Additional Notes on LITTLE BIG ADVENTURE TWO It is reported that the cheat-mode for this game is press Shift, and type: Twinsen's back for ultimate everything. I was never able to make this work, as I don't know when and under what conditions it is typed. (Holding Shift and typing T causes the inventory to appear.) 1. You can - and should - keep going back home to top up on points and money, while you can. You'll need it later. 2. You should save often, and take all options to obtain objects - they are needed. 3. You don't need to kill everything! You can often run round enemies. Also, you can more easily kill them if you creep up on them first, or hide behind something so they can't fire on you. Using discreet mode will get you around when there are lots of enemies. 4. The only way to get the umbrella back from the man who stole it, is to creep up behind him and challenge him. 5. The kid on the roof: I never found a way to use him or stop him, but I did have a lot of fun kicking him off the roof. Don't worry, he only bawls and is not hurt. 6. You will not be able to solve the puzzle of the café/bar-room locked door until you reach the appropriate level. Save yourself a lot of time and hair-pulling and don't even try. Why not just load the juke-box with coins and watch the waitress boogie to that music? And if you feel like it, make Twinsen dance too by using the X key and the arrow keys in various modes. Try them all - it's fun. 7. Freeing Raph: though you can pass through the small cave to do this, I found you could also take a shortcut by jumping off the cliff edge to the path beneath. You don't die though it knocks the wind out of you! 8. School of Magic: on entering the cemetery where the school is, you'll be asked by a trapped creature for help. You can heal this creature by shooting hearts from your horn of healing (when you get this object.) The same is true for the Dino-Fly. (It takes more than one try and you have to hit him with the hearts) 9. On a similar subject, when you come across more hearts than you need (i.e., they bounce) suck them into your horn of healing to keep it topped up. 10. Temple of Bu Theme Park: it's possible to jump into the compound containing the well to the underground railway, and jump down the well. This avoids having to play the dart game. Also, it's still possible to do it later, when the Theme Park is filled with guards, thus avoiding fighting your way into the cave entrance. 11. The alien planet: When the aliens capture you and you go in their spacecraft to their base, you CAN run away from them when they command you to follow them. However, in my estimation there is no point. You can enter the building where the spacecraft key will ultimately be found (up the top of the flight of stairs) and you can kill the guards, but it will do you no good, for the key is not there at this time, and the guards reappear when you leave the building. So don't bother - just follow the aliens! 12. Parking the car: Leave your car where it will be safe. Sometimes when you come back to collect it, you can't use it because it's surrounded by aliens shooting at you. The harbour is a good place - makes for a quick getaway; also the spot where the Dino-Fly lands. 13. The car: don't go into the water with the car - disaster!! 14. The Underground Railway: If you have not reached the correct level, travelling round the railway will be to no avail, as the door you will eventually need is blocked by stones and a signalman. However, go right round to the far double-doors anyway, and you will be treated to a video of a rollercoaster ride. 15. Getting out of the prison cell: when you come to the large robot in the fenced enclosure, you can use a meta-penguin to blow a hole in the fence. 16. Don't try to get to the town at this stage - it's not possible. 17. The warehouse: I never solved it - does anyone know how? I eventually chickened out and paid for the package to be shifted for me. But I'm still intrigued to know how to do it. I moved the box past the rolling floors and so forth, and got it down one level. But I was stumped by the locked door guarded by the rabbit warehouseman. I sense he has the key, but doing anything to him results in his being carried away on the rubber rolling floors. So - I'd be grateful for the solution on this one! 18. The sewers: you can enter them (via the weather-wizard's tent, or by the manholes in the village) and walk or jump around there but you won't be able to do anything significant until you have both the jet-pack and the lightning spell. I spent a long time before this, trying to get onto the central landing stage, by hopping onto the floating barrels, but no way is it possible! However, I did manage to jump onto some inaccessible places and get life-points and clover leaves. So it was worth it. 19. The sewers (2) I also discovered how to get your magic bar up to maximum (which you will definitely NEED for doing this properly later). Jump off the barrel onto the steps on the right, and search around in the recesses until you get a key. Then hop onto the "transport" until you go right round to the other side, where there is another set of steps and a door. The key opens the door, which lets you into a small room with a chest packed with all the magic you'll need. 20. The protective spell: This is useful, but don't over-use it. It runs out VERY quickly, and then it won't be operational again until the next level. It drains your magic bar and is often not worth it if you can run away from the nasties anyway. 21. The Underground Railway (2) When you do get to the proper level for this, the blocked door is no longer blocked. You can throw your ball at the arrows as you go past, but I found it easier to set the route by just running round the tracks and hitting the arrows in aggressive mode. You don't actually NEED to get on the train, just make sure it heads in the right direction to take you down into the place with the spitting statues and the key. Follow it, and jump on at the right place to let it take you down. However, you do need to use the train to get the key, because there's no way to jump onto the landing stage otherwise. (Go into discreet mode to avoid the fireballs. This is also true of other spitting statues and also other fire-ejecting objects like the lava fountain in the mine.) 22. Wannie's Village: When you fight your way up to the Wannie's village, you will have a short respite and time to wander round. Don't miss the lily pond and frog. If you jump on the lily-pad and kiss the frog you will get life points, and you can do it as many times as you please. 23. The cave in Wannie's village: It is worth going out all the exits of the cave, as they lead to places where you can get a clover leaf and life points. However, you have to do a running jump to get back to the main village path after you come out of the high exit. There's no path back inside. You can top up on points by going in and out the cave/rooms. 24. In the alien base: For the sake of information, the right-hand exit which you can take using a boat-object on the water, takes you round and into another room where the tunnel from the sauna ends. There is little point taking this route, although you do get more life if you need it. 25. Getting the spacecraft key: as I said, when the time is right you can get it from the watch-tower. If you are careful, you can steal it from its place in the top room without either the guard or the workers stopping you. 26. Flying to the Alien Planet: When you arrive in your stolen spacecraft, you will be asked for your identification and password. Be careful to find out and give the correct password. Otherwise you will be attacked as soon as you go outside the ship. 27. The alligator super jackpot game: This looks harder than it is. You can kill the alligator and his nasty pal if you stand just in the narrow entrance and keep hitting - the gaiters are too big to get down the entranceway! You can finish them off one at a time. 28. The pit that you can't cross: When you have finished off the alligators, you'll see a passage across a pit that you cannot cross, to a doorway. You won't be able to cross this without the super jet-pack. However, in my game I avoided having to go back there because you can get into the Upper Town another route - flying over the river. It's my guess that the doorway beyond the pit leads directly to the same place - the landing stage in the rocks over the waterfall. 29. Getting to see Mike: In the casino, there seem to be two ways to get into Mike's room. One (the easiest I think) is to beat up the guard and use the key. However, if you dodge behind the person on stage and go backstage, there is a vent high up on the wall that you can reach by pushing the boxes and jumping. I never discovered just how you get into this vent, but there's a corresponding vent in Mike's room, so I guess they link (?) 30. On the Island of the Francos: you can find the gas and find the key fragment on your first visit, and avoid having to return later. The kid who has lost his house key, the mechanical owl, and the man who lost the vial all seem to be red herrings. I never found a way to use them - maybe somebody has? 31. The gas jets: Wow, this is a difficult one! BEFORE you get into the main rooms, visit the little section underneath the large gas pipes, and you'll find some lives - you will need them. The only way to solve this is care and quick action. The final part jumping up the little steps seems impossible, but keep trying - it can be done. 32. The Lava/Gems: this is also VERY difficult, especially as it's not easy to steer the jet-pack. I found the only way was to land on the little path by the lava flow, save, hop onto a floating rock, save, then hop and climb up the ladder. Definitely lots of saves needed for this one. You can just steer round the rising water-monster - don't waste time killing him. 33. The huge gorilla at the spacecraft landing stage: He looks impossible to kill, but if you first jump the gap and then jump onto the oil barrels and keep shooting him, until he moves to another location, you can then run round and shoot him again (taking cover behind boxes etc) until he dies. It does not take long. 34. The Glove: although there is supposed to be a glove in the mine, I never found it. This may be because I found an identical glove in a room in the Wannie's cave - where the annoying little kid is playing with a tin box. (The mice-men's room) 35. The Mines: if you are careful, you won't need the protection spell often here. You can pass by the lava waterfall if you hop onto the gem-train and let it take you through. The lava stops spurting when the train passes. Get into discreet mode for this anyhow. Keep searching rooms until you have six gems. Gems can also be found on other islands, however. 36. The Crane: there's a crane in the mine that will let you have fun picking up a clover box. Just climb into it by going UP, and then the direction arrow keys will move the head of the crane round until you can manoeuvre it to pick up the box you can see. Wonderful!! The U-shaped tunnel that has two ends - this has a gem for you, but the entrance is not on the lower level. You must enter it by the upper route. 37. Volcano Island: You may decide that you don't need to go to Volcano Island, if you read the other hint file which said the Queen is not there. (Also, when you discover that the place is a real pain in the backside, and requires you to save more times than Barclay's bank in order just to get to the cave.) However, it really is worth it, because there are FOUR lives to be found in that cave. 38. Talking to the Queen: when you arrive back at the Wannies place to find the Queen in prison, walk around the ferryman's landing area, because you'll find a fallen creature calling for your help. If you use your healing horn and heal it, it will tell you how to get into the Queen's prison cell. 39. Getting out of the cell: You have to shoot the cell door switch on the wall. 40. The Construction Company: You can stroll up to the reception desk and the receptionist will hint that you need to deposit a large sum of money. Also, if you fight your way upstairs, the manager and his buddy will do the same. I did not solve this, but I am guessing that you can give them a suitable sum and something will happen. I tried gems and Twinsun money but that did not work. You can also try the 150 zlitos in the room behind the statue, but also that was not acceptable. (It does not matter.) 41. Getting from Island CX to Otringal: The hint file returns to Francos to get the missing key fragment first - and this can be done, but it involves going all the way back to the elevator and across the sea again. However, if you already have the Francos key, and all you need is the Ortringal portion, then it should be possible to take the Emperor's shuttle which is sitting nicely on the landing pad, The only thing you need to find is the key for it. It's my guess the key is in one of the gun turrets - but I don't know. I never found it. There is a landing pad for the spacecraft right beside the Emperor's Palace, so you can avoid losing several lives fighting your way all the way there by foot. 42. The final fight. Get as many lives as you can, because these guys are fierce. Save the game at every opportunity. The only way to stop the baddies appearing out of the transporter, is to nuke the transporter with your meta-penguins. Do this to ALL of them. You will find a room full of penguins behind the chain-housing pit on the second level. You can keep going in and out, as the penguins replenish. The mushrooms do not always replenish, and tend to explode sometimes. However, they also produce more lives on occasion. 43. I found the final fight a bit strange, as Funfrock cannot be killed before he cuts the chain lowering the children into the lava. There's another room after that where you have to nuke the Funfrock-producing transporter, and kill other baddies. But that seems rather pointless as you can't go anywhere else. 44. The final video shows that the children are not really killed. Thanks for the cheats sent by Tricia Tillin