Little Big Adventure 2: Twinsen's Odyssey Walkthrough

Little Big Adventure 2: Twinsen's OdysseyWalkthrough
with Story, by DarkSphere.

Bear in mind there probably ARE other ways to solve some puzzles, and a few of the puzzles may be switched in order, but this seemed to be the easiest and least painful way of getting through them. Also, these are only the REQUIRED steps, there are other things you can do as well.

You start off in your house and your Dino-Fly's hurt. Go to your back room (Get the key first in the drawer next to it) And get your golden ball, practice with the darts if you like. Go outside and go to your neighbor's first of all, and check up on your old buddy. It seems his son is working in the sewers, and made a very interesting map. Unfortunately, it's old and peeling from all the icky stuff down there. We'll have to help him later. see your dinofly, talk to your wife. Yep, this dino's sick all right. Listen to your wife and go to the pharmacy. She also mentions picking up a piece for your car on Desert Island, so remember that like a good husband. 

Thief!! Get Umbrella back for that nice little old lady. Hmm, whenever you go up to this guy he runs.. we'll try sneaking behind him in "Discreet" mode. Talk to the other man outside, he seems interesting. Oh, we have a weather wizard? Let's  go check him out.

Well, OBVIOUSLY it's not his fault. It seems our good friend Raph the lighthouse guard (well not really our friend, a lot of people don't seem to    like him much) has disappeared. After asking his fiancée where he might be, we find out he was captured by the Tralu while taking walks on the cliff. Go to the cliffs, you'll see a small entrance with a sign and a snake in front of it. Go through, come out, and then proceed to the next cave. Careful, dangerous jumps. When you arrive, you will see Raph in a makeshift jail, crying for you to don your old robe and help him again. So, off we go to become the warrior of Sendell once again, (Or else this game would suck huh. *grin*)

Go back to the Museum. The idiot of a clerk doesn't recognize you, so you must pay to get in. Then you found out that you CAN'T get your stuff back because the door to the control center is locked, and you can't get in. Well.. if you look you'll notice two things: 1) It's on the second floor and 2) The window seems to be open. Go outside, and climb in through the window on the 2nd story and unlock the door and the case holding your robe, then walk down                 and don your robe.

BACK to the cliffs. See the switch next to the open door, also next to the small room with the table? There's 3 barrels blocking your way, right? Well there's something special about that little golden ball of yours, if you aim it right, you can knock switches with it. Throw your ball over and hit the switch, that'll cause the gate to open and allowing you to go to the next room. Keep going through the screens, it shouldn't be too hard to figure out how.. until you get to a room with some big huge furry thing called "Tralu". 

Let's tango. You can figure out your own strategies to clobbering this meanie, but my way is to go to "Sporty" mode, and run around, only pausing to get a throw or two in. It also works to just go to "Aggressive," run in and clobber him.. but I like my way better, and it's also safer, because you can hide behind the rocks, though they break.

Ok, that's done. Talk to our non-friend Raph, and then lead him out. Zoë will be there, and she will be extremely pissed, but only for a minute. I mean hey, you're all-right, aren't you? Walk out with her. Now it's time to fix this storm. Walk with Zoë to the lighthouse (right next door) and watch in wonder as the wizard does his magic.

Whoa, not even I was expecting this. Aliens huh? Oh well. At least now you can go to the other island, and these guys seem harmless enough, sort of. Just stay out of their way, or they shoot you. Not any worse then your typical FBI agent. Buy a ticket for the ferry, and launch off to Desert Island. Go see the healer like you were supposed to, and ask him about the cure for your Dino-Fly. Oh, sorry, he's not home. Well, see that black striped bottle in the back? That right there is Gallic acid, guaranteed to rid anything of tarnish and it even helps brighten up and repair old papers. He won't mind if you take it would he? Well, the maid doesn't seem to care, so go right ahead, and keep it safe.

Go find your inventor friend. His house is the small house next to the beach with something resembling a brown boulder next to it. Well, it's a spaceship under a tarp, but don't worry about that now. Ask him for the car part, and he'll give it to you. The maid mentioned a School of Magic, but we don't have time now for magic tricks unless necessary. Buy a ferry ticket and go back home, give the car part to your wife. She tells you Baladino (Inventor) forgot to give you a radio, so you have to go pick it up. She'll call you when the car is finished.

Remember our Neighbor friend? Go give him the bottle of Gallic acid for his son's map. That will clear the crap on it, and allow you to read it. He'll also give you his son's Pyramid Key, which will allow you to open that door in the middle of the sewers. Now go get a ticket and take the ferry back to Baladino to get his radio. Right after leaving his house, your wife calls. She tells you that she fixed the car and is bringing it to Desert Island for you. She'll leave it by the harbor and go shopping. Go pick it up, and drive around. Notice the car also comes equipped with a gun, (Press and hold ALT) and won't fall off edges. Pretty convenient.

Now it seems is the time to look around for that school of magic, as you have no other options. As you talk to the people, they seem to mention people coming from around the hotel on the left side of the island. A quick drive over there should clear things up. Inside you'll see the hotel manager, and two drunks. The manager mentions his safety for the women's sauna, and you notice a ladder behind him. Remember the snake charmer on the roof? hmm. Let's test something.

Go into the ladies sauna. Listen to those women scream. As you leave, the Manager will threaten you with your life. Start to leave, and then you'll notice that he left his area open, giving you access to the ladder. Climb the ladder and talk to the Snake Charmer. He will tell you that the School of Magic is hidden inside the Cemetery. Drive over to the cemetery. Well, it's locked.

Park the car near the gates.. and walk around the mountain to the left. Eventually, you will see two brown dead trees next to the mountain. Go up to them. under the branch of one of the trees will be your passage inside. Go inside the Cemetery, and to the second room. You can talk to the sad elephant if you want. In the second room, you will see rows of tables, and some stairs blocked by a locked door. You will also notice some strange see-through blue ghosts moving in and out of the tables. You must walk through them, but if you touch them you will get hurt. Look for a pattern in their movement. Finally you will see a treasure chest, but don't go up to it, just yet. Remember "Indiana Jones?" This is one sensitive floor if I've ever seen one.

Tip-toe the way up to the chest, get the key, and tip-toe back. Maneuver your way back through the bluish ghosts, and unlock the door. Run through, and talk to the mistress. Wow, times must surely be tough. Even you, Twinsen, savior of the planet must pay to join the School. Hmm. Hope you have enough cashes. If not, I know a way we can rack up some. Get back in your car, and head for the Temple of Bu, now a Theme Park.

Buy admission (or run if you want, you will have to beat up a cop though) and go to the balloon game. Hope you've been eating well, because these look like a good way into the temple. Try your luck with the dart game. It shouldn't be too hard. Once you win, take your prize. Yep, just as I thought. In we go! Ok now you should be in the passage down. You're on the top of three levels, with mushrooms on four boards below you. each of those has 30 cashes, so try to get as many as you can. You can keep cycling too, after you leave the temple, play the dart game again and jump back in. Also, I think the more mushrooms you collect the better stuff flies down, but I'm not sure. Experiment with it if you'd like. I usually

Once you have more than enough cashes (You can always come back also) go back to the School and become a student. The Headmaster will assign you three tasks, which you must do in order to get your diploma, and he promises that during one of the tests you will receive something to help your Dino-Fly fly. Go in the back room and try the Blowgun Test. Though it looks hard, it's really not that difficult. Try your own way if you want, but here's how I did it. First, hit one marker. As it hits, turn yourself to the left a bit and throw immediately. Keep turning and throwing, and you should hit them all in succession. You will receive a dinky blowgun for your effort.

Now on to test number two, the Flower. Leave the cemetery and hop in your car. A little to the north of the Cemetery, you can see a rocky hill, two brown boards on two different hills, and a pretty yellow flower on what seems like an inaccessible hill. Well, it's accessible all right. Drive around the hill without the flower on it until you find a place that you can drive up. Drive across it and you will reach the board. When you drive over it, you will jump over to the other hill. Drive over the flower to pick it up, then head back to the School. Give the Headmaster the flower, and he will give you in return a Horn of Healing.

FINALLY, we can cure our Dino-Fly. Buy a ferry ticket (last one for a while) and go back to your Dino-Fly. Use the horn on him a few times, until he stands up and says he's ready for you to ride him. Now ride him over to the "Island of the Dome of the Slate." This is the most difficult test, and requires patience, skill, a pen and a piece of paper. (You'll find out why in a second) When you land on the island, you will find yourself outside the dome.

To the left of the door is a sign, and on the right is a placard. READ THE PLACARD, your life depends on it! Well, it's not really much of a placard is it. It is the entire maze. Copy this down on your paper SQUARE BY SQUARE. Or if you feel REALLY bored, go without it. Entering the Dome, you will see that the entire maze is invisible save for the square you're currently standing on. Go through the maze, picking up the items if you want them. After leaving the Dome, the Wizard will appear outside and give you a Magic Slate, so you can copy all maps you see onto it for future reference. He also invites you back to the school.

Fly back to Desert Island, and head for the Cemetery. Go on in, and talk to the Headmaster. He gives you your Wizard's license. Unfortunately, he doesn't have a costume for you to use, so you'll have to go and get it from the flying salesman. He usually flies around the hotel, so look over there for him. When you see him, show him your license. He'll sell you an outfit and a beard for 50 cashes. If you don't have the money, go and get it from the Temple of Bu like before. Once you're wearing your wizard's costume and beard, people won't be able to tell you apart from the other wizards, which will help, because the Headmaster asked you to locate his other wizards who have just recently disappeared. Before you do anything else, go to the Temple of Bu and MAKE SURE you have more than 120 cashes, you will NEED them later.

Start asking people about the wizards disappearing. They will tell you they last saw them at the hotel, talking about some sort of meeting. Head over there and towards the sauna, when an alien stops you and asks you to join him. Well, you're looking for the wizards aren't you? And he knows where they are, doesn't he? These are the times when heroes must trust their own guts and go blindly, knowing full well that if this guy does anything, you'll mash him into a pancake.

Hmm.. the old secret-base-under-the-gentleman's-sauna.. how original. Well they loaded you onto their spacecraft, and you're flying towards their home planet now. Pick up the translator on the floor of the spaceship so you can talk to them, and then go to the tourist booth on the ship, it's the far left terminal. Upon landing, they'll ask you to follow them, so, do it. My mistake, but it doesn't seem like you have a choice now anyway, there's just too many of them to deal with. Go into the room, and follow them up the shaft.

Oh sorry I thought I lost you. So you were arrested huh? It seems they've been looking for you for some strange reason. Joe will come and talk to you in your cell, and tells you about the missing wizards. So it seems these guys aren't really as nice as they seemed. They want to kidnap Twinsen's children! This will cause the guard to flip and try to stick him back in his cell. Pound the guard. Now that you know where the wizards are, it's time to get back home. Besides, you got to save those children!

You can free the Fly if you want. Beat up all the guards, then run down to the main area with the two force fields next to them. Hit both switches, but go down, not into the small room to the front, it's a guard room. I can sense 3 guards in there just waiting for you. When you get out, you will be fenced  in a small area with a robot. Kill the robot, and he'll destroy a nice exit for you. Exit through the hole and run around towards the alien dogs' kennel. Go through the kennel to the building on the other side. Make your way down the corridors and past all the guards, because time matters now. When you get out, you'll notice you're at the shuttle port. Two guards will notice you. Start running, or fight them. Head for the spaceship! Ok we're in the spaceship now, but something's missing. Why isn't it working? If you remember what the first ship looked like, you'll notice the little disk that looks like a gear is missing from the third terminal, I guess this is their key.

Exit the shuttle, and head for the tall building near the shuttles. Pummel the guards and head for the top. AHA! There it is. See it over there on the right, turning? You'll have to beat up the guard and maybe even the two scientists to get it, but you must get it. Get the key, and you can fool around with the levers if you want to, causing some other spaceships to crash. Head back down the tower, out the tower, and run into the spaceship. Place the disk in it's slot and blast off back home.

Looks like you need a little work on your landing. The ship's smashed, but you made it alright. Zoë should call around now and tell you the bad news, you're too late. Not only have the aliens took the children, but they also took control of the island! Head home, and Zoë will tell you that Baladino wants you to join him on the Emerald Moon. He also left you a jetpack in Package Claim, which you might want to pick up.

Off to Baggage Claim. This is why you saved all that money from before, because it's a lot harder than it looks. The man behind the desk will let you in. Once down there, you have two options. 1) Try to get the box yourself (Never completed it) or 2) Pay the man lying down 102 cashes to move it himself. I did the second one after countless hours of playing with the package. Now, you can hover over water as long as you don't fall.. you have to go off a shore or a gradual dip in order to hover over the water.

Now we have to figure out a way to get a spaceship and go to the Emerald Moon. Zoë told you that the Aliens took over the Temple theme park and turned it into their base, so chances are you can find a decent spaceship in there. Before you go however, there are a couple things you need to do first. The Weather Wizard was saying how if he had a special pearl he could cast a lightning spell, and there is also local rumors of a protective spell on an island off of Desert Island. But first, the pearl. On Desert Island, next to the harbor, is an alien with a gun behind some boxes, and a trash can over off further. In between them is a small path that you can walk through which leads to a wooden dock. On the dock is a bell. Ring the bell and a small turtle will come up to you, and offer you a ride into a small cave. When you're inside, you should see one big mother of an oyster behind a pit of spikes. You can't jump, but you can fly. Use your jetpack and hover over to the oyster, and take the pearl.

Have you ever looked through the telescope on top of the hotel on Desert Island? If so, you recall seeing a small cave on an island? Go over to the hotel, and when you can see the island, use your jetpack to cruise across the ocean to the small cave. Inside, you'll have to go find a place to land, while avoiding bats and fireballs. If anything touches you, in the water you will go, so be careful! When you land, You should see some skeletons, which you should kill, and two wooden crates. This part gets tricky.

The idea is (once the bad guys are gone) to stack the two wooden crates on top of each other, on the upper level to the right so you can jump up to the top small passage. Only those of you actually IN the area at the time of reading this will understand what I'm saying. You can do it any way you want, but what I did was move one box onto the elevator on the right. Then I went to the other elevator (jumped the pit of spikes) and threw my ball at the switch. Up at the top I pushed the other crate so it would fall on top of the crate below it. I went into "Discreet" mode and hit the switch on the floor with my ball, and jumped on the boxes as they rose up.

After you pass this, the rest should be pretty simple. Keep going until you find an area with a wooden walkway down, and a big nasty demon with a spiked back walking around, guarding something locked in a cage with bars of Ice. Again, kill this any way you want, but what I did was stay at the top, go in "Discreet" mode, and toss my ball down hitting him. When he spat at me, I ran behind the wall, then repeated until I killed him. The thing in the cage is the protection spell, definitely worth the effort, since it can be used while flying in the hoverjet.

With the pearl, go back to Citadel Island and drop the pearl in the not-boiling cauldron in the Weather Wizard's Tent. You should now get the lightning spell which you can use to get Sendell's ball from the Sewers. Head for the Tavern, and in there, kill the guards. Grab the key from behind the kegs in the bar, and enter the cellar. You can't see it, but follow the path around until you fall in a hole, in the center of the sewer. If you don't have full magic you can get more by searching the pot and barrel. Put the pyramid key down on the pad and enter the cave. You will see a big ice ball in the center. The only way to open it is with the lightning spell, which you can only use with full magic power. Keep going out and getting more magic if you're not full yet. Then use the lightning on the sphere to get Sendell's Ball.

Now onto getting off your planet and getting on the Emerald Moon. Go to the New alien base (AKA Temple of Bu Theme Park) And go inside the cave (Since you can't go down the well again) Ride on that little trolley thing. Now this gets hard to explain. The point is to direct yourself (1) Towards the road that takes you down a level and (2) To where you get the key. You can fix where the cart will go by hitting the arrows with your ma