventory. Wait till he cleans the map, read it and he will give you a key. Before you leave, consult your holomap and work out how you are going to get to the Parcel Office. It might be worth your while to save and do a trial run to see which is the best strategy - there are lots of nasties out there! The Parcel ---------- I'll assume you've made it - as you come through the door, the grobo will speak to you. Go through the door, stand on the lift and pull the lever to go down. Go left and do the same thing to go another level down; go right through the arch. You will see a sort of balcony with blue arrows on the floor. As you step onto it, this activates the floating magnet. By stepping on the correct arrows, you have to manoeuvre the magnet onto the parcel with the big label, and then move the parcel onto the black arrow on the floor and through the narrow door onto a lift. Use the tiles on the floor as a grid with which to guide yourself - it's really very easy. Once the parcel goes up and the magnet returns, go N and NE up the stairs, through the door. Save right there. Before you touch the parcel, have a good look around. Note the guy laying around. There is a clover in one of the barrels around him. The idea is to push the parcel following the black arrows along no end of passageways and upstairs to the grobo. Well, the first moves are easy enough, take the parcel to the next arrow, then stand to the left of it and push it across, diagonally, the conveyor belt. Place it on the next conveyor belt until it reaches the lift. Go downstairs and pull the lever to bring down the lift. Move it along, still following the black arrows, but time yourself so that the next pusher does not put the parcel on the conveyor belt as you try to get past. The rest is easy - till you get to the guy in front of the door. He can be got rid of by just hitting him once. Unfortunately, I could not find the key to the door. Neither of the characters here can be killed. The key is in none of the various containers in this complex. Using the magic ball on the levers of the floor below did not seem to have any effect. I did think vaguely of using the floating magnet somehow or other, but frankly, by this time I could not be bothered to study the problem further (though YOU might like to try), particularly since the guy laying around upstairs will deliver the parcel for 102 kash. Having payed up, I merely went upstairs and collected the protopack. Now for the Dino-Fly and Desert Island. You could retrieve your car from the Hacienda, if you wanted, but in any case head for the School and talk to the Magician. To get the pearl, examine the holomap. You will see the cave marked with a red arrow: to the right of it, you will see a jetty. Go there, use the bell and jump on the turtle. It will take you into the cave. As soon as you are inside, save. The mushrooms you will see on the first slab will produce four clovers. If you need them, jump onto them, then jump onto the next slab and onto the turtle. But the idea is to jump onto the third platform and go up the stairs. Use the protopack to get over the spikes and then go up in Normal mode and get the pearl. Go back the way you came. Go to Dino. Before you fly back to the Citadel, it might be worth travelling to the... Island Opposite the Hacienda ---------------------------- When you get there, walk around till you reach the beach, and advance very carefully here, pressing ENTER very frequently. When you are aligned with the entrance, use the protopack to go through. As soon as you are inside, skirt the area by heading E - if you are hit by a ball or a bird, you are dead meat. Let's hope you make it safely to the ramp. You will notice that you could continue to the E: save and try. Fun, huh? Let's concentrate on what we are doing. Leap over the spikes, facing NE, and go hide behind the mound of boulders to your left. Kill the two skeletons. Move towards the NW and have a good look. Move the box in the middle of the floor to the lift on the right, and don't push it too far NE. Go back to the platform with the stairs and the lever. Go up and take a running leap onto the other lift. Once there, turn around and throw a ball at the lever. You should go up. Push the box all the way so that it falls on the other box already on the lift - if you are very clever you'll work it so that they are not exactly on top of each other, but rather forming a step, the lower box being more to the SW than the one on top. In Discreet mode, throw a ball at the lever below and the two boxes will rise. Now it's just a matter of jumping up to reach the amphorae you will see in the NE corner. Run along this corridor - through the arch, fight two skeletons. Move a bit to the NE and you will see steps leading to a pit. Inside, a spiky creature I did not like the look of; so I lobbed balls at it till it was dead. Go down and get the Protection spell. Now go to the steps SW and stand on the lowest one. Kill the two birds. Use the protopack and wind your way to the SW. Through the arch, stop at the first platform and kill the bird. Collect all the mushrooms using the protopack. At the last platform, cast Protect and negotiate the spiky bars to the SW; stop at the ramp. Kill the bird. Again, using the protopack move S and hug the southern edge of the picture to avoid the balls being thrown at you. Get out of the cave and get to Dino. Before you leave, get the clover box on the rocks to his left. Ask Dino to take you to the Citadel. Once there, go home if you need to, to sort yourself out. Go to the Weather Wizard - it is safest to run like the wind first to the top of the screen facing NE, then at the barbed wire, SW and then E, up the ramp. Inside the tent, use the pearl on the cauldron - you've got the Lightning spell. Go into the sewer the usual way. Jump on a board and float in front of the clover mushroom to get it. Jump again on a board and, when you are level with the clover box, use the protopack to float over and get it. The mushrooms on the other platform give you hearts and potions. Use the protopack to get onto another board and make your way to the Safeguard St in the usual way. Outside, press ENTER and wait till the guard is gone and then run to the bar. Inside, go to the counter and make sure you have enough magic points by buying potions. Go to the centre of the room and cast Lighting - everybody should die. Collect everything left behind, go behind the counter and get the key from the barrel. Buy more potions so your blue bar is full. Go through the door on the right and along the corridor. In the square room there is a hole in the centre, obscured by the crates and barrels. Fall through. Advance and place the pyramid key on the stand. A wall will open. Go through and, when you get to the big ball, cast Lightning. You get the sphere. As you come out you get a call from Jerome. Never a moment's peace. Go up the stairs and stand on the square patch of bare bricks, facing SE. Jump onto a passing board. If you need another clover to complete your collection (by now I had six boxes and five clovers; make sure all your boxes are full), you know where to get one. This is the last time you visit the sewers. Go out through the Safeguard St. exit. You know the routine, go to Dino. If you want to go home, this is your last chance. Anyway, get Dino to take you to Desert Island. This time, head for... The Temple of Bu ---------------- Before you enter the enclosure, get rid of the robot and all the aliens you can from the safety of the concrete fence. Then go inside and through the archway. Go immediately to one of the corners by the door, get into Aggressive mode and kill the dogs. Advance SE and kill the guard before you go along the bridge. Once through, save: stop at a certain distance from the edge and, when the cart slows down, jump onto it. There are certain things you have to bear in mind here. The cart can only go through sliding doors if you are on top of it. You have to throw a ball at the arrows to get the cart to go in the direction you want. The way to do it is to go to through the first door, jump off, see what's what, change the arrows you need to, jump on the cart and move on to the next section. The bad news is that you can only save your game when you are on top of the cart. Try it before you jump onto it, and the cart disappears. So be warned! Although this is not strictly necessary, a bit of fun is to get the cart to go through the doors with round windows at the top NE corner of the map. Since you've saved, you might like to try it. There are lots of mushrooms to collect, but I confess I didn't need them and so I didn't bother to keep jumping on and off the cart. But that doesn't mean YOU can't! And now to business. You've jumped on the cart. Go through the first door, jump off, follow the cart, hit the second arrow in its path. Get on it again and go through the next two doors. Hit the arrow pointing downwards. Get on the cart before it goes down on its own. Hit the first arrow you come to - you should also hit the other arrow pointing down, but do so in a way that you can get on the cart before it goes down on its own. Once down there, when the cart takes you past a tall ledge with mushrooms on it, be sure you are facing SE and jump. Getting the clover means that, because all your boxes are (or should be) full, your hit points and magic points get replenished. Try to get on the cart at the W side of the tracks. Cast Protection and, when you come to the cardboard box, jump at it and get the key. Run down the stairs to the SE and through the doors. Save. The Alien Base -------------- If you go to the SE you can get back to the Hacienda. Instead, face SW and kill the soldier without going all the way down the stairs, where he can kill you. Move on SE and run S to get behind the table - the sleeping beauties will come after you but you should be able to kill them at your leisure with the table between you. Afterwards, go to the NE of the room and search their belongings by the bed. You get a key. Head W and go through the door. Kill the guard to get a key. The mushroom on top of the tallest crate is a clover... if you need it. Walk NE and ignore the ship for now. Continue NE and, without going all the way up the stairs, kill the next guard. Carry on up and then W through the doors, stand on the lift and, in Normal mode, press the space bar to go up. Move E and, before you get on the crackling bridge, use the protopack. At the end of the bridge, don't press the switch. Go E instead and get behind the table, and from there kill the soldier. Get his key and use it to open the round contraption to the right to get a travel token. Now go back to the bridge and press Enter to get a better view. Press the switch to turn off the electricity and allow the avenging guard to run onto it, then press the switch again to watch him fry. Actually, I'm a very gentle person and in real life wouldn't hurt a fly. I thought you'd like to know that. Press the switch again to disable the electricity and proceed to the ship. Use the token and watch. At the end, the code you want is the Green Moon one. Go down and collect the space suit, then leave the ship. OK, go NE and into the building with the lozenge shape over the door. Enter and go into the lit room to leave the suit there. Go through the other door and kill the guards. Click on all three orbs and then go and look at the map to the right of them. Basically, you need to get to X. Leave, put on your suit. Leave and make your way W to the building with a circle over the door. Go through in the same manner as before and head W - you will see a clover box by the bed. Pick it up and fight the two guards. Press F6 and try to get out of here, going N, as soon as you can, otherwise you'll get attacked time and again. Then go NE, kill the guard, note the yellow/black door to the NW, go the NE, kill the guard, turn the wheel and go back to the yellow/black door which will now be open. Go through and kill the guard to get a key. Walk NW and then NE to the jail. Jerome and his mate will give you a lot of info. When they leave, follow them. Kill the guard and turn the wheel. Go to the door to the SE and follow the guys out. The sausage man gets killed - run NE after Jerome, kill the guards, continue E, go through the open door and go N to talk to Jerome. Go up the stairs to the E, though not all the way up, and kill the guards. Carry on up and pull the red lever to the left. Go down to join Jerome, go through the door, pick up your suit and follow him through the other door. Watch. OTRINGAL After the inelegant landing, Jerome will ask you to get some gazogem. Look at the map. You are going to have to jump along the rocks to the S to get to the mainland. At the second rock, kill the sea dragon with the magic ball before you proceed. Carry on jumping - from the last rock, you'll have to take a running jump to reach the mainland. You will recognize where you are. Go through the kennels, avoiding the dogs, but this time, instead of going to the building across the way, you are going to the one on the left. There is no need to fight here, the guards will ignore you. Go NE, get on a lift and leave through a door to the NW. Outside, use the orange bin to get some money. By the way, you must have 5 local coins, so if necessary go back into the building and back out again to get more money. Look at the map. Go to the gas station and try and buy some gazogem. No good, there ain't any there. The Casino ---------- The bouncer at the Casino door will try to get you inside. Go in. It will cost you 5 bucks. Get onto the lift, talk to the croc and you will be taken down. Go around all the plant pots and you will get 10 coins. Go to a slot machine. Save your game (if you lose all your money, you can always reload and try a different machine). You need loads of money, at least 200 coins, and also a key. A bit tedious, but there is no help for it. Once you have these requirements, go through the door to the NW. Talk to the croc and he will give you instructions. Save. Go up the stairs and stand on the platform, as close to the wheel as you can. As soon as you've activate it, cast Lightning if you have sufficient magic points; if not, turn SE, change to Aggressive mode and use the ball if the two nasties are one behind the other or just bash them if they are side by side. If you are beaten and thrown out penniless, reload and try again. When you've won the battle, you get 100 cash and a key, and stairs will appear behind the wheel. Alas, you cannot get across to the door, but that's not important. Leave this room and play some more games for fun, if you like; to get out, stand on the lift. Once outside go E, ignoring the bridge for now, and enter the shop. You can buy a memory viewer (use it and see what it does) and anything else you need. Go back to the bridge and cross it, then go down to the harbour by turning left. Enter Rick's and talk to the hooded customer by the door. Go back to the harbour and talk to the Captain. He will take you where you need to be for 100 bucks. Enter his blimp. Watch. Celebration Island ------------------ As soon as you land, save. Turn to Aggressive mode, advance and kill the guard. Try and get the sausage man between you and the second guard; in fact, if you move slightly to the left, the guard will drown. When he is dead, run up the path and go into the Temple. Talk to monk, read the posters on the wall. Great. On top of everything else, you've got to find the four fragments of the key! Leave. Talk to the guys to the left of the temple, then to the souvenir vendor to the right of the temple. You are sent to Rick's. Go down to the harbour. Before you get to sea level, kill the first guard from a height by lobbing balls in Discreet mode. Come down and get the hot dog man between you and the next guard; try moving a little to the right. When he's dead, go to the guy with the hovercraft and ask to be taken to... Francos ------- The first hut you will see on the left when you land is the shop. Go in, buy a pick and anything else you need. Go around talking to everyone, but leave the compound to the N of the island for the moment. Investigate the round boulder next to the Burgemaster's hut. Actually it's a sort of kennel - inside, the key to the safe. Enter the Burgemaster's hut, open the safe with the key and get the note. Read it. Out. With your back to the harbour, go to the N of the island and around the huts to the left. Work your way around to the very obvious tree; get in front of it and with your back to it (use ENTER to get the correct perspective). Right below the last hut to the right (i. e., the shop), you will see a green dip. Go to it and use the pick to get the Francos key fragment. Now go to the fenced compound. Jump onto the lowest pipe and, from there, onto the wonky bit of the fence. Jump in and, ignoring the two guards to the left (you'll be seeing to them later), walk around the right of the building, kill the guard, and enter it through the door. Now, I'm not going to repeat this ad nauseam. Save a lot: and every time you see a kind of cream coloured cross-shaped wheel, turn it. OK? They regulate the steam coming out of the square valves. Advance SE to the platform which sticks out. If you can, cast Protection and take a running leap onto the first valve, then jump to the next and down. Get the key from the box - if you have problems, going up on the lift and killing the guard will allow you to turn the steam off. If not, just go through the door. Jump downstairs. Go to the lift to the right (you will see two blue lines) and jump on it to go up. Kill guard, turn the wheel. Place yourself on the platform next to the lift - the idea is to jump onto a safe bit of the tank below, without drowning. Then jump SW and work your way around to the NE - get the key from the box and out the door. Kill the guard, get the key. Jump the safest way you can to the NE. Stand on the moving platform and keep your finger on the forward key to avoid being pushed off. At the other side, go through door. Before you move on, turn to Twinsen's left and jump in to get some hearts. Move forward facing SE and kill the guard in Discreet mode. Get onto the valve to the N and kill the technician; use the ball to retrieve his key. Before entering the first gate, kill the dogs in Discreet mode, or jump onto the cube in front of the fencing and try other modes. When they are dead, go through the gate and up the stairs. A soldier will come through the door to the right. Move up the stairs and try to get him in the path of the steam. Once he's dead, get his key, continue up the stairs, open the gate, get the gazogem, get the key from the box, go downstairs and leave through the door to the right. Outside, jump out and go to the drums to the left. Jump on them and over the fence. Go to the harbour and travel to Celebration Island.