Little Big Adventure - Complete Solution
Don’t Forget...
... To look in every single flower pot, all the rubbish bins, each cupboard for 
money and bonuses. In fact, any nook and cranny is worth investigating. You will 
need about 200 Kashes by the time you reach the end of this first section; if you 
haven’t got them, then you’ll have some frantic searching to do before you can 
make any progress in the second part of our guide. 
Citadel Island
Right, pay attention! We’ve got a lot to cram into these mere two pages so there’s 
no room for waffling. Here we go then...
To get out of prison change to Aggressive Mode and wait for the guard to arrive, 
beat him up and jump on the platform. Kill the next two guards before they hit the 
buzzer, pick up the key and run through the locked door. Kill the next guard 
before he sounds the alarm and then enter the first room on your right, grab the 
goodies from the lockers and change your clothes behind the screen. Exit and 
climb the main staircase up to the next level, kill the guard standing next to the 
alarm then kill the other one to gain a key. Exit into the open and activate the 
Discreet Mode, creep behind the sentry and up to the rubbish heap - talk to the 
Rabbibunny and hide in the garbage. After the truck takes you to safety enter the 
first door and open the chest for some money, then exit via the path to the south. 
On the next screen you’ll see a sewer entrance; stand on it and press the space bar 
while in Normal Mode. Talk to the bunny, collect all the goodies, jump over the 
gap and exit on the grating. Back on the surface run right and jump over the wall 
on to the ledge below, jump down and run quickly to the south, avoiding the 
guard’s bullets. Keep heading south until you find your girlfriend. Once inside the 
house two Groboclones come to your door, quickly run around to the bathroom 
and activate the Discreet Mode then hit the space bar to hide. Once the guards are 
gone, examine the cupboard by the drawing board for your magic tunic and ball, 
then look in every pot and cupboard for money, magic and health (ignore the 
secret passage in the cellar for now). Escape from your house via the fireplace 
then head north, talk to the villagers and they will tell you to head to the tavern, 
which is to the right of the town square - watch out for the droid that detects 
movement, simply listen for the rumbling of its wheels and stand still if it appears 
on screen. 
In the tavern talk to the elephant on the first floor and buy him a drink by talking 
to the energetic bunny. Exit and run to the north of the square to find the 
pharmacy. As soon as you enter the owner sets off the alarm, so quickly run round 
and kill him then turn, avoid the Grobo and exit the shop. Now re-enter the shop 
in safety and take the cherry syrup. Now run south, past the sentry and out 
towards the port. Use your magic ball to kill the next Grobo, collect the key and 
walk through the gates. Talk to the next elephant and help him solve his crate 
problem (work out a plan of attack before you do anything and then push the 
crates slowly to get them in the correct positions), exit and talk to the elephant 
again then board the boat.
Principal Island
Head right and kill the sentry and the Robobunny with your ball. Run north until 
you find the library, talk to everyone inside for invaluable info, especially the 
orange bunny who tells you about the crap drinking water. Before leaving the 
library stand close to the receptionist and kill him. He’ll push the alarm, so kill the 
guard as well then take loads of dosh from the till. Once outside head west, 
dodging the guards and then immediately run south when you enter the next 
screen in order to dodge some bullets. You’re now in the main bit of town. Talk 
to anyone and you’ll find out that they don’t trust you, so kill the Robobunny 
wandering around to prove you’re genuine. Talk to the female bunny in the house 
on ground level to find out about someone on Peg Leg Street. 
Talk to the male bunny to the left of her front door and he’ll show you a secret 
entrance to the astronomer’s house, follow him and then follow his friend to 
obtain a key from the locksmith. With the key go through the gate next to the 
locksmith’s shop, avoid the Grobo and enter the shop. Buy a can of gas and the 
Meca-penguin then exit and talk to the female bunny standing outside. Follow her 
and she’ll get you past the next Grobo, wait until he’s off-screen before making a 
move. Climb the stairs and run right, keep climbing until you find a grating then 
stand on it and jump. 
Inside the house listen to the astronomer and then take the money, exit and crawl 
through the passage. Once outside creep behind the Grobo and fall off the wall to 
the left. Exit the town and head south to Peg Leg Street. Talk to the female bunny 
in the house and then exit to the west, where you’ll find a motorbike - tell it to go 
to the Water Tower. Climb up to the grating and enter the building, collect the 
goodies inside, walk to the water hole and then use the cherry syrup from your 
inventory. Mmm, yummy! 
Go back to Peg Leg Street via the bike and then make your way back north to the 
library - let’s see what the orange bunny has to say now. Once you’ve got your 
info about the legend exit the library, head west and when you run on to the next 
screen jump over the sand bags directly in front of you. Then head north around 
the camp until you find a green buggy - tell it to go to Port Belooga. Talk to the 
bunny fishing on the pier and eventually he’ll offer to give you a lift to the White 
Leaf Desert. 
Note: If you get captured and sent to prison, simply talk to your guard and when 
he enters your cell, kill him. Take your clothes from the locker and climb out 
through the window, then when the guard questions you tell him you’re ‘fixing the 
antennas’. Activate discreet mode and creep past the Grobo and then escape into 
the outskirts of town. From here you can make your way back into the heart of 
town and pick up the trail. 
White Leaf Desert
At the new island jump across the rocks to reach the main land, but time your 
jumps carefully between the sentry’s bullets. Run south past the tents and once at 
the fence activate discreet mode and creep round the fence, kill the sentry and 
take the key, keeping close to the fence to avoid sentry fire (if you follow the 
fence all the way round, you’ll find a clover leaf). Exit out to the desert through 
the main gate. Walk east and find the old bunny sitting under a tree. Talk to him 
and then jump down the chimney. 
Temple
Activate Athletic Mode and run to the right to avoid the skeleton guard and then 
jump on to the pillars. Keep heading right and follow the path round (ignore the 
first switch but push the second one). When you find a spitting bomb mechanism 
embedded in the floor run to the left, flick the switch on the wall and run towards 
the stairs. Quickly turn and run when the log starts to move. Hide in the recess to 
the south, climb the stairs and flick the next switch, then turn and exit through the 
new doorway to the north. Carefully time your run through the blades and the 
fireballs and find a statue of Sendell. Push this off to the right and then down 
behind the blades and fireballs, and on to the platform which moved when you 
flicked the second switch. Jump on to the wall in front of the platform and then 
jump down on to the small staircase below. Flick the next switch to move the 
statue again and then push the statue on to the next platform above the sleeping 
guards. Kill the two guards with the ball and flick the switch, then push the statue 
on to the plinth on the other side (avoiding the fireball) to open the door.
Go through the door, follow the path and jump out of the way of the rolling log to 
avoid a lot of heartache until you find the Sacred book of Bu. You now have the 
ability to read runes and you have attained the next level of magic. Exit back to 
the desert and talk to the old bunny to get some more info about your quest. Head 
back to the boat and it’s once more off to Citadel Island and that intriguing secret 
passage you found beneath your house...
Back To Citadel Island 
Last month we showed you how to get the Sacred Book of Bu from the Temple in 
the White Leaf Desert. Tricky wasn’t it? Blimey, we nearly pulled our hair out 
with the whole section and, like us here at PC Gamer, you no doubt had more than 
just one attempt at legging it passed that rolling log! But you’re through, and now 
it gets even harder.
Once back at Citadel Island head for Twinsen’s house. Climb down the chimney 
and then through the secret passage blocked by a barrel in the cellar to enter the 
secret cave. Alternatively, you can run to the left of your house and across the 
beach to another cave entrance! By possessing the Book of Bu you can now read 
the runes on the door, and in doing so you learn that the key for the door was 
stolen by a pirate called LeBorgne. So let’s go find him, but first you need to get 
to Principal Island again, so talk to the elephant who had the problem with the 
crates and get another ferry ticket.
Principal Island 
Run to the Old Burg and find the Rabbibunny standing by the wall. He will tell 
you about LeBorgne’s log. Go to the shop and ask the owner about the log. He 
tells you that it was sold to the Librarian, so run over to the Library and find the 
culprit. Talk to the Librarian and read the ensuing information carefully paying 
particular attention to the bit about ‘treasure’ which, in short, is on Proxima 
Island. Leave the library and, using the military buggy, get back to Port Belooga. 
However, once there you won’t be able to recruit the services of the bunny. 
Instead you can buy a catamaran off a spheroid but, as we warned you last month, 
you’re going to need 200 Kashes for the purchase! If you haven’t got enough, 
look in all the flower pots and bins until you have.
Proxima Island 
Once docked, talk to the locals. Eventually you will uncover the whereabouts of 
LeBorgne’s treasure; in the heavily guarded museum. Alternative thinking is 
what’s called for, so find a wandering salesman and buy a hair-dryer from him for 
30 Kashes (got enough cash?). Then enter the building by the dozing guard and 
the elephant inside will offer useful information about the museum’s security. Exit 
and head back to the dock and go through the gate by the museum where you find 
a shop; the owner will give you an electronic keypad which gives you access to 
the Teleportation Centre (if you’ve also found a coffee pot, you can exchange if 
for the locations of clover leaves). Now go back to the dock and then exit off to 
the left, where you will find a house boasting a large hole. Inside is an inventor, 
who will give you a jet-pack for ten Kashes and a hair-dryer! 
Leave and walk to the locked door of the adjacent house. A guard will now 
appear, so kill him with the magic ball to obtain a key. Open the door and talk to 
the bunny inside, who will give you a red security card if you will visit his brother 
in FunFrock’s Prison, on Principal Island no less! Do as he asks. You’ll find the 
bunny on the right-hand side of the prison - jump down into the trench to the left 
of the Robobunny guard and use Discreet to edge your way passed him, climb the 
ladder to escape and then run like hell!
Proxima Island  
Back on Proxima get the security card and use it to get into the museum; don’t 
take anything or you’ll activate the pressure sensitive floor pads. Instead, exit via 
the grate on the floor - this takes you into the sewers - then find your way to the 
prison and use the lift to climb up. Wait until the elephant is facing away from 
you then push the alarm and escape to the sewers through the grate in the wall, 
and back to the museum. Now use the jet-pack and fly up to the treasure chest on 
the top floor to get the items, then fly down to the pirate display and get the flag - 
remember to stop moving if a guard wanders by. Now leave the museum through 
the grate and leg it back to Citadel Island.
Citadel Island
Go to the cave beneath Twinsen’s house and grab the objects behind the door - 
Gawley’s Horn and Sendell’s Medallion - and then read the inscription on the 
wall. (If you use the Horn on the ‘S’, you’ll get five clovers!) Leave and head 
back to your catamaran, using the pirate flag on it to gain safe passage to the next 
section. 
Rebellion Island 
Head straight for the bunker and talk to the bunny, who’ll tell you to drive a 
buggy to the rebellion leaders. Once at HQ find the spheroid hiding under the 
camouflage and he’ll give you a mission to find Colonel Krompton somewhere in 
the Himalayi Mountains. Use the buggy to get you back to the harbour, picking up 
more gas canisters before you do so, and then talk to the soldier bunny, who’ll 
whisk you off to the mountain range.
Himalayi Mountains 
On arrival you and your new-found friend must fight it out with FunFrock’s 
minions. If you can’t kill a guard, the bunny will help you, so make use of this - if 
he dies, go back to the landing site for another commando! Shoot the aerial on top 
of the first building to stop any communication and then head left. Keep fighting 
until your friend mentions stealing a tank, at which point the tank will blow up the 
main gate giving you access to the Fortress. Kill all inside and go up the steps. 
Kill the guard for a key and go through the door marked ‘F’. Run up the steps and 
kill the two guards to obtain two keys and kill a scientist to get a third (examine 
the cabinet for a fourth), then exit through the door on the right. Next open the 
gate and kill the guard to get another key, then free the Colonel, exiting off to the 
right and through a hole in the wall.
This is where the fun really starts. Take the snowboard and whizz it down the 
mountain. At the bottom talk to the chap by the ski-lift or, if you enjoyed it so 
much, go snowboarding again! Back at the ski-lift walk to the right until you find 
two trees, which lead you to the next section. When you appear through the 
clearing you will see a village being ravaged by mutant crab-like things, kill them 
and head into the village and search for a bubbling cauldron. When you examine 
the pot a bunny will appear and offer you a mission. In return for destroying the 
mutant factory he will show you a Sacred Carrot - talk to the Scottish bunny for a 
clover. So off you trot, following a lady bunny to a secret passage which leads 
you to the dock. Talk to the elephant and head right killing the Grobo as you go, 
then enter the shuttle-car building and talk to the green Grobo, who’ll open the 
shuttle gates. 
The shuttle will take you to the Factory and as soon as you arrive kill the scientist 
before he pushes the alarm button. Keep moving, watching out for the guards, and 
then kill all the creatures on the tables and run left to find the bouncing balls in 
the pit (these are real buggers to hit, but treat them similarly to the bouncy things 
found earlier in the Temple). The screen will flash when you have got all of the 
mutants. 
Run back the way you came, heading through a corridor to the north of the 
laboratory tables, and into the control room. Remember what the spheroid told 
you in the Library all those moons ago and (as you look at it) pull the right lever 
once to open the door and then pull the middle lever once. Exit through the door 
and drop off the ledge by the barrel, then run towards the door to escape the 
hidden mutant. 
When you emerge be quick and grab some more gas. Kill the Grobo guard and 
then climb in the buggy - this will take you back to the village. Now find the 
bunny waiting at the cauldron and he’ll show you the Sacred Carrot. Then you’ll 
gain access to a hovercraft boat, but this is all you can do here for now as you 
need to find a blue security card. Get back to the secret passage that the bunny 
opened for you and head left, carefully walking along the snowy ledge and 
watching out for the gun turret. Jump behind the fence and keep running left to 
rediscover your catamaran, then set sail for the White Leaf Desert once more... 
White Leaf Desert 
If you followed our guide carefully last month, you should have found your way 
through the Hamalayi Mountains and destroyed the Mutant Factory. You should 
then have found your way back to your drifting catamaran. The next step is to sail 
to the White Leaf Desert and locate the ‘S’ seal where, if you use Gawley’s Horn, 
you will gain entrance
to a maze. Somewhere in the maze you will find an Elf, who will give you a 
membership card if you free him. 
Proxima Island 
First, use the bike to go to the Eclipse stone. At the stone you will be given a 
password, then use the buggy and head to the Marked stone. Use the horn with the 
ÔS’ symbol and climb through the hole to find the Marked Stone, where you will 
gain another password. Now head back to the Eclipse Stone to get the Magic 
Flute then, to replenish your magic and health, head back to the Marked Stone. 
Hamalayi Mountains 
Head back to the passage located behind the Sacred Carrot, run left towards a 
guard and a metal gate - kill the guard for a key. Run past the guards and up 
towards a locked gate, where you can use the Elf’s membership card to gain 
entrance. Climb down the ladder you find on the right, and then follow the path 
behind the wall to find the Clearwater Lake - now use the magic flute to gain the 
next level of magic. Return to the little hovercraft and head to Tippet Island.
NOTE: Each time you pass the Elf on the small snowy ledge by the Rabbibunny’s 
hole you will obtain three clovers. When you find yourself in desperation, you can 
return here as many times as you like to restock.
Tippet Island 
Stock up for your trip ahead and then talk to the bunny dressed in the white loon 
pants for info on both the Cloning and Teleportation Centres - this will cost you 
ten Kashes a throw! Locate the bunny fishing to gain a key and then find and open 
the metal gate to the north of the bunny and run into the Twinsun bar to avoid the 
Bouncers. Talk to the bunny on the stage and then the Grobo behind the bar - 
you’ll discover a secret passage, but to get through you need to find a guitar.
White Leaf Desert 
Head back to the White Leaf Desert, find the old bunny in the desert and 
exchange the flute for his guitar. You can now make the long trek back to Tippet 
Island and listen to some sweet music...
Tippet Island 
Get back to Tippet Island and give the guitar to the barman and then clamber 
down the secret passage. Stand at the bottom of the steps and use your Proto-pack 
to jump on to the crab then, when it gets close to the far set of steps, jump off to 
safety. Navigate the following tunnels (fall down the large hole to find a key 
which opens the locked metal gate) and eventually you’ll find yourself on top of a 
hill. From here a Dino-Fly will pick you up and take you across to Fortress Island.  
Fortress Island 
Right, get ready for a lot of toing and froing! Talk to the bunnies to learn that 
they’ll help you get into the Fortress if you destroy the Teleportation Centre. Not 
as obvious as it might seem, head back to Tippet Island and ask the off-duty 
Groboclone about the plans to the Fortress.
Tippet Island 
Give the Groboclone 50 Kashes and he’ll tell you that the plans are on Principal 
Island.
NOTE: To avoid scrambling through the tunnels on Tippet Island use the Dino-
Fly to get you to the Hamalayi Mountains, then use the hovercraft to take you to 
Tippet Island.
Principal Island 
Now that you have the two security cards use them to get into FunFrock’s Prison 
and when inside free the bunny to gain info about an escape route. Next go into 
FunFrock’s office - don’t worry though, he teleports away so you can free the 
elephant and then open the safe. Uh oh! Where are the plans? Believe it or not, 
the architect on Citadel Island (the one who wanted to block your chimney) has 
got them!
NOTE: Find the ‘S’ symbol on the small outcrop to the right of the prison to 
replenish your magic.
Citadel Island 
Talk to the architect on Citadel Island and he will give you a security pass for the 
Teleportation Centre. 
Brundle Island 
Have patience and trudge back to the Teleportation Centre, and use the pass to 
gain entrance. Head left, climb the ladder and use the Horn on the white paint 
splodge. Once inside get through to the second chamber (a key for the locked gate 
can be found in the barrels) and using the sabre, hack the control switches to all 
the teleport pods. Ignore the klaxons and use the sabre to destroy the computer 
terminal on the lower level. Hurrah! Jump over the broken wall to the south and 
fall down by the statue of FunFrock, then head back to Fortress Island.
Fortress Island 
Barge your way into the Fortress perimeter, destroying the guards as you go, then 
the bunny will dig a tunnel into the Fortress itself. In the sewers below you will 
encounter large mutants which are a complete bugger to defeat - don’t give up 
heart! When you surface you find Zoe in a cell, but when you free her you 
discover that she’s a clone - Uh oh, back to jail for you! Luckily you can escape 
from the cell by jumping on the platform that appears, the same way you escaped 
from jail at the start of the game. Your inventory is again hidden in a locker, so 
grab your things and then walk to the cloning room full of robots. Don’t attack; 
instead go to the far wall where you’ll find another seal (the ‘S’ symbol). Use 
Gawley’s Horn to break the seal then use the flask of water with the runic stone, 
and watch the destruction of the Fortress with glee! 
With the Fortress in ruins walk ahead to the construction site, where a green 
Grobo will give you a key to the bulldozer if you talk to him. Use the bulldozer to 
clear a pathway exiting to the north, and if you follow the path, you’ll eventually 
find the Well of Sendell. Before you climb up to the well, kill the three workmen 
and then scale the rock-face to find Dr FunFrock and Zoe at the top. Now it’s time 
to see what kind of a swordsman you are, so use the sabre to push FunFrock back 
over the edge of the mountain. Once you’ve talked to Zoe drop down into the 
well. But beware; FunFrock lies in wait at the bottom, so use the sword again to 
kill him once and for all...