Little Big AdventureLittle Big Adventure

AKA Relentless: Twinsen's Adventure

Game Details:  Fantasy, 1994

Steam Achievements:  Completed (20/20)

Links:  Moby Games, Steam

Walkthrough Updated:  12/3/2025

Suggested Listening:  Caught Up in the Panic (Ash 25)

Little Big Adventure is a third-person fantasy adventure with some platforming/action elements. You play as Twinsen, a young Quetch under the rule of an evil dictator Dr Funfrock. After having a dream about a benevolent goddess who is destined to save the world, you must escape and enact a daring plan to overthrow Dr Funfrock's rule. There has been a subsequent re-release of this game, Little Big Adventure: Twinsen's Quest. The game is followed by a sequel, Little Big Adventure 2.

Citadel Island

Switch to aggressive mode (F3). Wait for a guard to descend in a lift, then attack him and pick up the coin he drops. Get on the lift and it will take you to another area, where you need to quickly kill another guard and a nurse before they sound an alarm. Pick up the key, then switch back to normal mode (F1). Head down the steps and through the door. Wait for the nurse to walk past, then head around the corner to the right and into the next room. Walk behind the screen to change into a nurse's uniform, and search all the lockers to get health as well as your ID card and Holomap. Now go out and kill the patrolling nurse.

Head into the other room to the north and kill another nurse, then search the lockers here. Go back out and head upstairs. Kill a guard quickly before he sounds the alarm, then kill the nurse who will drop another key. Head out through the double doors Taking out the trash.

Change to discreet mode (F4) and sneak up the stairs, then head behind the sentry hut and over to the junk pile. Use the rubbish pile and you will crouch down. Wait there for the rubbish truck to arrive, then climb in - you will end up in a rubbish dump outside the prison complex.

Walk around to the nearest building and go inside. After talking to the Rabbibunny, search the chest and drawers, then leave and head south. Stand on the grate just to the east and go down into the sewers. Talk to the Rabbibunny here. Collect the clover box (1/3) and the 3 mushrooms, then go back up to the surface. Next head down the slopes to the main ground level, and enter the pharmacy which is just to the west. Once inside, quickly run over to the pharmacist and kill him, then search the shelves just to the right and pick up the red bottle of syrup. Quickly run out of the store before you are killed by a Groboclone. Now head south until you meet Zoe just outside your house - you will automatically follow her inside.

Quickly head to the room to the south, and switch to discreet mode, then crouch down behind the tall cabinet. Wait here until Zoe is taken away and the Groboclone has left. Now you can search the cabinet right here to get your magic tunic and ball of power Suit up!.

Search the rest of the house for lots more items while you are here. Leave by entering the fireplace. Now go to the tavern, which is a two-story building along the east side of town. Head upstairs and talk to the Grobo sitting down - he will talk to you if you buy him a drink. Stop the running Rabbibunny to order him a drink, then talk to him again to learn that Zoe was taken to the port. Now head west under the archway to find the port area. Run over and attack the Groboclone by the gate, then use his key to head through the gate. Talk to the Grobo at the doorway to the north, who needs you to move some crates for him. Head inside and move the 4 crates on to the 4 crosses. Go back outside and get the ferry ticket from the Grobo. Walk over the captain and talk to him to hand over your ticket. Now you can board the ferry.

Principal Island

Head north along the dock and use your ball of power to kill the guard and the Robot Rabbibunny. Keep running north to the next screen, then continue north past the HQ and into the library. Talk to everyone in here, including a Grobo sitting by himself in a room full of chairs in the northwest corner Fanboy.

Leave the library and go west past a guard post and then south into the main part of town. Here you will find 2 Rabbibunnies talking to each other - they will run away when you approach. Enter the doorway here and try talking to a female Rabbibunny, but she doesn't trust you yet. Go back outside and run north, then kill the Robot Rabbibunny coming down the stairs. Go back through the doorway again, and now the Rabbibunny will give you some information about her friend Beatrice. Go back outside and head south, then enter the house near the sea and talk to Beatrice, who will tell you about an astronomer. Go back to where you saw the two Rabbibunnies by the wall. Talk to the one here and follow him, then follow the other one around into a house. Talk to him again, then use the sink on the wall to open a secret passage, which you should climb through.

Talk to the Grobo locksmith in the next room, then follow him outside. When he drops a key, pick it up. Now you can use the locksmith's shop as a way to collect money quickly. While he is outside, go in and steal 23 kashes from his cash register. Go back outside, then enter again and repeat. Keep going until you have at least 500 kashes Kash-ing!.

Outside again, use the key on the gate up the stairs to the west. Head west and down into the building with the jerry can symbol over the door. In this shop, buy a meca-penguin and 4 lots of gasoline. Head back outside and talk to the female Rabbibunny just here to get instructions to get past the Supergro guarding the steps. Follow her to the steps and go straight up to be knocked out by the Supergro - you will end up in prison.

Talk to the nurse, then when he comes in, attack him. Search the locker to get back all of your belongings. Climb out the window Prison Break. Tell the guard you are fixing the antennas. Now head north and sneak past the Supergro. Make your way up the steps to the west and attack or dodge the two Grobos, then enter the door here. Go downstairs and through the other door, then run past the guards to return to the docks where you arrived.

Kill the guard on the Robot Rabbibunny again, then go north and west. Make your way back through the locksmith's shop and talk to the female Rabbibunny again. This time wait until the Supergro comes down the steps and follows her, then go up the steps.

Continue around to the right and up the next staircase, then stand on the grate and use it to get down into the astronomer's house. Talk to Bob Vortix here, accept his money, then crawl through the hole downstairs and exit the building. Switch to discreet mode (F4) and sneak past the Supergro, then return past where the two Rabbibunnies were talking together earlier and continue south. Follow the main road to the west and get into the yellow vehicle to head to the Water Tower.

Run up to the top of the steps and go down through the grate into the water tower. Collect the 3 mushrooms from here, then go to the water supply and use your bottle of syrup on it Sweet!.

Go back outside and use the yellow vehicle to return to Peg Leg Street. While you are here, you can keep using the yellow vehicle to travel backwards and forwards a total of 10 times Gas up!.

Run all the way back to the library and talk to the Rabbibunny upstairs to the west - he will taste the flavored water. Follow him down to a book that you should read. Leave the library again and go west past the guard post, then northwest into a military compound and up to the northeast to find a green buggy. Use this to go to Port-Belooga.

Head north and talk to the Rabbibunny on the pier, then pay for him to take you to White Leaf Desert. Board the boat to set sail.

White Leaf Desert

Jump across the small islands, avoiding fire from the mounted gun, then run south and kill the guard with your magic ball. Pick up the key he drops and use it on the gate, then run to the east. Head southeast and talk to the wise man sitting near a hole in the ground - he is looking for a book held within an underground temple. Jump down the hole into the temple.

Head right and jump over the small platforms, then over the spikes. When you reach the yellow ball bouncing between vases, set your meca-penguin free, and as it runs over the raised square platform, head through the gate to the south (you could otherwise find a large white statue and push that back on to the platform, but this way is faster).

Immediately run east and jump over the gaps to avoid the spiked rolling log, following the corridor around the corner to the north. Follow this path past several more traps, until you are on a narrow raised platform and can see a vertical log with a raised white lever - throw your magic ball at this, then jump on the moving platform. Throw your magic ball again (you throw it higher in discreet mode). Once the platform moves again, jump off on to the next raised platform.

Throw your ball at the next lever, get on the moving platform, use the lever again, and keep going right. Follow the raised platforms around to find a rolling boulder to dodge, then use the next lever by hand. Run around to the left, down the stairs and drop down to a lower area. Use the 3 levers to move the raising platforms into a stairway and jump up these. Push the large white statue down on to the raised square platform, then go through the open gate. Run through and get the Book of Bu to reach magic level 2 Animal Lover.

Head east to leave the temple. Talk to the wise man again, and he advises you to return home. Head back to your boat and talk to the Rabbibunny, paying to return to Citadel Island.

Citadel Island

Head back to your house (climb in through the chimney in the roof). Go to the cellar door and search the pot plant to find a key. Use this to open the cellar door. Enter the cellar and climb into the barrel to find a secret room. Read the runes on the door here to find out you need to find the Pirate LeBorgne's treasure. Leave your house the same way you came in.

Go directly north from here and you will eventually reach a tavern with a Grobo sitting on the roof. Go inside and kill the Groboclone. Pick up the key he drops and use it to get into the cellar. Go to the lowest part of the cellar to find a clover box (2/3).

Return to the port and talk to the Grobo who gave you the ferry ticket earlier, then buy another ticket. Go to the captain and get him to take you to Principal Island again.

Principal Island

Go to the Old Burg area and talk to the Rabbibunny by the wall; he says you can find LeBorgne's log for sale. Go back to the shop where you bought the gasoline and meca-penguin and talk to the shopkeeper about the log - it has been sold to the librarian. Head over to the library and talk to the chief librarian, then ask the Grobo over in the western part of the library about the log - he will read you 3 extracts from the book. Head to the military camp and go to the green buggy, using it to go to Port-Belooga.

Talk to the Rabbibunny on the pier. Head over to the west and talk to the Sphero, who will sell you a catamaran. Use this to go to Proxima Island.

Proxima Island

As soon as you arrive, change to discreet mode (F4). Head up the steps, then down the slope to the east. Stand near the garbage can at the bottom of the slope, then wait for a Sphero to appear. Walk over to him and you will receive a coffee pot Coffee break.

Wander around here until you find a salesman, and buy a hair dryer from him. Now head west up the slope again. Go through the gate to the north, then enter the house to the north. Talk to the Grobo in here to receive a keypad. You can also hand over the coffee pot to receive a list of clover box and clover locations.

Go back through the gate and head west to a new area. Continue west and enter the house with the large hole in the wall. Talk to the Grobo inside and you will give him the hair dryer. Agree to try his new product, then take the kashes and the Proto-Pack Take off.

Go back outside and try to enter the house down the slope to the right; a Groboclone will appear and attack, so kill it with your magic ball and pick up the key that is dropped. Use this to get inside here. Talk to the Rabbibunny inside and offer to help him. Go back to your catamaran and set sail.

Principal Island

Use the green buggy to return to the military camp. Head south from here until you reach the water. Just to the west you will find a small beach. Use your Proto-Pack to fly south and east, landing on a beach on a smaller island. Collect the final clover box (3/3) Lucky Clover.

Use the Proto-Pack to fly back over the water to where you started. Now make your way north, east and south to the HQ. Kill some guards and drop down into the lower area on the right. Talk to the Rabbibunny prisoner through the bars, and he will give you a code word. Make your way back to the catamaran at Port-Belooga, and sail to Proxima Island again.

Proxima Island

Go to the house where you offered to help the Rabbibunny and talk to him to receive a red magnetic card. Return east and use your red magnetic card in the slot on the left front wall of the museum, then head inside.

Go up the stairs and note the position of the grate here, then continue through the door on the right. Make your way up to the main display room and find the cannon in the northwest corner. Stand at the back of the cannon and use it Fire away!. Now turn around and push on the western wall here to reveal a secret passage Hidden passage. Go through the passage and talk to the Rabbibunny to get some clovers. Head back through the passage again.

Return to the grate you saw earlier, and jump on it to go down to the sewers. Go over to the nearby grate and use it to get up into the prison. Wait until the Grobo moves away from the red switch, then use it to activate the museum alarm. Attack the nurse, then head back through the sewers into the museum, where the lights will now be off.

Go through the door again and head just to the top of the stairs. Use your Proto-Pack so you don't touch the pressure-sensitive wooden floor, and take the pirate's flag from the nearby display. Go all the way up to the treasure chest in the upstairs section. To avoid the robots up here, you can stop on the stone platforms for any of the display items, and the robot will not see you if you don't move. Once you have the ancestral key from the treasure chest, go to the railing and drop down to the bottom area, then go back down through the grating to the sewers. Go up through the prison and out through the door. Return to your catamaran.

Citadel Island

Head into your house and go down to the cellar. Use your ancestral key to get through the locked door, then get Gawley's Horn and Sendell's Medallion to reach magic level 3. Read the runes on the wall here and use Gawley's horn on the S symbol to get 5 clover leaves. Go back to the catamaran and use the pirate flag on it, then set sail once more.

White Leaf Desert

Head through the camp to the desert and go north to find another S symbol on the wall of a cliff. Use Gawley's horn here and head inside to a maze. Walk forward and left until the elf starts moving, then just wait until he comes to you. Talk to the elf to receive a blue magnetic card Join the club!. Return to your catamaran once more.

Proxima Island

Go east and then north to find a buggy, and take this to the Marked Stone. Use Gawley's horn and go through to learn the password GIZMO. Go back to the buggy and return to Proxim-City, then run south and get on the yellow vehicle to go to the Eclipse Stone. Here learn the password BURBS, and say the word GIZMO to get a magic flute. Return to Proxim-City and head to your catamaran, sailing to a new destination (you can also go back and free the Marked Stone, but this just gives you health and magic points).

Rebellion Island

Run around the water's edge to the south and then west. Talk to the Rabbibunny down in the trench. Climb back out of the trench and find a buggy to the south, which you can use to go to the Rebel Camp.

Once you arrive, head north and collect the meca-penguin and some more fuel, then talk to the Sphero to learn about Colonel Kroptman. Use the buggy to return to the harbour. Go north to talk to the Rabbibunny near the water, then enter the hangar to sail to the Hamalayi Mountains.

Hamalayi Mountains

After landing, head west and kill two soldiers, then jump up on to the roof of the building and destroy the transmitter with your magic ball. Drop down to the ground and save your Rabbibunny companion by killing another soldier. Run north along the path, either dodging or killing the other soldiers. You will eventually reach a blue tank, and the Rabbibunny will suggest getting inside. Do this and you will automatically drive forward all the way into the fortress.

Head upstairs and kill the two Robot Rabbibunnies, then collect the key the second one drops and head through the doors marked "F". Kill the nurse and the guard in here and get keys from each of them. Head through the south door, around the passage and through the gate. Kill the Groboclone and take his key, then use this to free Colonel Kroptman from his cell. Go north up the stairs and kill the final Groboclone here. Open the hatch in the far wall and crawl through to get back outside. Head north, then pick up the snowboard and walk between the red flags Snow Problem.

At the bottom, head east between a pair of trees. Enter the village just to the north and kill the mutants. Talk to each of the villagers and collect your clover leaf reward. Go over and touch the large pot in the middle of the village, then follow the female Rabbibunny southeast and drop down the hole she digs for you.

Kill 2 guards, then drop down and talk to the Grobo sitting on the dock. Now kill the red Groboclone by the door and use his key to get inside. Talk to the Grobo inside, then hang around until the shuttle arrives, and go through the gate on the right to enter it - the shuttle will take you to the Mutant Factory.

Quickly kill the scientist on the right before he can sound the alarm, then run up the stairs to the north and kill the Robot Rabbibunny. Go into the lab and kill all the mutants on the tables, then continue to the next room to the south, and kill the scientist and the eggs jumping around in the pit - when you are done the screen will flash red.

Run back to the lab and head northwest through the doorway. Head upstairs and kill the scientist, then push all 3 levers so they are further away from you. Now drop down to the lower area and head southwest to the buggy. Use the fuel can to get some more gas, then use the green buggy to head back to the Rabbibunny village.

Return to the large pot in the middle of the village, then follow the Rabbibunny through the passage to the northwest. Go north after the carrot door is opened, then head west. Kill the guard and use his key to open the gate. Continue straight up the stairs and kill 3 more guards. Now head over the bridge to the north and use your blue key card to open the gate. Kill the 2 guards inside and pick up the key, then drop down to the south east and use the key to unlock the gate. Go around the corner to kill a Groboclone, then continue around the back to reach Clear Water Lake.

Use the flute near the frozen lake to reach magic level 4 (you will fill your bottle with Clear Water from the lake). Return east and use the hydroglider to head to Tippett Island.

Tippett Island

Talk to everyone on this island to get a key and some information, and buy some supplies from the shop if you need them. Head through the large gate to the northwest and avoid or kill the two Groboclones to enter the Twinsun Cafe. Talk to the barman and the musician on the stage to learn about a secret passage you will be shown in exchange for finding a guitar for the band. Return to your hydroglider and use it to travel to the Hamalayi Mountains.

Hamalayi Mountains

Return through the carrot door to the south, then head east through the pass, down through the hole that was dug earlier, then southwest and west twice to eventually find the catamaran. Use this to continue traveling.

White Leaf Desert

Head through the gate to the desert and give the flute to the wise man in exchange for a space guitar. Go back to the catamaran to return to Hamalayi Mountains.

Hamalayi Mountains

Make your way back to the hydroglider and take it to Tippett Island.

Tippett Island

Head into the Twinsun Cafe and give the space guitar to the musician The show must go on. Now talk to the barman. Drop down into his secret passageway. Kill the large mutant blob, then use your Proto-Pack to reach the stairs to the north. Climb up the ladder, then kill another mutant. Climb up the next ladder and drop down into the hole to find a key, then use this on the nearby gate. Climb 2 more ladder to come out on top of a hill. Talk to the Dino-Fly to travel to the next island.

Fortress Island

Talk to the Rabbibunnies here, who will dig you a tunnel if you will disable the Teleportation Centre, and you also need to find the fortress plans. Go back to the Dino-Fly and travel again.

Hamalayi Mountains

Go to the hydroglider, which is just to the east of where you land, and travel to Tippett Island.

Tippett Island

Talk to the Grobo here and pay him to learn that the plans are in Dr Funfrock's safe in his HQ. Return to the hydroglider and travel again.

Hamalayi Mountains

Return through the carrot door to the south, then head east through the pass, down through the hole that was dug earlier, then southwest and west twice to eventually find the catamaran. Use this to continue traveling.

Principal Island

Run southeast and get in the green buggy to go to the Military Camp. Run south and east from here and return to the HQ. Use the red and blue key cards to get through two consecutive gates, killing the guards and Groboclones on the way. Take out the Supergro and take its key, then go through the double "F" doors to enter the HQ.

Go inside and quickly kill the scientist, then run down the stairs and head east to kill another, taking his key. Free the Rabbibunny from its cell to learn about a secret passage, then go to the opposite stairs. Dr Funfrock will kill his guard and then teleport away - free the Grobo from his cell here, then use his key to open the safe. You will end up with the magic saber Heavily armed.

Go back to the Rabbibunny's cell and head through the secret passage to leave. Return to the green buggy and take it to Port-Belooga, then get in the catamaran and go to Citadel Island.

Citadel Island

Talk to the Rabbibunny running around here, then follow him into his house. Talk to him again inside, then take the Architect's pass from the table. Return to the catamaran and travel once more.

Hamalayi Mountains

Go to where you left the Dino-Fly and use it to travel to your final new destination.

Brundle Island

Go to the scientist near the gate and show him the Architect's pass so you can go through the gate. Go left and climb up onto the roof. Use the horn here, then jump through the opening to get inside.

Go to the far east to find a blue door with an empty space to the left. Use your keypad here, then go through the door March of the Penguins.

Leave this room again. Kill the red Groboclone on the raised platform, then take its key. Kill the scientist standing next to the alarm button, then open the gate. Go up through the next area and search the barrels to find another key. Use this to open the gate and go through. Go over to the west and destroy the row of 5 teleporters. Now head back to the lower area and destroy the control panel.

Jump over the broken wall to the southeast, then jump out through the secret entrance again. Go back to the Dino-Fly.

Fortress Island

Talk to the Rabbibunnies again and follow one of them to the east. Kill the guards with your magic ball and open the gate, then use the magic saber to destroy the tank. Wait for the Rabbibunny to dig the tunnel, then fall down.

Jump up to the top of the platforms in here and get a key from the mushroom, then turn the valve on the far right, before climbing up and going through the gate. Run through the next area until you can free a Zoe-clone from a cell - you will then be captured by Dr Funfrock.

Wait for the guard to appear, then kill him and stand on the platform. Quickly kill the other guards, then go down the stairs and around to the west. Kill the Zoe-clone and retrieve your possessions from a locker through a gate to the north. Head west to the next room and kill or avoid the robots, then go to the west wall to find another S symbol. Use the horn here, then climb through to find the Stone of Septentrion. Use your flask of clear water here, and you will automatically run out of the building as the fortress is destroyed. Once you are out at the ruins, head north Island Hopper.

Polar Island

Fight your way to the north 4 times, then jump over some pipes to the northwest to find a green Grobo. Talk to him to receive the ignition key for a bulldozer. Climb just up to the northwest and use the key to get into the bulldozer - you will automatically drive it for a while and clear a new path to the west.

Get out and follow the path to the very north of this area, then east down some large stone steps. Kill the worker here and take the key, then go south and use the key to get through the gate.

Approach the green stone area and kill the 3 workers, then climb to the top of the Well of Sendell. Attack Dr Funfrock with the magic saber until he falls off the edge. Talk to Zoe then use the horn while you are standing on the S symbol up the top. Fall down the inside of the well and jump on the grate to fall further down. When Dr Funfrock returns, attack him with the magic saber again. Head outside to complete the game Victory!.