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Recap / Little Big Adventure

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A recap page for the Little Big Adventure games.

    Little Big Adventure I: Relentless 

LBA I: Setting

The story takes place on the fictional planet of Twinsun; a world held in a suspended orbit between two suns of a remote galaxy, which results in a polar region around its equator. Twinsun is the home of four races: the human-like Quetchs who all have pony-tails, small spherical creatures known as Spheros, humanoid elephants known as the Grobos, and the humanoid rabbits known as the Rabbibunnies. All four races, known collectively as the Twinsunians, lived in harmony until a brutal Quetch tyrant, Dr. FunFrock, invented teleportation machines and an army of clones made up of the four planets' species. With his telepads placed all over the planet to send in his clone forces, FunFrock and his loyal Quetch scientists subjugated the planet by herding all the citizens into Twinsun's Southern Hemisphere while he rules over them from the north side with an iron fist and uses propaganda to make it seem like the Northern Hemisphere is dangerous and uninhabitable. The one thing keeping the spirits of the citizens up is their discussion of the planet's protector and legend, Goddess Sendell, which has since been deemed forbidden by FunFrock to squash any thought of rebellion.

LBA I: Relentless

Twinsen's World-ending Dreams

The story follows Twinsen, a young male Quetch who's been having prophetic dreams sent to him by Sendell about the end of the world. Twinsen was deemed to be crazy due to causing trouble for others about said dreams, and ended up getting incarcerated in the fortress-like asylum on Citadel Island. When one of FunFrock's Quetch scientists arrive at Twinsen's cell to provide him a bit of "discipline," Twinsen manages to fight off the guard, and breaks out. Twinsen then picks up his valuables, and wears a lab suit disguise to get himself out of the asylum. However, the disguise has no effect on FunFrock's clones, who will attack Twinsen for wearing a lab suit outside the asylum. In order to avoid the clone guards outside the asylum entrance, Twinsen sneaks into the back of a garbage truck that drives out the front gate.

After getting dumped off in the garbage dump, Twinsen begins making his journey back home. Twinsen travels through the main town of Citadel Island, which like everywhere else on Twinsun, is being controlled and watched over by the clones. Along the way back home, Twinsen can check the nearby sewer, which will provide him a 3rd Clover Box for extra-life storage (Twinsen starts off with 2 Clover Boxes). The extra lives being the four-leaf clovers that Twinsen can come across and put within said Clover Boxes. Twinsen eventually makes it back to his house on the other side of Citadel Island where his girlfriend, Zoe, is relieved to see him return. However, she warns him to hide in the house as the clones have been searching for him due to his escape from the asylum.

As Twinsen hides, two Groboclones arrive, and take Zoe away after charging her with aiding an escapee. Twinsen comes out of hiding, and retrieves his house supplies: his Level 1 Yellow Magic Ball that he can throw at enemies, and his Ancestral Tunic, which provides him with Level 1 magic. After changing into his tunic clothing, Twinsen sneaks out of his house using the chimney to get a drop on the clones keeping his home on lockdown. Twinsen then begins his search for Zoe, which he hears from a Grobo at the Citadel Island tavern that he saw the two Groboclones with Zoe at the Citadel Island seaport taking her to another island. Twinsen heads over to the seaport, but he's unable to get a Ferry Ticket due to the ticket cashier being fearful of Twinsen being an asylum escapee. Luckily, a nearby Grobo sailor offers to provide a Ferry Ticket after Twinsen helps him store away supply boxes in the port shed.

The Search for Zoe, Learning About the Forbidden Legend

Now with a ticket, Twinsen boards the ferry, which takes him to Principal Island. Twinsen continues his search for Zoe around the island town, which the citizens advise him to seek out the Astronomer for help, who's currently under house-arrest. With the help of the town citizens, Twinsen follows along a secret path around town that allows him to avoid the clones, and sneak into the Astronomer's home by dropping in from the ceiling. The Sphero Astronomer introduces himself as Bob Vortix, who asks for Twinsen's purpose in coming to his home. Twinsen tells him about his search for the captured Zoe, which Vortix figures that it's too much of a coincidence that along with FunFrock forbidding the talks about the legend, Sendell, the tyrant also felt that Zoe was important enough to be taken captive. Thus, Vortix advises Twinsen to learn more about the legend of Sendell as not only will it lead him to Zoe, it could also be the key to discovering FunFrock's weakness. Vortix last advises Twinsen to meet with his friend at Principal Island's Port-Belooga as said friend will help Twinsen with his quest.

Sneaking his way out of Vortix's home, Twinsen asks around for information on the legend of Sendell, which a Grobo at the Principal Island tavern advises him to talk to Wadbull about it at the town bazaar. Twinsen next heads over to the library, and asks the Rabbibunny librarian at the front desk about the legend, which said librarian informs him that they have some documents about the legend in their Censored Publications Department, but only those with special authorization can see them. Unfortunately for Twinsen, he's not allowed to see them due to being a fugitive that the clones are looking for. A different librarian Rabbibunny desires to drink something other than normal tap water, which gives Twinsen the idea to change the island's water supply. After meeting up with Wadbull at the bazaar, Twinsen is told about how Bottles of Cherry Syrup can be purchased from the Citadel Island pharmacy. Twinsen makes a quick trip back to said pharmacy, and gets a bottle for himself. He then picks up canisters of gas supply from the Principal Island item shop as gas is needed to drive around certain vehicles. Twinsen drives a motorcycle out to the Principal Island water tower, which he then dumps the cherry syrup into the water supply to make it cherry flavored.

Twinsen returns to the library, which the Rabbibunny librarian that wanted to try a different kind of water is grateful enough to allow Twinsen to look into the library's ancient works. The Rabbibunny brings Twinsen to the ancient text, which it describes how during the time before Funfrock's reign, a prophecy was foretold. That one day, an "Heir" will be called upon to overthrow a tyrant, and that the answer to this legend can be found in the White Leaf Desert. After leaving the library, Twinsen's next destination is Port-Belooga in order to travel to the White Leaf Desert. Twinsen passes by Funfrock's Principal Island stronghold, which he spots a Rabbibunny looking out the window of the stronghold's prison cell. Talking with the caged Rabbibunny, Twinsen is deemed trustworthy given how he seems to be against the clones, and is told of his friend on Proxima Island who can provide Twinsen with a fake Red Card key that will allow Twinsen to break into FunFrock's most restricted areas. After passing the stronghold, Twinsen drives a car out to Port-Belooga. There, he meets up with Astronomer Vortix's friend; a Rabbibunny fisherman who owns a ship. Twinsen asks Vortix's friend to ferry him over to the White Leaf Desert, which the Rabbibunny agrees to do.

The Heir of Twinsun's Prophecy

Arriving at White Leaf Desert Island, the Rabbibunny fisherman tells Twinsen of the rumors that there's a temple of treasures hidden somewhere in the desert. Twinsen fights his way through a small clone fort along the coast in order to reach the inner part of the desert island. Once there, Twinsen meets a lone old Rabbibunny hanging out next to what looks like the entrance to a water well. Twinsen asks him about the legend, which the old Rabbibunny explains that he knows about it, but is only willing to tell the person who's able to retrieve a sacred book from the Temple of Bu; a building that now lies deep beneath him after it got buried by a sandstorm. He points Twinsen in the direction of the well opening as it's actually one of the temple's ventilation shafts still visible to allow someone to enter the temple from the surface. The old Rabbibunny gives Twinsen a final warning to beware the dangers that lurk within the temple.

Going through the ventilation entrance, Twinsen drops down into the Temple of Bu. Twinsen goes about traversing the halls of the temple bypassing and defeating all obstacles, traps, puzzles, and Skeleton Rabbibunnies that stand in his way. In addition, he collects a decent amount of Kash (money) all throughout the temple. Once Twinsen reaches the end of the temple, he finds the sacred book known as the Book of Bu. Obtaining the book results in Twinsen receiving a power-up. His magic becomes Level 2, and his Magic Ball becomes Green Level 2. The few Skeleton Rabbibunnies that remain then stop being hostile and bow before Twinsen as if they're congratulating him for completing the test. Twinsen then exits out the front entrance of the Temple of Bu as he gazes in amazement at the temple he just traversed. In addition, the symbol of Goddess Sendell is seen beneath the temple. The magic of the temple then sends Twinsen back up to the desert surface.

Twinsen shows the Book of Bu to the old Rabbibunny, which excites the latter as traversing the Temple of Bu was the test to find the "Heir" mentioned in the legend. The old Rabbibunny declares that Twinsen is indeed the "Heir" that the prophecy spoke of, and that as the "Heir," he gets to keep the Book of Bu in order to decipher runes and speak to animals. The old Rabbibunny also explains that the prophecy entailed for Twinsen is that he must overthrow Dr. FunFrock, who threw off the harmonic balance of Twinsun. In addition, the old Rabbibunny reveals that he saw in his dreams FunFrock destroying the world by profaning the Well of Sendell. He informs Twinsen that while he doesn't know where the Well of Sendell actually is, he believes that Twinsen's ancestors must have left behind clues to its location somewhere within his home back on Citadel Island. Before leaving the desert, a Sendell rune that Twinsen deciphers mentions how along with the Ancestral Tunic and Book of Bu, the "Heir" must also obtain Sendell's Medallion and a Flask of Clear Water for the coming battle, and meeting Goddess Sendell, at the Well of Sendell.

The Museum Heist

Making his way back to the fishing Rabbibunny, Twinsen asks for a ride back to Principal Island. Once he's dropped off back at Port-Belooga, Twinsen talks to a nearby Sphero who's selling a Catamaran Ship for 200 Kashes. Twinsen then proceeds to buy the ship off the Sphero, which provides Twinsen with a ship that will allow him to go anywhere he wants. Twinsen returns to Citadel Island, and upon returning to his home, he finds a cave to a room hidden beneath his house. Unfortunately, Twinsen's not able to do anything just yet due to the room needing a special Ancestral Key to unlock. A Sendell rune is seen at the hidden room's gate, and upon deciphering it, it mentions that the hidden room contains information and weapons that were amassed for generations to help the newest chosen "Heir." Unfortunately, the key to the Heir's Room was lost after the ancestor who last had the key, Hegesippe, was attacked and killed by the ruthless pirate, LeBorgne, during a sea voyage. The key became a part of LeBorgne's treasure, but no one knows where it's located in the current day. With few hints at this point to work with, Twinsen sets sail for other islands. He tries out Rebellion Island, but isn't allowed in by the rebels without some sort of proof that he's a rebel.

Twinsen instead sails for Proxima Island. He enters into the main city of Proxima Island, and sees that the main attraction is the Maritime Museum. Within the museum is several noteworthy exhibits of pirate LeBorgne: a flag and a treasure chest. However, Twinsen is unable to investigate them without being caught. The Grobo who designed the museum's security system also mentions that weight-activated sensors are installed in the wooden floor, so if someone steps on them while the alarm is activated, they will be caught by an arriving clone. Upon exploring around the city, Twinsen is given an odd Keypad from a house-owner named Lanktir as it was mailed to him on accident, and has no need for it. Twinsen then locates the friend mentioned by the Principal Island prisoner, and is handed a Red Magnetic Card. Twinsen also comes across the home of the Grobo inventor, Jerome Baldino, who requires a hair dryer for one of his newest inventions. Twinsen explores around the city, and comes across a Quetch selling a hair dryer for 30 Kashes. After Twinsen buys the hair dryer, he hands it over to Jerome, which the Grobo takes out its rheostat to implement it into his new invention. Jerome offers to allow Twinsen to test out said invention, which Twinsen agrees to, and results in him receiving the Proto-Pack; a low-powered jetpack that allows for Twinsen to float around a foot off the ground.

Now that he has the Red Magnetic Card, Twinsen can sneak into the locked side entrance of Maritime Museum. From there, a sewer entrance beyond the locked door allows Twinsen to enter the museum's security room through a connecting sewer door, which triggering the alarm in said security room will cause the whole museum to be evacuated. Twinsen then backtracks through the sewer back into the museum, which aside from a few patrolling clones is now empty and closed with the lights turned off. The weight-activated floor sensors however remain active, which to avoid them, Twinsen uses the Proto-Pack to float above the museum floor as he moves towards the LeBorgne exhibits. Twinsen first steals the Pirate's Flag, which will be needed to gain entry into Rebellion Island. He then floats his way over to Leborgne's treasure chest exhibit, and hidden within the chest's treasure, Twinsen locates Hegesippe's lost Ancestral Key. Twinsen then backtracks out of the museum, and back to his ship to return to Citadel Island.

The Heir Joins the Rebellion

Returning to his home, Twinsen uses the Ancestral Key to open up the Heir's Room. Within it, he discovers another Sendell rune, which after deciphering tells the locations of three other runes that will help Twinsen discover the location of the Well of Sendell. In addition, Twinsen's ancestors left behind two weapons in the Heir's Room: the Gawley's Horn and Sendell's Medallion. The Gawley's Horn allows for Twinsen to discover secrets behind the Seals of Sendell found around Twinsun while Sendell's Medallion results in Twinsen receiving his next power-up. His magic becomes Level 3, and his Magic Ball becomes Red Level 3. After retrieving the items from the Heir's Room, Twinsen returns to his ship, and heads back to Proxima Island. After obtaining Gawley's Horn, Twinsen learns about the two runes, the Marked and Eclipse Stones, on opposite ends of the island. When Twinsen goes to investigate using the deciphering from the Book of Bu, they each ask for a password known by the other stone. Once both passwords are told, the Eclipse Stone provides endless health and mana when Twinsen is near it while the Marked Stone provides Twinsen the Magic Flute, which has the power to melt frozen clear water and make flowers grow in the desert.

Returning to White Leaf Desert Island, Twinsen uses Gawley's Horn to open the Seal of Sendell there. Within it is Joe the Elf, who as a thank you for opening the seal, provides Twinsen with a special keycard that will allow him to open some doors that have blue locks. In addition, Twinsen can pick up two additional Clover Boxes. One in the basement of the Citadel Island tavern after killing a Green Groboclone to get a key to access said basement, and another on a small island off the coast of Principal Island, which requires the Proto-Pack to get to. Afterwards, Twinsen sets sail back to Rebellion Island. Only this time around, he's got the Pirate Flag, which Twinsen attaches to his Catamaran Ship. Seeing the Pirate Flag, the rebel Rabbibunnies allow Twinsen to dock on Rebellion Island's harbor, which a guard informs him that Twinsen can find Lieutenant Grap in the nearby coastal city. Twinsen goes into said city, which is currently under attack and being bombed by FunFrock's forces. Upon finding Grap, the Rabbibunny Lieutenant accepts Twinsen into the rebellion, and informs Twinsen to drive one of their buggys to their camp further inland in order to meet with the rebellion leaders.

Rebel Assault

Twinsen makes his way to the rebellion camp, which one of the rebel Sphero leaders greets Twinsen. The rebel leader explains how like Twinsen, they've also decided to rebel against FunFrock as they don't believe in the propaganda that the Northern Hemisphere is uninhabitable, and that there may still be some citizens in the north who haven't been deported to the south. The leader further explains that they've been launching attacks on the FunFrock controlled Okojo Pass that goes through the frozen Hamalayi Mountains equator ring around Twinsun as doing so will open up a path for them to breach into Twinsun's Northern Hemisphere. However, he informs Twinsen of the bad news that Colonel Kroptman was captured in the last attack on the Pass. Thus, he asks Twinsen to help them free the Colonel as he's now locked up in a fort that guards Okojo Pass. He orders Twinsen to return to the harbor, and meet up with the commando who will be leading the next rebel attack.

After returning to the harbor, the Rabbibunny commando goes over the plan that Twinsen will guide the charge on FunFrock's Okojo Pass fort while the commando's forces provide support from behind. Twinsen then boards the commando's ship, and set sail for the Hamalayi Mountains. The ship makes landfall at the Hamalayi Mountain coastline just before Okojo's Pass, which Twinsen and the commando's forces come storming off the ship, and battle it out with the clones guarding the Pass. Twinsen and the commando fight their way towards a tank, which the two of them take control of in order to push further into Okojo Pass, and blast open the gate into the fort where Colonel Kroptman is being held captive. As the commando holds down the entrance, Twinsen fights his way through the fort, and manages to locate and free Kroptman. The Colonel informs Twinsen of the fort's secret hatch that he found out about that will allow Twinsen to sneak into the Northern Hemisphere. As a result, Twinsen fights his way towards the hatch, and enters out into the cold wilderness of the Hamalayi Mountains until eventually fainting from the cold.

Sabotaging the Mutant Factory

Twinsen is awoken by the Kami creatures that live within the Hamalayi Mountains, which they provide Twinsen with a Snowboard in order for him to have a bit of fun snowboarding around the mountainside. Afterwards, Twinsen comes across a village of Rabbibunnies living within the Hamalayi Mountains. However, they're under attack by mutant creatures spawning from the nearby Mutant Factory, which the village leader asks for Twinsen to sabotage the factory. In return, the Rabbibunnies claim that they will make sure that they keep the entrance between the Northern and Southern Hemispheres open. A female Rabbibunny from said village goes about digging a tunnel for Twinsen where he will end up at the seaport right next to the subway system that travels from the southern seaport right into the Mutant Factory that resides much further north. After popping out at the southern Hamalayi port, Twinsen then breaks into the subway station from its seaport entrance. With the help of a Grobo worker turning on the subway for him, Twinsen rides the subway car into the Mutant Factory's subway station.

Exiting off the northern Hamalayi subway station, Twinsen enters the Mutant Factory that's creating the mutants that are hounding the mountain Rabbibunny village. He fights through FunFrock's clones and Quetch scientists, and then disposes of the mutant body parts and eggs required to make the mutants. Once the mutant threat is destroyed, Twinsen grabs one of the factory buggys, and drives back to the mountain Rabbibunny village. Upon returning, the village leader thanks Twinsen for his efforts, and asks for Twinsen to follow along in order to open up the Door of the Sacred Carrot that leads into the Northern Hemisphere. The village leader brings Twinsen to a carrot statue on the side of a rock cliff known as the Door of the Sacred Carrot, which the rock cliff opens up to allow Twinsen to travel through and finally enter the Northern Hemisphere. Twinsen travels along the path, and fights through a clone fort that leads him to a hydroglider airboat along the northern coast of the Hamalayi Mountains.

Funky-Town

Before getting on the hydroglider, there's an additional path for Twinsen to take that leads him to the Hamalayi Mountains' Clear Water Lake. Arriving at the lake, Twinsen puts the Magic Flute he got from the Marked Stone to use, and plays a tune which opens up the ice of Clear Water Lake. Using the empty bottle that had the cherry syrup in it, Twinsen puts some clear water into the bottle, and makes a Clear Water Flask. Thanks to now having the power from the clear water, Twinsen receives his last power up. His magic becomes Level 4, and his Magic Ball becomes Fire Level 4. Returning to the coast, Twinsen hops on the hydroglider that will allow him to travel to the islands of the Northern Hemisphere. Twinsen decides to sail to Tippett Island, which a Sphero at the dock gives Twinsen some advise that a hydroglider won't be strong enough to break the currents to reach the Fortress and Polar Islands. That it will take riding on a Dino-Fly to get there.

Twinsen goes about exploring Tippett Island, which the main city is Funky-Town. He learns from the townsfolk of FunFrock's two other main factories: the Teleportation Center and the Cloning Center. Twinsen is told that the Teleportation Center is on Brundle Island acting as the center of all the planet's telepads, and hints that the guards will let a person in if they act like them. Meanwhile, the Cloning Center is on Fortress Island. There, FunFrock's Fortress acts as headquarters, which also acts as the center producing all of his clones; including some new special ones. Continuing to explore Funky-Town, Twinsen comes across the dance studio, but the band isn't playing at the moment. One of the band members points out that they're lacking some instruments, and asks for Twinsen to go out and find them a guitar. The Grobo bartender also mentions that he will let Twinsen use the secret passage to Fortress Island in the dance studio's basement if he manages to improve the quality of the show.

Return to the Southern Hemisphere

Remembering back to the guitar that the old Rabbibunny was using in the White Leaf Desert, Twinsen begins a long journey traveling back to the Southern Hemisphere. Once Twinsen reunites with the old Rabbibunny in the desert, the Rabbibunny offers to trade his guitar for Twinsen's Magic Flute since Twinsen no longer has a purpose for it. The result is Twinsen getting the Space Guitar while the old Rabbibunny plays a tune with the Magic Flute that causes all the desert plants to sprout. While still in the Southern Hemisphere, Twinsen next sails back over to Principal Island in order to infiltrate FunFrock's fortress there as he now has both the Red and Blue Keys in order to break in. Upon breaking in, Twinsen fights through more clones and Quetch scientists until reaching FunFrock's office. However, FunFrock gets away through a telepad before Twinsen could fight him. A captive Grobo in one of the prison cells then provides Twinsen with a key to FunFrock's office safe, which inside it is the powerful Dr. FunFrock Saber that Twinsen can use as a weapon.

Also within FunFrock's safe is a note left by the Architect, Mies Van der Rooh, who claims that he took the plans for the Teleportation Center to his home on Bug Street, Citadel Island to work on it. Making his way back to his ship, Twinsen sails back over to Citadel Island. Twinsen sees that his home has been blown up by FunFrock, which he heads over to Mies Van der Rooh's home to speak to him about getting into the Teleportation Center. The two of them head inside his house to talk privately, which Mies Van der Rooh explains that it was his job to verify if the Teleportation Center could be built on top of ruins that are marked with a strange symbol (implying Goddess Sendell). He also points out that FunFrock's been attacking sites very similar to said ruins, and that all this trouble being caused by a mad man has left him worried about the Teleportation Center's weak point. The weak point being right by the Teleportation Center's first guard post. Mies Van der Rooh also hands over his Architect Pass to Twinsen as he will be needing it in order to get into the Teleportation Center.

Sabotaging the Teleportation Center

Twinsen then treks his way back to the Northern Hemisphere's Tippet Island where he hands over the Space Guitar to the band player. The band player is extremely thankful for the guitar as the band proceeds to play a funky song that gets everyone in the room hyped up. Twinsen then walks over to the Grobo bartender, which he thanks Twinsen for making the show a hit. The Grobo then proceeds to open up a panel in the floor in order for Twinsen to access the secret passage. After dropping down, Twinsen enters into a sewer tunnel, and fights through remnants of FunFrock's mutants that made the secret passage their home. Trekking through the sewer, Twinsen comes out at a high plateau of Tippet Island where he comes across the nesting Dino-Fly. The Dino-Fly notices how Twinsen can talk to him, and that he's wearing Sendell's Medallion, which is all the proof Dino-Fly needs that Twinsen is the "Heir" that he's been waiting on for centuries. Dino-Fly offers to take Twinsen anywhere in the Northern Hemisphere other than Polar Island due to being heavily guarded by FunFrock's guards. Given that Twinsen now knows how to break into the Teleportation Center, Twinsen chooses Brundle Island.

Hopping on Dino-Fly, Twinsen flies to Brundle Island, and is dropped off at the island coastline. Twinsen shows the Architect Pass to the FunFrock scientist blocking the Teleportation Center's front gate, which the scientist confirms that the pass is legit, and proceeds to open the gate. A Rabbibunny working on the Teleportation Center points out his annoyance that the symbol on the spot he keeps trying to paint over doesn't go away, which Twinsen sees is the weak spot in the wall that Mies Van der Rooh told him about. Sure enough, the spot turns out to have a Seal of Sendell on it, which Twinsen uses Gawley's Horn on said seal to break open the wall, which allows Twinsen to enter into FunFrock's Teleportation Center. Fighting through more clones and Quetch scientists, Twinsen finally puts the Keypad he got back on Proxima Island to use as it turns out that it was needed to gain access to a room full of Meca-Penguin bombs that Twinsen can put to use against his enemies. Twinsen fights his way into the main room of the Teleportation Center, and using Dr. FunFrock's Saber, he proceeds to break all the primary telepads and computers that are required to run the place. With the Teleportation Center now sabotaged, Twinsen returns to Dino-Fly, and flies off to Fortress Island.

Destruction of FunFrock's Island Fortress

Dino-Fly drops Twinsen off at the coastline of Fortress Island, which a Rabbibunny worker catches on that the telepads are no longer working, and that Twinsen must have played a part in it. The Rabbibunny asks Twinsen to follow him to the main gate of the fortress. At the gate, the Rabbibunny explains that before he can start digging a tunnel that will get Twinsen into the fortress, they must first dispose of the guards patrolling outside; including needing to get rid of a tank. Once all the outdoor guards are removed, the Rabbibunny worker proceeds to dig a hole in front of the fortress wall for Twinsen to drop into a lower area of the fortress. After Twinsen drops down the hole, he begins his trek through the fortress needing to fight through a training pool drainage area filled with FunFrock's strongest and unique clones. Eventually, Twinsen comes across Zoe's prison cell, and frees her after killing the clone holding the prison key, much to her appreciation. As Twinsen moves to hug her however, he ends up having a cage dropped on him. The emotionless Zoe then walks by his cage as FunFrock appears, and laughs at the now caged Twinsen.

FunFrock gloats at his success revealing that the Zoe in the prison cell was a clone that was designed to lure Twinsen into a trap, and that the real Zoe is safe elsewhere. He also points out that Twinsen must still be looking for the 3rd important Sendell rune, which FunFrock gloats some more that he's already found and deciphered said rune awhile ago, and has been working to reach the Well of Sendell ever since. FunFrock further explains that he build his primary fortress atop the 3rd important stone rune as he wasn't able to destroy it by any means. He also provides Twinsen the bad news that while Twinsen did destroy his Mutant and Teleportation factories, it doesn't matter in the end since FunFrock's plan is to gain fantastical powers from the Well of Sendell. Powers that will allows him to instantly clone and teleport at will. Before leaving, FunFrock warns Twinsen that he's going to make him relive the worst moments of his life indefinitely, and gives him one final goodbye claiming that Twinsen will not come to fulfill the prophecy as he will be taking Sendell's power for himself. FunFrock walks away while the Zoe clone taunts Twinsen with a wave goodbye. Twinsen is then taken away, and is put back into incarceration.

Similar to the start of the story, Twinsen breaks out of his cell after a Quetch scientist tries to "discipline" him. This time however, he comes across Zoe's clone during the escape, which he proceeds destroy her. After reclaiming all his items from storage, Twinsen enters the next room, and finds that he was taken to the main lab area of FunFrock's fortress where FunFrock and his scientists have been building the clones. Twinsen then locates a Seal of Sendell within the clone construction room, and uses Gawley's Horn to break it open, which creates a tunnel to crawl through. Within it, Twinsen discovers the 3rd important stone rune: the Stone of the Septentrion. The stone explains how the Well of Sendell resides on the summit of the rocky peak at the center of Polar Island. In addition, only the "Heir" can break the seal that guards the entrance. Using the Flask of Clear Water, Twinsen pours the water upon the Stone of the Septentrion, which causes a magic reaction that's on the verge of exploding. Twinsen quickly makes his escape backtracking all the way back through the hole that the Rabbibunny worker made for him. As Twinsen gets far enough away, the explosion from the Stone of the Septentrion goes off, and FunFrock's main fortress on Fortress Island is completely destroyed.

Journey to the Well of Sendell

Beyond the destroyed fortress, Twinsen finds that the path FunFrock constructed between Fortress Island and Polar Island to reach the Well of Sendell has been opened for him. Twinsen travels along the man-made path, which consists of many of FunFrock's most loyal workers and construction vehicles working to remove dirt from the path. Amongst the workers though is one friendly but lazy Grobo, who provides Twinsen with the key to his bulldozer that needs to be sent back to the main construction area. Twinsen does just that and takes control of the bulldozer, which near the end of the journey, Twinsen has to use the bulldozer to move rocks that are blocking his path to the next area. Twinsen then drops off the bulldozer, and proceeds down the remainder of the constructed path bypassing the final workers and construction equipment. Eventually, Twinsen arrives at Polar Island, which FunFrock's workers are also trying to dig into. After fighting through the remaining workers, Twinsen climbs up the rocky peak that was mentioned on the Stone of the Septentrion. At the peak, Twinsen comes face-to-face with FunFrock, and it's shown that the real Zoe is with him this time around begging for help.

FunFrock explains his evil plan that in the end, he knows that given how Twinsen is the "Heir," he needs him to break the seal as nothing from his people, monsters, or machinery was able to drill the rock that protects the Well of Sendell. He's even tried digging to the Well of Sendell, but ended up too impatient to wait out the many months that it would take to do so. Thus, FunFrock offers Twinsen a deal to break the seal for the former so that he can be the one who fulfills the prophecy, and in return, Twinsen will be spared alongside his girlfriend. However, Twinsen rejects the offer, and knocks FunFrock off the mountain peak. Reuniting with Zoe, she assures Twinsen that it's really her despite the two Groboclones who took her away not being with her anymore, and asks for Twinsen to finally meet with Sendell so that they can go home. The last of which Twinsen claims that Zoe is going to be surprised by what FunFrock did to their home. Seeing the Seal of Sendell on the ground near Zoe, Twinsen uses Gawley's Horn to open it up, which he and Zoe then drop through.

The Well of Sendell

Twinsen and Zoe make their way down the inside of the peak towards the entrance to the Well of Sendell. At the Well's gate, FunFrock is shown to have followed after them, which he and Twinsen duel in a final battle. Once FunFrock's defeated, the gate to the Well of Sendell opens. Twinsen and Zoe walk along a platform, and enter into a dark empty room filled with stars all around as if they're in a night sky. Suddenly, a spirit spins around the platform they're on, and knocks Twinsen and Zoe off. The two of them remain floating in the air, and are greeted face-to-face by Goddess Sendell. The goddess introduces itself to Twinsen and Zoe as Sendell, and that all the stars around them are actually all Sendells of the planet. Sendell explains that as they can only work from the center of the planet, they chose beings on the surface to help them watch over the current world. The goddess adds that Twinsen is the current descendant of such beings who help watch over this world, and that when FunFrock's power and evil became too great, it was Sendell who called upon Twinsen in his dreams. Sendell thanks Twinsen for ridding the world of FunFrock as Twinsun would have imploded and died had FunFrock took control of the Well. The goddess then bids Twinsen and Zoe farewell stating that they can now dispose of what remains of FunFrock's traces on the surface.

Twinsun Celebrates

Sendell uses its magic to send Twinsen and Zoe back up to the surface. The two of them fly across Twinsun as everything brightens up now that FunFrock's rule is over. Twinsen and Zoe land back on the ground of Citadel Island, which the citizens are all already celebrating with a party that FunFrock is gone, and that Twinsen is their hero. Amongst all the people attending the party are those that Twinsen met throughout his journey around Twinsun. As Twinsen and Zoe explore the party, they see that FunFrock's statue in the middle of Citadel Island has now been replaced with a heroic statue of the two of them. Dino-Fly has also joined the fun, and the band from Funky-Town have arrived to throw a concert, which Twinsen and Zoe attend. After the party, one last moment between Twinsen and Zoe is seen where Twinsen shuts the window blinds ready to have a bit of fun.

    Little Big Adventure II: Twinsen's Odyssey 

LBA II: Setting

The story takes place some time after the defeat of FunFrock. Peace has been restored to the world of Twinsun, and the world's newly established hero, Twinsen, has settled down with Zoe, which they're soon to be expecting a child. This time around, the world goes to a much grander scale as it's not just the planet of Twinsun to explore, but the Emerald Moon, and the planet of Zeelich as well. The Emerald Moon serves as Twinsun's orbital rocky-terrained moon while Zeelich is a gas-like planet that has an upper-world and an under-world. The upper-world consists of island plateaus at the top of rock spires sticking out of the gas while the under-world beneath the gas is the lava-like crust of the planet, which consists of several additional islands. In addition, Zeelich is the home of four new races: the upper-world's humanoid Sups and walking-sausage Francos, and the under-world's insectoid Mosquibees and mole-men Wannies. Collectively, these four races are known as the Esmers. Under the rulership of their leader, Dark Monk, the Esmers turn their attention towards Twinsun, and set off towards the planet, which leads into Twinsen needing to partake in his next grand adventure.

LBA II: Twinsen's Odyssey

The Weather Storm

The story once again follows Twinsen as he goes about living at his Citadel Island home with his now pregnant wife, Zoe. Twinsen narrates his life up to this point, which with the help of Dino-Fly, and Twinsun's Goddess, Sendell, he was able to bring peace to Twinsun by investigating all of the islands, and eventually led to him defeating the tyrant ruler, FunFrock. One day as Twinsen and Zoe are resting on a bench along the island coast, a huge storm suddenly overtakes the island, which forces the two of them to race home and take shelter back at their house. In addition, Dino-Fly while flying through the storm ends up being struck by lightning, which results in him crashing into the garden behind Twinsen's house.

Seeing the injured Dino-Fly in the backyard, Zoe asks for Twinsen to go to the Citadel Island pharmacy to see if they have a cure for Dino-Fly. On the way there, Twinsen greets his old Rabbibunny neighbor, who's working to restore a map of the island's sewer. However, he's lacking the gallic acid needed to complete the restoration process, which there's none left on Citadel Island. Further exploring around, people warn him of the dangers of the monstrous Tralu that lives in the nearby hills, and to be careful of a giant hole in the tavern storage room that drops down to the sewer. Arriving at the pharmacy, the Rabbibunny cashier provides the bad news that she doesn't have anything for an injured Dino-Fly. A nearby Sphero customer offers to help, but her attention is brought to a Rabbibunny thief stealing her umbrella. As a result, she offers a deal to Twinsen to help him if he returns her umbrella. Twinsen catches the thief off-guard by sneaking up on him, and asks for the umbrella back, which he hands over. Upon returning the umbrella to the Sphero, she advises Twinsen to go to Desert Island to see the healer she works for, Ker'aooc, who's capable of healing a Dino-Fly

Arriving at the Citadel Island harbor, Twinsen purchases a Ferry Ticket for a trip to Desert Island. Unfortunately, the ferry remains grounded at the harbor until the storm is over. Twinsen learns from the citizens, such as the Grobo sailor, Paul, that they can't set sail while the foul weather is going on, which only the Weather Wizard can get this problem straightened out. Twinsen heads up to the hills overlooking Citadel Island, which is where the tent that the magical Rabbibunny, Weather Wizard Bersimon, resides. Upon speaking with the Weather Wizard about the odd weather storm that doesn't appear to be going away any time soon, Bersimon explains that while he wants to get rid of it, he needs to be at the highest point of the island, the top of the lighthouse, to summon a spell that will dispose of the storm. However, the lighthouse keeper has mysteriously disappeared, which has left the front door of the lighthouse locked. The nearby pot in the tent also starts to boil, which Bersimon explains that he's trying to create an enchanted ring that has the power to call down the lightning. However, it still requires a key ingredient; the Pearl of Incandescence.

Rescuing the Lighthouse Keeper

The hints provided by the townsfolk give Twinsen the idea that the lighthouse keeper may have been taken away by the Tralu. Thus, he has to get back into the fight, and retrieve his weapons. Returning home, Twinsen retrieves his Level 1 Yellow Magic Ball and his Holo-Map from the locked storage room (the latter of which can also be purchased at the town store). Twinsen next heads over to the Citadel Island museum, which had been made in his honor by showing off the artifacts that he used during his original Twinsun adventure, such as the Book of Bu, Clear Water Vial, and Gawley's Horn being set up as exhibits. Amongst the museum artifacts is his Ancestral Tunic and Sendell's Medallion, which is housed within a security shell. However, due to the door to the security room behind jammed on the inside, Twinsen has to enter the security room through the upper floor window to shut off the security shell, and grab his Ancestral Tunic and Sendell's Medallion before the security shell goes back up. By retrieving his Ancestral Tunic and Sendell's Medallion, Twinsen now has Level 1 magic. As long as Twinsen has magic, it will allow his Magic Ball to go further by bouncing towards enemies.

Twinsen explores around Citadel Island, and eventually locates a cave housing a giant spider in the hills by the Weather Wizard's tent. After bypassing the spider, Twinsen comes out the other end of the cave onto a path that goes along the cliff of Citadel Island. The cliff path leads to another cave, which turns out to be the home of the Tralu. Sure enough, Twinsen comes across the prison cell of Raph the Lighthouse Keeper, who begs Twinsen to save him before the Tralu turns him into something worse. Twinsen then goes about traversing the Tralu's cave, which one specific lever that opens one of the doors forward wouldn't have been able to be hit with the Magic Ball as said lever would have been out of reach without the magic bounce. Delving further into the cave, Twinsen runs into Joe the Elf using the cave to practice his magical powers. Joe shows off what he's capable of teleporting around the room before disappearing. Twinsen then battles through the Tralu's children until needing to battle it out with the Tralu itself. The Tralu drops the key to Raph's prison cell upon defeat, which Raph thanks Twinsen for freeing him, and then runs off to return to the lighthouse.

Following after Raph, Twinsen is met by Zoe at the cave entrance, who's annoyed that her husband is playing hero in the underground while the Dino-Fly remains injured. The two of them head back home together, which they run into Weather Wizard Bersimon heading towards the lighthouse. Bersimon notes how he heard the story from Raph about Twinsen rescuing him, and offers for Twinsen to come watch as he works to dispose the storm. Twinsen and Zoe then follow Bersimon over to the lighthouse, and are finally able to enter it thanks to Raph unlocking the front door. At the top of the lighthouse, Twinsen and Zoe watch Bersimon perform a spell towards the sky that removes the storm, which finally makes the sky sunny and clear again.

The Esmers Arrive

Shortly after the storm disperses, several Esmer spaceships from planet Zeelich come flying in, and touch down across all of Twinsun's islands. Twinsen and company watch as one of the spaceships lands in Citadel Island's main city, which several Sup officers exit to greet the Twinsunians. A sharply dressed Sup leading the way thanks the Twinsunians for removing the storm that was keeping them from landing, and explains that having watched Twinsun for many cycles, they've come in peace to learn about their culture and civilization. Thus, the Twinsunians go back to their normal everyday lives while the Sups are seen all around Twinsun under the belief that they're here for study and peace.

Now that the storm's gone, Twinsen finally takes the ferry to White Leaf Desert Island, which has gone through several changes since the days of Twinsen's original adventure. The clone military camp guarding the coast has been turned into the city of Port-Ludo, a spa area known as the Hacienda and a racetrack has been built, and the Temple of Bu has been cleared out of its enemies and traps in order to turn it into an amusement park. Temple-Park includes a dart game that could reward Twinsen with as much as 120 Kashes, and the Temple itself is now the home of a one car roller coaster. Though a section of the coaster track remains under construction. While aboard the ferry, Twinsen notices the oddity of a Sup officer trying to spy on him. After Twinsen arrives at Desert Island, things get even more suspicious after Twinsen peeks into the spaceship that touched down at Port-Ludo, which the Sup officers are seen putting on trash can and cacti disguises. In addition, a Sup officer shows a picture to them of Twinsen to keep an eye on this particular individual. As Twinsen explores around Desert Island, the Sups hiding in trash cans and cacti will take potshots at Twinsen, and even Sup officers standing guard in out of sight areas will take shots at Twinsen. Thus, showing that there's a darker goal hiding behind the Esmers' claimed peace.

Port-Ludo

Entering Desert Island's port city, Port-Ludo, Twinsen visits the home of Ker'aooc the Healer given the need to cure Dino-Fly. The Sphero that he helped retrieve her stolen umbrella for is seen doing her job as the house cleaner. However, she provides the bad news that Ker'aooc is away for the time being, and that it's a mystery as to how long he will be gone for. Thus, she advises him to try out the School of Magic if it's an emergency. Before leaving the healer's house, Twinsen sees a Flask of Gallic Acid on the shelf, which is what his neighbor needed to restore the map of the Citadel Island sewer. The Gallic Acid can also be bought from the port's main store for 50 Kashes. Further exploration southeast of the port leads to a bell along the coastline, which Twinsen can ring the bell to call for Moya the Turtle. Twinsen can ride Moya out to a small island that provides Twinsen with his 1st extra Clover Box. There's another bell to call for Moya southwest of the port where said turtle carries Twinsen to a hidden coastal cave, but Twinsen is unable to proceed further into the cave without something that can fly him over the floor spikes.

Twinsen also visits the new port home of Jerome Baldino, the Grobo inventor who gave him the Proto-Pack during the original adventure. While talking about seeing the Esmers from his telescope coming in from the dark side of the Emerald Moon, Baldino provides Twinsen with a Car Part needed to fix the broken car that Twinsen and Zoe have been keeping in their garage. Twinsen then takes a ferry back to Citadel Island and heads over to his neighbor's home to hand over the bottle of Gallic Acid. The old neighbor then pours the Gallic Acid onto the sewer document, which reveals its contents of a spot where a pyramid key is needed. Said key turns out to be in the old neighbor's possession, which he provides Twinsen with the Pyramid Shaped Key for the latter to put to use. Twinsen also reads the revealed words of the sewer map, which explains how the Weather Wizard put an enchanted globe believed to be connected to the Prophecy of Sendell within a secret room in the center of the Citadel island sewer, and that said room can only be opened with the Pyramid Shaped Key.

Leaving his neighbor's house, Twinsen heads next door to his home, and hands the Car Part over to Zoe so that she can finally fix the car. Zoe also informs Twinsen of how Baldino called through the radio that's set up in their house that he forgot to give Twinsen the Portable Radio during Twinsen's first visit, and asks that Twinsen return to pick it up. Twinsen then takes a ferry back to Desert Island, and returns to Bladino's home. Baldino hands Twinsen the Portable Radio, which will allow Twinsen to chat with Baldino and Zoe at any time as if he has a cellphone. Shortly after, Twinsen gets a call from Zoe that she successfully fixed the car, and is bringing it to Desert Island in order for Twinsen to drive around the desert with it.

The School of Magic

After Zoe drops off the car for Twinsen at the Desert Island port, Twinsen asks around for the location of the School of Magic, which some of the townsfolk mention that it's at the cemetery out in the middle of the desert. Using his newly fixed car to explore around, Twinsen eventually locates the cemetery, and despite the front gate being locked, he locates an open back entrance that allows him to enter the cemetery. In addition, just beyond the cemetery is the entrance to the School of Magic. Twinsen enters into the School of Magic, but is unable to proceed any further until he bypasses a puzzle consisting of ghosts patrolling along tables, and then sneak his way by the fireball wall traps to reach a chest that houses the key for the locked door leading to the next area of the school. After unlocking the door, Twinsen enters into the main classroom of the School of Magic.

A Rabbibunny worker greets Twinsen, and introduces him to the school's Grand Rector. The Grand Rector appears before Twinsen claiming that he would be honored to teach him, but also makes it clear that just because Twinsen is the hero of Twinsun doesn't mean that he gets a free pass. That Twinsen has to complete the three tests just like any other of his enrolled students. Twinsen remains only interested in curing his Dino-Fly, which the Grand Rector explains that one of the tests will grant Twinsen the ability to heal, but to do so will require him to enroll as a student. In addition, he assures Twinsen that completing the school will provide him an increase in magic. The Grand Rector last states that the entry fee is 120 Kashes. In the end, Twinsen accepts, and officially becomes a student after paying the entrance fee.

The Three Tests

Now that Twinsen's a wizard student, the Grand Rector explains that Twinsen can complete the three tests in any order he wishes, and that he will be provided a Wizard's Diploma and magic increase upon full completion. Twinsen asks about the tests, which the Grand Rector goes about explaining: the Blowgun Test being just beyond the classroom where Twinsen must knock down all targets in a limited amount of time, the Balsam Test where Twinsen must fetch a rare Balsam plant that grows out in the desert, and the Test of the Slate where Twinsen must travel to the Island of the Dome of the Slate that's just off the coast of Citadel Island, and complete the puzzle there. Beginning the tests, Twinsen enters into the room for the Blowgun Test, which requires him to stand on the middle platform, and knock down the eight targets that circle around with his Magic Ball. Once all eight targets are successfully knocked down within the time limit, Twinsen has completed the 1st test. The Grand Rector rewards Twinsen with the Blowgun, a weapon that can fire quick Level 2 Green dart pellets at enemies.

Twinsen departs the School of Magic to complete the other two tests. Since he's now a student, the main cemetery gate is now open for Twinsen to easily walk in-and-out. Asking around about the Balsam, some of the townsfolk mention that it can only be found on rocky terrain. While exploring around, Twinsen can see what looks like an odd flower at the top of a rock in the middle of the desert. The car is required to get to it as Twinsen drives up onto a nearby rock ledge, and uses a ramp to jump the car over to the rock where the flower is at. Sure enough, the odd flower atop the rock turns out to be a Balsam Plant. Twinsen then returns to the School of Magic to hand the Balsam over to the Grand Rector, which completes the 2nd test. As a result, Twinsen is rewarded with the Horn of the Blue Triton, which will allow Twinsen to heal himself or someone else (Dino-Fly specifically) as long as the horn has extra health hearts stored within it. Upon leaving the School of Magic, Twinsen can test the healing horn on Joe the Elf, who was stuck as a transformed small creature in the cemetery. Returning home, Twinsen uses the Horn of the Blue Triton to finally heal Dino-Fly, much to Zoe and Dino-Fly's appreciation.

Now healed, Dino-Fly offers to take Twinsen wherever he wants, which Twinsen asks to be taken to the Island of the Dome of the Slate since the ferrys are unable to go there. Getting on Dino-Fly, Twinsen flies off and is dropped off at the entrance of the Dome of the Slate. Next to the dome's entrance is a map that shows a maze of the paths within it, which Twinsen has to memorize the correct path to reach the exit at the opposite side of the dome's interior. Upon entering the dome, the walkable paths turn out to be completely invisible, but when Twinsen walks, his steps reveal a small area of the path. Thus, Twinsen has to traverse the invisible paths as falling off to the bottom of the dome will result in death. In addition, one of the dome's dead ends leads to the 2nd extra Clover Box. Once Twinsen has made it to the other end of the dome's invisible path maze, the Grand Rector appears, and congratulates Twinsen for completing the 3rd test. He also rewards Twinsen with the Magic Slate tablet, which has the ability to copy maps that he comes across, such as the old neighbor's sewer map.

The Grand Rector asks for Twinsen to return to the School of Magic now that he's finished all three tests, and then disappears. Twinsen then makes his way back around the Dome of the Slate, hops back on Dino-Fly to return to Desert Island, and then makes his way over to the School of Magic. The Grand Rector is seen in the classroom awaiting Twinsen's return. He congratulates Twinsen for his efforts, and grants him the title of wizard. However, he's out of wizard parade tunics, which he advises Twinsen to seek out the wizard peddler that's patrolling around Desert Island on a magic carpet to get a spare wizard tunic from him. Finally, Twinsen is given his Wizard's Diploma for completing the School of Magic. Twinsen's magic is increased to Level 2, and his Magic Ball becomes Green Level 2.

Wizards Disappearing at the Hacienda

Before sending Twinsen on his way, the Grand Rector informs his newly graduated student of some concerning news that almost all the wizards on Twinsun have gone missing, which he asks for Twinsen to look into this. Twinsen accepts, and departs from the School of Magic. Twinsen explores around Desert Island for the wizard peddler, and upon finding him, he asks about what happened to the wizards. In return, the peddler mentions that he saw Ker'aooc the Healer one day get invited to go somewhere by the Esmers, and was last seen heading towards the desert's spa, the Hacienda. Twinsen then shows the peddler his Wizard's Diploma as proof that he graduated the School of Magic, which the peddler offers to sell a wizard parade outfit for 50 Kashes. Twinsen accepts, and then puts on the parade outfit to look like one of Twinsun's wizards.

Twinsen next heads over to the Hacienda. If Twinsen was to "accidentally" enter the woman's spa, it will freak everyone out to the point of the Grobo owner leaving his post to check on them. Since the owner's post is now open to walk into, Twinsen can climb up the ladder beyond it to reach the roof of the Hacienda. On the roof is a telescope, which after paying a couple Kashes to use, Twinsen can look into it to spot a small coastal island with a mysterious cave across from the Hacienda. This unlocks the island for Twinsen to be able to land upon using Dino-Fly. Meanwhile in front of the men's spa is a Sup officer, who notices Twinsen wearing a wizard outfit. This Sup informs Twinsen of a secret exchange program reserved for wizards; explaining how they desire to see the magic of Twinsun's wizards, and in return, Twinsen would learn about the Esmers' science and civilization. He also asks Twinsen not to inform the School of Magic about this as they wouldn't understand. The Sup asks if Twinsen is ready to go to their planet, which Twinsen accepts.

Following the Sup officer into the men's spa, Twinsen and the Sup walk to the middle of the room. The Sup then reveals a hidden elevator that takes them down into a secret base that the Esmers have set up on Desert Island. Dropping down to a small platform with a river alongside it, Twinsen gets his first look at a Franco, who's standing guard. Twinsen and the Sup then ride a raft that goes along a tiny underground river into the main area of the Esmers' secret base. The two of them then board one of the Esmer's spaceships, which the top of one of Desert Island's mountains opens up revealing it to be a hidden launch bay. The spaceship then takes off and begins flying away from Twinsun towards the planet of Zeelich.

The First Trip to Zeelich

While in flight, the Sup who brought Twinsen along asks for Twinsen to just relax until they arrive on Zeelich. Twinsen also tries to talk to several other Sup civilians that are aboard the spaceship, but is unable to understand the language spoken by the Esmers. Further exploring the ship, Twinsen finds and takes with him a Translator object that will allow him to understand the Esmer language. Aboard the spaceship is a tourist information terminal, which Twinsun has to watch in order to know the basic information about Zeelich. The terminal video explains how Zeelich is a world of wonder where their scientists are developing the technology of the future, and that they're ruled over by a kind Sup Emperor who oversees the planet, such as showing off his elite personal guards in parades outside the palace. Zeelich also comes with a casino, and are known for delicious Firefly Tart. Most importantly, the terminal explains how one should witness the ceremony of Dark Monk, who's known as the all-powerful god of Zeelich. The ceremony revolves around Dark Monk's statue rising out from the planet's volcano, which will mark the day of the planet's redemption. The video ends welcoming the tourist to Zeelich, and hopes that when it's time for the tourist to return home, they will leave the planet with a better understanding of their world.

Shortly after watching the information terminal, the spaceship Twinsen's riding on arrives on Zeelich. Said spaceship lands at an airport on Otringal; one of Zeelich's upper-world islands. The same Sup officer that invited Twinsen along asks for the latter to follow along to reunite Twinsen with his fellow Twinsunian wizard colleagues. Twinsen is brought to the airport tunnel that leads towards the main area of Otringal island. As Twinsen's being escorted by several Franco guards through the tunnel, one of the Emperor's personal guards is seen walking the other way alongside another wizard, Joe the Elf. Joe is excited to see Twinsen again and tries to grab the latter's attention. The result is the Emperor's personal guard realizing that the wizard they brought is actually the Twinsunian, Twinsen, that they've been searching for, and orders his arrest. The Franco escorts then turn on Twinsen, and capture him.

Some time after, Twinsen remains locked up in a prison cell on Otringal, and is back in his Ancestral Tunic due to his wizard disguise being taken away from him. Joe is also seen within the cell next to Twinsen, but his magic allows him to teleport into Twinsen's cell. The two of them chat, which Joe catches on that the Esmers aren't exactly friendly towards Twinsen. Joe also reveals that he was with the other Twinsunian wizards who were brought to Zeelich, but the Emperor ended up capturing them, and is next planning to go after Twinsun's children. Thus, Joe is hoping that Twinsen will be capable of stealing a spaceship to go back to Twinsun and save the children. Moments after, a Franco security guard notices Twinsen and Joe within the same cell, and orders to have it opened so that they can be split up. However, Twinsen overpowers the guard, and makes a break for it while Joe uses his magic to disappear. While escaping the prison, Twinsen frees a Mosquibee named Joan Loumin. The Mosquibee explains that the Emperor and Dark Monk have been manipulating the people of Zeelich, which has led to him becoming one of the Dissidents who stands against the government. Loumin also warns Twinsen not to take the main prison entrance as it's being watched by many guards.

Twinsen turns off the lasers for the prison's backdoor. Upon exiting, Twinsen destroys the tank guarding the back door, which the tank exploding blows open a hole in the prison's outdoor fence. Twinsen then sneaks his way through the Otringal training grounds for the Fish-Bulls (which are basically attack dogs) in order to reach the tunnel that takes him back to the island's airport. Fighting his way through the Francos that are guarding the airport, Twinsen reaches an unmanned spaceship still grounded there, but is unable to take off without a specific disc-shaped key. As a result, Twinsen fights his way to the top of the airport's radio tower to retrieve said key, the Itinary Token, that's required to drive the spaceship. Twinsen then makes his way back to the unmanned spaceship, and puts the Itinary Token into the key slot, which allows him to fly away from Zeelich and back to Twinsun.

The Esmers Take Over Twinsun

Arriving back on Twinsun, Twinsen flies his spaceship to Citadel Island, but ends up crashing in the flower field near the Weather Wizard tent. Zoe is able to get hold of Twinsen on his Portable Radio begging him to return home due to some strange things going on, which a Sup officer arrives to investigate the crash. After Twinsen escapes the crash site, he arrives at the main town of Citadel Island only to realize that it's been taken over by the Esmers. Fully-equipped Franco soldiers are seen patrolling the streets, and have imposed martial law on the citizens to keep everyone holed up in their homes. Once Twinsen's made his way back home, Zoe informs her husband of how the children have all been taken by the Esmers, and begs him to find them. Twinsen asks if anyone did anything about it, which she explains that Baldino set off for the Emerald Moon (using a spaceship he invented) after he caught on that something was up regarding the Esmers, and that he left the Proto-Pack for Twinsen to retrieve at the downtown baggage claim. He also asks where he's supposed to begin his search for the children, which Zoe suggests the School of Magic given that he's now a wizard.

Departing from home, Twinsen makes his way over to the Citadel Island building for baggage claim to retrieve Baldino's Proto-Pack. The Grobo running the place informs Twinsen that the Proto-Pack is in a large brown box with a label down in the storage basement. He also informs Twinsen that the latter can ask his colleagues downstairs for help, and that he will open the Proto-Pack box for Twinsen once it's brought back up to the entrance room. After the Grobo opens the door to the underground storage area, Twinsen makes his way down, and sees the Proto-Pack box is being kept in a low-level storage area, which can only be retrieved by controlling a flying magnet to pull the box to a storage elevator that brings the box up to Twinsen's location. From here, there's multiple ways that Twinsen can send the Proto-Pack box back up to the baggage claim entrance. He can either do it himself by pushing the box through the conveyor belt maze to place it onto the final belt that sends the box up to the entrance, or he can pay the Quetch storage worker 102 Kashes for him to carry it up. If Twinsen's short on Kash, there's a way to get 102 Kashes within the storage area that requires disposing of a disgruntled Rabbibunny worker to reach a storage box that has 102 Kashes within it. Once Twinsen has done either choice, he heads back up to the baggage claim entrance. The Grobo owner has already opened the box for him, and Twinsen is finally able to retrieve the Proto-Pack.

The Protective Spell

If Twinsen chooses to, he can use Dino-Fly to go to the island across from the Hacienda as long as he unlocked being able to go there from looking through the telescope on the Hacienda's rooftop. Dino-Fly drops Twinsen off on the ground above the island's cave, which nearby, he can pick up his 3rd extra Clover Box. Twinsen then heads over to the island's cave entrance, which can only be reached by flying over the water and into the cave using the Proto-Pack. Upon entering, Twinsen enters an area of the Temple of Bu that has yet to be cleared out of its enemies and traps. Thus, Twinsen traverses the cave while avoiding the traps, and fighting any Skeleton Rabbibunnies he comes across. Beyond a box-stacking puzzle is a unique boss creature protecting an odd floating item that it keeps within a cage. Once the creature is defeated, Twinsen retrieves the floating item, which turns out to be a Protective Spell. The spell when activated makes Twinsen immune to all attacks, but only for a brief time as it slowly drains his mana over time. Twinsen then makes his way out of the island cave, and back to Dino-Fly.

Sendell's Ball

Making his way back to Dino-Fly, Twinsen goes to Desert Island, which just like Citadel Island is now being held under martial law by the Esmers. Twinsen heads back to the School of Magic to seek help from the Grand Rector, such as a spell to search for the kidnapped children. However, the Grand Rector provides the bad news that he's not capable of such spells to provide help for Twinsen. The Grand Rector then states that only Twinsen can save the children, but before confronting the Esmers, Twinsen will have to strengthen his magic by finding the Ball of Sendell. Twinsen asks where the Ball of Sendell is located, which the Grand Rector explains that it was hidden away by Weather Wizard Bersimon somewhere on Citadel Island, and that Bersimon encased Sendell's Ball within a powerful magic shell of ice that can only be broken by the power of lightning. Twinsen then makes his way back to Dino-Fly to return to Citadel Island.

Twinsen returns to the Weather Wizard tent to seek help from Bersimon regarding Sendell's Ball only to find that said wizard is gone. However, Bersimon left behind a note for someone to finish the spell by putting a Pearl of Incandescence from Desert Island into the boiling pot. Making his way back to Dino-Fly, Twinsen flies back to Desert Island, makes his way over to the turtle bell southwest of Port-Ludo, and rides Moya the Turtle back into the coastal cave. This time around, Twinsen is able to fly over the floor spikes now that he has the Proto-Pack. Beyond the spikes is a giant clam, which opens its mouth for Twinsen to provide for him a Incandescence Pearl. Twinsen then makes his way back to Dino-Fly to return to Citadel Island. He then returns to the Weather Wizard tent, and puts the Incandescence Pearl into the boiling pot. The result is Twinsen receiving a Ring of Lightning, which allows him to cast a powerful lightning spell that can kill all enemies in the area, but requires to be at full 100% mana to use. In addition, it's the spell required to break the ice shell containing Sendell's Ball.

Twinsen remembers back to what he learned at his neighbor's home regarding Sendell's secret room in the Citadel Island sewers. However, the only way to reach the middle island in the Citadel Island sewers is by dropping in from the hole in the Citadel Island tavern. Thus, Twinsen makes his way over to the tavern, which is now completely taken over by the Esmers. Fighting through the Esmers, Twinsen grabs the key behind the tavern bar area, and unlocks the door that leads down to the storage room. Twinsen then drops through the hole in said storage room, and lands in the middle island of the sewers. On the floor of the sewer's center island is a special keyhole, which Twinsen puts the Pyramid Shaped Key he got from his neighbor into. The door to the secret sewer room opens, and Twinsen enters into a room with a large floating ice sphere in the center that's invulnerable to all damage with the exception of lightning from the Ring of Lightning. Twinsen then casts the Ring of Lightning spell, which the lightning destroys the ice sphere surrounding the enchanted globe within it. The result is Twinsen receiving Sendell's Ball, which allows for Sendell to contact Twinsen when the need arrives. In addition, obtaining the magic of Sendell's Ball increases Twinsen's magic to Level 3, and his Magic Ball becomes Red Level 3.

Desert Island's Underground Esmer Base

As Twinsen exits out of Sendell's sewer room, Baldino calls up Twinsen on the Portable Radio. Baldino explains how he's currently on the Emerald Moon, and that he discovered the Esmers' diabolical plot. That after kidnapping Twinsun's wizards and children, they're now aiming to destroy the entire planet. He begs Twinsen to meet with him, but Twinsen doesn't see how that's possible given that it would take a spaceship to reach the Emerald Moon. In return, Baldino explains that Twinsen will have to steal one of their spaceships from the underground base that the Esmers set up on Desert Island (the same one that Twinsen was brought to from the Hacienda). After the call, Twinsen makes his way out of the sewer, but before leaving, he can use the Proto-Pack to fly to a small sewer platform that has the 4th extra Clover Box. He then makes his way back to Dino-Fly in order to fly back to Desert Island.

Twinsen explores around Desert Island for the way into the Esmers' hidden base. If he was to return to the Hacienda, the raft beyond the hidden spa elevator will no longer be there to go further. Instead, he tries out Temple-Park, which the outdoor area had been taken over by the Esmers. Twinsen fights his way into the Temple of Bu in order to ride the one car roller coaster. Unlike previously, the track section that was under construction is now complete, which Twinsen can now ride the coaster into the deeper sections of the Temple of Bu. Traversing the track maze, Twinsen eventually obtains a key needed to open a pair of out-of-place metal doors deep within the Temple. Upon opening the doors, he enters into the Esmers' underground base, which has been set up in the final section of the Temple of Bu.

Fighting his way through the Francos guarding the Esmers' underground base, Twinsen enters the resting area for the guards as the key to the locked door for the next area is among the Franco supplies. The nearby table also has a recorder that mentions an "Operation Green Moon" password. After bypassing the locked door, the patrolling guard has the key to the next area. Twinsen passes by the launch bay with an unmanned spaceship on it, but like before, is unable to fly it until he finds an Itinary Token key. He next unlocks the doors to the next area using the key he got off the guard, which contains an electrified floor that can only be traversed by flying over using the Proto-Pack. On the other side is a Franco soldier guarding a locked storage sphere. Killing the guard provides the key, and upon opening the storage sphere, Twinsen obtains an Itinary Token. Twinsen then makes his way back to the spaceship, and upon putting the Itinary Token into the keyhole, he flies the spaceship out of the launch bay. The next destination being the Emerald Moon.

The Emerald Moon Base

Upon flying to Twinsun's Emerald Moon, Twinsen is left shocked by the sight of a cross-shaped Esmer base that's been set up on the moon's crust. The other notable structure being a giant reactor near it. Twinsen lands his spaceship down on the launch pad near the moon base, which an Esmer radios to Twinsen asking for a password identification. If Twinsen discovered the "Operation Green Moon" password from the Esmers' base on Desert Island, Twinsen can provide it. If not, the astronaut suited Esmer guards stationed outside the base will remain hostile to Twinsen. Twinsen's spaceship has a spare astronaut suit in storage, which Twinsen puts it on, and exits out of the ship onto the crust of the Emerald Moon. The doors to the large cross-shaped structure remain locked, which Twinsen enters into a smaller nearby welcoming building to flip the switches that unlock said doors. Twinsen then makes his way back over to the cross-shaped building.

After entering the moon base, Twinsen explores around for any sign of Baldino while fighting off any Franco guards he comes across. If Twinsen was to explore the left-most part of the moon base, he would come across the 5th extra Clover Box. Twinsen makes his way to the north most part of the cross-shaped base, which has a prison area. He kills the final Franco guard holding the prison key, which upon opening the prison cell, Twinsen sees that Baldino had been captured along with a friendly Franco engineer. Reuniting with Baldino, the Grobo inventor reveals to Twinsen what he discovered. That the giant reactor the Esmers set up near the moon base was designed to propel the Emerald Moon towards Twinsun to blow it up. He also reveals that the reason the Esmers are doing this is because they're following the orders of their recently reincarnated God, Dark Monk, who promised that following him will complete the ancient prophecy that will return Zeelich to its past heavenly look. The friendly Franco with them claims that he's seen through the deception of Dark Monk, and that what Baldino speaks is the truth. He assures Twinsen and Baldino that this horrible plan must be stopped, but due to the moon reactor being indestructible, the only way is to turn it off. He informs Twinsen and Baldino that the remote control for the reactor is housed all the way on Zeelich's Island CX, and needs to be destroyed.

Twinsen agrees with the plan, which the friendly Franco claims that he will take them to the only ones who can help them on Zeelich, the Dissidents, who can only be contacted at the bars or other shady locations of said planet. The three of them exit the prison cell to escape the moon base. On the way out however, the friendly Franco is fatally shot by one of the guards. In his last dying breath, the friendly Franco reminds Twinsen to go to Island CX. Baldino leads the way to a back door of the moon base where the space shuttle he invented is parked near it. Twinsen fights his way to a nearby lever to unlock the door, which the two of them then head back outside onto the Emerald Moon's crust. Since Baldino has a jetpack, he holds Twinsen tight as the two of them fly away from the Esmer moon base, and arrive at Baldino's parked shuttle. Baldino then takes pilot of the shuttle as he and Twinsen fly away from the moon towards Zeelich to put an end to Dark Monk's scheme.

The Return to Zeelich

Baldino's shuttle arrives on Zeelich, but it runs out of fuel before being able to properly land. The result is Baldino crashing his shuttle onto a small island off the coast of Otringal Island. Getting out to check the damage done to his shuttle, Baldino informs Twinsen that he will have to stay behind to repair it. He also informs Twinsen of how the Esmers use a very powerful fuel known as Gazogem, and asks for Twinsen to go and retrieve some for him. Twinsen however wants to go to Island CX to put an end to the moon reactor threat, which Baldino agrees with, but states that the fuel will still be needed anyway, and that he can also use the fuel to upgrade Twinsen's Proto-Pack. Setting out, Twinsen makes his way over to Otringal's mainland, which is made up of three areas: the Lower City, which houses the prison and airport areas that Twinsen had to traverse during the first Zeelich trip, the middle Downtown area that also has a harbor to travel to Zeelich's other uppergas islands, and the Upper City, which is where the high-class Sups of the island reside, and contains the Emperor's palace.

Twinsen makes his way through the Lower City to reach the elevator that will take him up to the Downtown middle area. The Franco guards remain friendly with Twinsen as they don't know about Twinsen's return to Zeelich, and the Esmers overall are more focused on the excitement of Dark Monk's return, and his promise to fulfill the prophecy that he will restore Zeelich to its past heavenly look. Arriving in Otringal's Downtown middle area, a stage with a Sup priest is set up in the courtyard. Twinsen listens to the priest speak to the people that the ceremony of Dark Monk is near, and that their God will reunite the four keys of Zeelich's four races, and lift the curse that has befallen Zeelich. Exploring around Downtown, Twinsen comes across a pawn shop run by a Sup where the former can trade in Twinsunian items to him for Zlitos (the main money currency used by the Esmers on Zeelich). In addition, one of the items being sold for 30 Zlitos in the pawn shop is a Memory Viewer, which let's Twinsen look back on important moments of the journey he's had so far.

Right next to the pawn shop is the Otringal casino, which is run by greedy crocodile humanoids. Twinsen can join the casino, and play the games and slot machines in an effort to try to win more Zlitos. Playing the slot machines also has a chance of dropping a key to the casino's locked Super Jackpot room, which contains a wheel that can be spun for big rewards. However, the room turns out to be a trap as two crocodile employees try to attack Twinsen the moment he tries to spin the wheel. If Twinsen manages to kill the two crocodile employees that attack him, they each drop 50 Zlitos for a net gain of 100. Further exploring around Downtown, Twinsen comes across a gas station. He asks for some Gazogem from the Franco working there, but is informed that they're all out as he's still waiting for the tanker to bring in a new supply of Gazogem from the refinery on the upper-world's Island of the Francos (the player unlocks being able to go to the Island of the Francos after talking to the gas station employee).

Twinsen next heads over to the Downtown harbor, which consists of a bar tavern and the harbor docks. At the moment, Twinsen is only interested in going to Island CX, but no one desires to go there due to how dangerous said island is. However, some of the townsfolk mention that the old Captain running the dock's blimp transportation may know something about getting there. Twinsen speaks to the old Franco Captain at the docks, which the Captain mentions that he might know something about it, but will cost 100 Zlitos if Twinsen wants the information. After gathering up 100 Zlitos, such as earning money from the casino, Twinsen hands it over to the old Captain, who informs Twinsen that he knows a guy on the upper-world's Celebration Island who came back from Island CX. He offers to take Twinsen on his blimp to said island given that Twinsen has already paid him, which Twinsen accepts. Thus, Twinsen boards the Captain's blimp, and they set off for Celebration Island.

Twinsen Becomes a Fugitive

Upon arriving at Celebration Island, the Captain informs Twinsen that he'll easily be able to spot who he's looking for as he can be seen selling souvenirs. As Twinsen is dropped off at the island dock however, the Franco guards stationed there recognize Twinsen as the prisoner who escaped. The result is Twinsen being labeled a murderer, which from then on, the guards around Zeelich will no longer be friendly, and attack Twinsen on sight. Bypassing the guards, Twinsen makes his way up to the volcano summit of Celebration Island where the chapel for Dark Monk resides along the edge of the peak's lava crater. Currently, the large statue of Dark Monk is nowhere to be seen as it remains deep within the volcano's lava until the ceremony that will restore Zeelich back to its heavenly look finally begins. However, the ceremony will start only when the four scattered Key fragments of Zeelich's four races (Sups, Francos, Mosquibees and Wannies) are united and placed within the chapel's center platform. The four fragments of the Key are said to reside amongst the home islands of these four races.

Exploring the outdoor areas near the chapel, Twinsen hears from a civilian that the trail that goes around the island leads to some unique crystals that people used to come to gather from before the lava damaged the path. Twinsen also finds a bandaged up Franco selling souvenirs. He asks the bandaged Franco if he's the one who went to Island CX and made it back alive, which the latter admits he is. The Franco describes Island CX as a fortress built by parliament, and that its army shoots at everything that gets too close. Almost as if they're protecting whatever they're hiding within Island CX. Twinsen asks how he's supposed to get there if basic travel is impossible, which the bandaged Franco reveals to him that the only people crazy enough to get close to Island CX is Rick's gang. He informs Twinsen that Rick isn't just the owner of the bar tavern at Otringal's harbor docks, but is also secretly the leader of Otringal's underworld, which should be enough reason for Twinsen to seek him out for help. Twinsen then makes his way back to the Celebration Island dock, and purchases transport back to Otringal.

Rick's Tavern

Upon arriving back on Otringal, Twinsen heads over to the bar tavern along the docks in order to meet with Rick. At the tavern, Rick isn't taking any visitors, but as it turns out, there's a way to sneak into his office from the bar's backstage. After making his way backstage, Twinsen pulls some ropes that opens up a vent along the ceiling. Twinsen then moves a couple columns that he can jump on in order to reach the vent. After making his way through the vent, Twinsen drops into Rick's office while Rick is still within it. Rick had already caught on that Twinsen had been searching for him, and that Twinsen has been on the run from the guards to do so. Admitting that what Twinsen is doing is impressive, Rick orders him to explain what he wants. Twinsen goes about explaining what he knows. That the Emperor has set up a base on Island CX, and that the controls are there to activate the Emerald Moon reactor that will push said moon into Twinsun, and destroy the planet.

Twinsen asks Rick for help to reach Island CX to keep this from happening, which Rick answers that while he's not someone capable of doing so, Twinsen should seek out help from the Dissidents; the rebel group that's very hostile to Zeelich's current government. Rick advises Twinsen to go see the person that Rick knows who has connections to the Dissidents, Johnny Rocket, who lives at the Imperial Hotel within Otringal's upper city. Twinsen departs from Rick's tavern, but is unable to reach Otringal's upper city from the Downtown middle area due to the elevators remaining raised up. The result is Twinsen needing to find another way into the upper city, such as somehow finding a way to traverse the waterfall that goes along the cliffside between the middle and upper areas of Otringal. Given that he still has Baldino's Gazogem objective to upgrade his Proto-Pack, Twinsen returns to the Otringal docks, and purchases transportation to head off to the Island of the Francos.

Island of the Francos

After arriving at the Island of the Francos, Twinsen explores around the main Franco village. He sees that its citizens are all frantically digging around the land as it turns out that they lost their race's Key fragment due to the unexpected death of the fragment's keeper Burgermaster, Roger de la Fontaine, who never told anyone where he hid away the fragment on the island. In addition, the bazaar had been turned into a treasure hunter shop to help with the digging, which Twinsen purchases a Pick Axe at for 20 Zlitos. Twinsen visits Roger's home to investigate the whereabouts of the Francos' missing Key fragment, which he discovers that Roger's cupboard remains locked due to its Burgermaster's Key being lost.

Twinsen hears from a citizen that the key was stolen by the tiny mechanical golden owl that patrols around the island, which it stored the key in its little neiche home along the edge of the village. After finding the Burgermaster's Key within the golden owl's neiche, Twinsen opens Roger's cupboard, and finds the Burgermaster's Notes that Roger left behind that provides directions as to where he hid the fragment. Using the village's lone tree behind the Franco bar tavern as the starting point, said directions leads Twinsen to a small patch of grass along the edge of the island behind the treasure hunter shop. With the Pick Axe he just purchased, Twinsen digs into said grass patch, and discovers the Francos Key Fragment.

Near the Franco village is the fenced off Gazogem refinery, which Twinsen climbs up some nearby pipes to jump over the fence in order to break into the complex. Twinsen then enters the main refinery structure traversing through its inner sections while fighting off any enemy he comes across. He eventually reaches the main fueling area of the refinery, and picks up a can of Gazogem that was still there within the room. After exiting out the back door of the refinery, Twinsen returns to the dock of the Franco village, and purchases transportation back over to Otringal.

Johnny Rocket

Upon returning to Otringal, Twinsen makes his way all the way back to the small island where Baldino is still fixing his crashed spaceship. Twinsen hands the can of Gazogem over to Baldino, which the Grobo inventor thanks him for as he will now have a ship fast enough to race comets. In addition, Baldino uses the Gazogem to upgrade Twinsen's Proto-Pack into the Super-Jetpack, which will allow Twinsen to fly higher and over more dangerous terrains, such as the waterfall between Otringal's middle area and upper city. Returning to the Downtown middle area, Twinsen uses the Super-Jetpack to fly over the waterfall that's behind the casino. He then traverses the path along the upper edge of Otringal until arriving at the upper city. While Twinsen doesn't have the strength just yet to take on the Sup officers that guard the Imperial Palace, he enters into the nearby Imperial Hotel.

The hostile Franco doorman refuses to allow Twinsen entry, which Twinsen has to kill him to retrieve a key to enter the inner portions of the Imperial Hotel. Twinsen explores around the hotel asking for Johnny Rocket, which a Sup relaxing alongside the indoor pool admits that he's Johnny, and asks what Twinsen wants with him. Twinsen relays that he's here on behalf of Rick, and needs help from the Dissidents to reach Island CX. However, the worried Johnny instantly jumps out of his seat and orders Twinsen to shut up due to the dangers of mentioning the rebels in public. He orders Twinsen to meet him in his room in order to discuss things away from any potential dangers. Within his room, Johnny starts to get himself changed out of his relaxation clothing while also mentioning that Twinsen's lucky to be coming here on behalf of Rick due to the government looking for the Dissidents. He asks what Twinsen's main objective is, which Twinsen tells him of the secret base on Island CX that's going to activate the Emerald Moon reactor, and ram it into Twinsun to destroy the planet. Thus, Twinsen has to get to Island CX to prevent that from happening, and asks Johnny for help to get there.

Now fully dressed in his proper uniform, Johnny reveals himself to be the friendly Sup who greeted the Twinsunians on Citadel Island when the Esmers first arrived on Twinsun. Johnny claims that he knows the person in front of him is Twinsen, and that Twinsen's reputation as the hero of Twinsun has Zeelich's Emperor and Dark Monk in fear of what said hero's capable of to the point of labeling Twinsen a wanted man. Johnny assures Twinsen that the Dissidents will help him, and provides for Twinsen the Ring of Dissidents to allow for him to be identified as a trusted friend to the Dissidents. The Sup then advises Twinsen to go to the Downtown's Twinsunian souvenir shop as the salesman there will take Twinsen to the Dissidents if he shows the Ring of Dissidents to him. Twinsen leaves Johnny's room to head off to meet with the Dissidents, but a group of unfriendly Esmers can be seen spying on their conversation from the next room; showing that someone knows about Twinsen's plan.

Meeting the Dissidents

Taking the upper city elevator down to Otringal's Downtown middle area, Twinsen arrives at the souvenir shop, and shows the Ring of Dissidents to the salesman. Said salesman then walks to the bookshelf behind him, and pulls one of the books as if its a lever to reveal a hidden doorway. The salesman informs Twinsen that he got word from Johnny of Twinsen's arrival, and that downstairs, Twinsen can finally meet with the Dissidents. Walking into the souvenir shop's hidden room, Twinsen finds a meeting going down between 4 Dissidents. One from each of Zeelich's four races. Twinsen also sees that the Mosquibee he helped escape prison, Joan Loumin, is serving as his race's Dissident representative.

The Sup Dissident asks if the newcomer is the Twinsunian that Johnny told them about, which Twinsen admits he is, and relays his objective to reach Island CX to put a stop to the plan that will destroy Twinsun. The Franco Dissident chimes in having finally gotten the gist of Dark Monk's plan that the Celebration Island ceremony is going to be an excuse to blow up Twinsun. The Sup and Franco Dissidents remain stumped not knowing of a way to breach Island CX until the Wannie Dissident mentions of how there's actually a secret passage in the Under-Gas (Zeelich's under-world below the gas sky), and that the entrance to said passage can be found in the Mosquibee village. As a result, the Sup Dissident orders Twinsen to go to the Mosquibee village as it's actually the place where many of their Dissident comrades are already hiding out.

Twinsen's informed that to head down to the Under-Gas, he will need to take the elevator at the Francos' Platform, which can only be reached from the Island of the Francos. The Wannie Dissident then informs Twinsen of how it's not possible to reach said elevator without a powerful weapon, which he provides Twinsen with a special Laser-Pistol that's capable of firing long range lasers that his Magic Ball can't reach. However, the Laser-Pistol is unusable without a certain crystal to make it work, such as the crystals that can be mined from the cliffs of Celebration Island. Before leaving, Joan Loumin tells Twinsen of how his village's passage to Island CX is locked beyond a door that their Mosquibee Queen has the key for, which Twinsen will have to convince her for said key.

The Under-Gas Elevator

Leaving the souvenir shop, Twinsen heads over to Otringal's docks for transportation over to Celebration Island in order to retrieve a crystal for his Laser-Pistol. Once there, Twinsen climbs back up to the island chapel, but then makes his way over to a path that goes along the edge of Celebration Island. Said path ended up being destroyed by the lava that flows down from Celebration Island's volcanic peak, which Twinsen has to jump along the lava gaps each time a rock flows down from said peak. At the end of the cliff path, Twinsen finds the crystal formation he was looking for, and uses his Pick Axe to mine off a piece. Twinsen then places the crystal into his Laser-Pistol to make it fully functional, and then makes his way back to the Celebration Island dock for transportation to the Island of the Francos.

Back on the Island of the Francos, Twinsen returns to the Gazogem refinery area as the path to reach the Francos' Platform is just beyond it. Twinsen fights his way into the refinery area's side gate that leads to the Francos' Platform. However, said gate remains locked until the switches on the other side of the room are flipped. Due to the large gap between Twinsen's starting location and the area of the switches, Twinsen's only able to flip said switches by firing long range lasers at them with his Laser-Pistol. Once the gate is opened, Twinsen finds himself at the tanker harbor that brings in in the Under-Gas gems to refine them into Gazogem. Twinsen takes control of the tanker ship that's docked at the harbor, and uses it to transport himself over to the Francos' Platform.

Arriving at the Francos' Platform, Twinsen ends up running into a large four armed gorilla-like creature waiting for Twinsen's arrival at the elevator entrance. Twinsen asks what said creature is, which he replies that he's an assassin hired by Dark Monk to eliminate Twinsen. Yet he remains disappointed by how weak Twinsen looks as Zeelich's god had described to the assassin that his target is a fierce warrior that even Dark Monk fears. Twinsen next asks how the assassin knew he would be coming to the Francos' Platform. In return, the assassin reveals that his spies caught wind of Twinsen's talk with Johnny Rocket in the Imperial Hotel, and has been following Twinsen's tail ever since. The assassin orders Twinsen to prepare to die as he begins his attack, such as throwing boxes at Twinsen. Once the assassin is defeated, Twinsen picks up the key the former dropped, and uses it to open the Francos' Platform elevator door. Twinsen then rides the elevator down to the Under-Gas.

Island of the Wannies

Arriving in the Under-Gas, the elevator brings Twinsen down into a building that serves as the lower end of the Francos' Platform. However, the laser doors keep Twinsen from getting out, which he has to throw his Magic Ball over the wall to hit the switch that turns off said lasers. Once he's out of the Francos' Platform's lower building, Twinsen sees that he's now on the Island of the Wannies; one of Zeelich's Under-Gas islands that resides on the planet's lava crust. Exploring the island, Twinsen passes by two notable locations: the entrance to the Gem mine where the Wannies work to mine for the Gems that make Gazogem, and the Building Company that runs the business for said Gem mine. Beyond the mine and Building Company, Twinsen explores the far end of the Island of the Wannies. He passes by the Ferryman's Lane that can't be interacted with yet, and arrives at the Wannie village; a mountain of caves that's been turned into Wannie homes.

Twinsen asks the Wannie villagers how to get to the Mosquibees, which he's told that since the Mosquibee village is on another Under-Gas island, Twinsen will have to call for the Ferry that can transport across the lava crust to get there. However, the Ferry requires a special means to be called upon, which Twinsen will have to meet with the village's monk to learn how to meet the Ferryman. Entering the Wannies' village mountain, Twinsen sees that the door to Dark Monk's chapel remains locked. An old Wannie wandering the halls informs Twinsen that he will tell him a secret if he brings him back some tart as Twinsen returns to exploring the Wannie village. He enters into the home of a friendly Wannie family where the mother Wannie offers for Twinsen to eat with them. In addition, there's a Wannie's Glove on the clothing rack, which Twinsen can take with him. The glove is a defensive tool that allows Twinsen to reflect objects back at his enemies (there's also a Wannie's Glove that can be found in the island's Gem mine if the glove isn't picked up here).

Twinsen joins the family for dinner, which turns out to be over a meal of FireFly Tart. The shock of eating "fireflies" causes Twinsen to fall unconscious. Once Twinsen wakes up, he leaves the home with a Slice of FireFly Tart, and provides it to the old Wannie in the hallway. As a thank you for the tart, the old Wannie provides the key for Twinsen to enter the village chapel. Entering Dark Monk's chapel, Twinsen speaks to the village monk, who asks Twinsen to listen carefully. The monk recaps how their god, Dark Monk, cursed Zeelich, and provided the planet's four races with Fragments for a special key. That once Dark Monk has forgiven their sins, and the great ceremony commences, the curse will be lifted, and bring back Zeelich's heavenly look. The monk informs Twinsen that given Dark Monk's recent return, the next great ceremony should be the last, and orders for Twinsen to not interfere.

Twinsen makes it clear that he's only trying to locate the Mosquibees, which the monk informs Twinsen that he must call upon the Under-Gas Ferryman that can transport people across the lava crust, and that his housemaid will tell Twinsen of the method to call the Ferry. Twinsen leaves the chapel to search for said housemaid. Within another of the Wannie village homes, Twinsen finds the monk's housemaid, who technically doesn't appear within said home until Twinsen's talked to the chapel monk. Twinsen relays what the monk told him about her knowing how to meet the Ferryman, which she answers that along with needing to pay for his transportation service in Gems, a song needs to be sung at the Ferryman's Lane platform to call for him. The housemaid asks for Twinsen to listen as she goes about singing the song needed to call the Ferryman. With the song memorized, Twinsen departs from the Wannie village, and heads off to the Gem mine since he needs Gems along with still needing to find the Wannies Key Fragment.

The Gem Mine

Twinsen goes about exploring the Gem mine where throughout the mine, he passes by many Wannie miners, and can pick up at least half a dozen Gems throughout said mine that are needed to pay the Ferryman. In addition, there's a section of the mine where Twinsen can obtain the 6th extra Clover Box that resides on an unreachable ledge. Twinsen takes control of a nearby crane, and grabs the Clover Box with the crane's claw to bring it over to Twinsen's location. Traversing further into the mine while picking up any Gems that he finds on the ground, Twinsen comes across a locked hidden chapel room guarded by a large Wannie guard. Killing said guard drops the key, and upon entering the mine's chapel, Twinsen sees that it's the safehouse for the Wannies Key Fragment. As Twinsen goes to grab the Fragment, the shine from the window hitting his eyes causes him to drop it.

A voice can be heard in Twinsen's mind telling him to be careful as it's not the time to break such a precious Key Fragment. It's never confirmed who this voice speaking to Twinsen was, but the most logical guess is that it was Dark Monk. In the end, Twinsen now has 2 of the Key Fragments. The Wannies don't take too kindly to Twinsen stealing away their Key Fragment, which all the Wannie miners become hostile and try to attack him. Twinsen fights his way back out of the Gem mine, and heads over to Ferryman's Lane. Standing on the Ferryman's platform, Twinsen sings the song he learned from the monk's housemaid to call the Ferryman. The Ferryman appears as a hooded Wannie rowing a small boat through the lava, and docks near Ferryman's Lane. The Ferryman asks Twinsen where he wants to go at the cost of 4 Gems, which Twinsen answers the Island of the Mosquibees. Handing over the Gems, Twinsen boards the Ferryman's boat, which they begin their journey across the lava towards Mosquibee Island.

Island of the Mosquibees

The Ferryman drops Twinsen off at the shoreline of the Island of the Mosquibees. Twinsen makes his way over to the main entrance of the Mosquibee village, and starts to find Gems on the ground, which shows that unlike the Island of the Wannies where the Gems can only be found in the mine, Gems on the Island of the Mosquibees can be found anywhere. At the village entrance, Twinsen finds a Mosquibee patrolling around. The Mosquibee asks why Twinsen's here, which the latter answers that he needs to speak to their Queen. Accepting Twinsen's reason, the Mosquibee asks Twinsen to hold on to its legs, and begins to fly. The Mosquibee carries Twinsen into its village, and drops Twinsen off at the throne room to meet with the Mosquibee Queen, who's currently sitting on her throne. In addition, Joan Loumin is seen with the Queen having informed her about Twinsen's eventual arrival. The Queen explains that she gets the basic gist of what's going on thanks to Joan Loumin's explanation. That the Emperor and Dark Monk have deceived them, and that they've captured Twinsun's wizards and children. However, she remains confused as to why Twinsen has come here specifically.

Twinsen explains that he needs the Queen's help to stop Dark Monk from destroying his planet at the next great ceremony, which the Queen asks how they're supposed to help. In return, Twinsen further explains that the control center to stop the Emerald Moon reactor from ramming the moon into Twinsun is on Island CX, and that based on what the Dissidents told him, there's a secret passage here that will allow him to breach into Island CX. The queen asks for proof to show that Twinsen's information is on the level, which Twinsen proceeds to show her the Ring of Dissidents that he got from Johnny Rocket. Joan Loumin confirms that Twinsen's words are the truth given that the ring's the real deal as it has their secret Dissident identification, but the Queen refuses to help Twinsen as he's not one of the Mosquibees. Thus, she orders Twinsen to take the Test of Truth in order to become a Mosquibee, which only then, she will agree to help Twinsen.

The Mosquibees bring Twinsen to their arena for the Test of Truth. The Queen explains that there's a hidden weapon behind one of the arena's 3 locked doors, and that Twinsen must do whatever he can to retrieve it. The arena walls have cannons that begin to shoot balls at Twinsen, which he has to try to pop them open to locate a key for the doors. Two of the doors marked as the wrong ones contain large Mosquibee guards that attempt to attack Twinsen, but when he finally opens the correct door, he obtains the Blowtron, which is a stronger version of the Blowgun that fires quick Level 3 Red dart pellets at enemies. The Queen congratulates Twinsen for his efforts as owning the Blowtron establishes him as an equal to the Mosquibees, and grants him complete access to their village. She also agrees to help Twinsen reach Island CX, and assures him that she has the key for the hidden passage. Before they could head for the passage entrance however, a Mosquibee guard arrives at the arena to inform everyone that the Emperor's forces have arrived, and are attacking their island. The guard asks for the Queen to retreat before the Emperor's forces capture her, which the Queen quickly leaves the Test of Truth arena with Joan Loumin following close behind.

Mosquibee Island Invasion

Twinsen follows after the Queen back into the Mosquibee throne room only to find that war has broken out between the Mosquibee guards, and the Emperor's invading Franco soldiers. In addition, the Queen is nowhere to be found. Twinsen fights his way through the Emperor's forces out of the throne room and into the Mosquibee village where the war continues all around. He fights his way to a side entrance of the Mosquibee village that takes him out to an upper ledge of Mosquibee Island. Traversing the ledge path while picking up any Gems he comes across, Twinsen bypasses Franco soldiers parachuting in from the gas sky, which shows how the Emperor's forces managed to invade the island. Twinsen continues along the upper ledge until reaching a bridge that goes to a smaller island off the island of Mosquibee village. Crossing said bridge, Twinsen enters the Mosquibee complex on the small island, and climbs his way up to an elevator that takes him up to the roof. On the roof of the small island is another arena area. Twinsen comes across a locked storage box at the arena entrance, which the Mosquibee guarding it explains his worry that the Mosquibee Key Fragment could fall into the wrong hands given the invading Emperor's soldiers.

The test to claim the Fragment Key requires for Twinsen to defeat the creature that's flying above the small island arena, which the only way to combat said flying creature is to reflect its projectiles back at it using the Wannie's Glove. Once the flying creature is defeated, it drops the key for the storage box. Twinsen then opens the locked storage box, and obtains the Mosquibee Key Fragment; meaning that Twinsen now has 3 of the Key Fragments. Before leaving, the Mosquibee that was guarding the Fragment Key informs Twinsen of how several of the Mosquibee citizens managed to escape to the Island of the Volcano, and that they may know of what happened to the Queen. With nothing left to do on Mosquibee Island, Twinsen makes his way back to Mosquibee village, and heads for the entrance that now has a rope he can climb down to get back to the island coastline. Twinsen then calls for the Ferry, and pays the Gem fee for transportation over to the Island of the Volcano.

The Passage to Island CX

After being dropped off at the Island of the Volcano, Twinsen traverses around the island while picking up any Gems on the ground. He eventually comes across a cave where several Mosquibees have taken shelter. In addition, the cave hideout has the 7th extra Clover Box that Twinsen picks up. Talking to the Mosquibee refugees, they inform Twinsen of how the Queen and other Dissidents were taken to a prison within the Wannie Island's Building Company. Leaving the cave hideout, Twinsen makes his way back to the start of the island to call for the Ferry, and pays the Gem fee to travel back to the Island of the Wannies. After being dropped off at Wannie Island, Twinsen comes across an injured Wannie, who Twinsen heals up with the Horn of the Blue Triton. Once healed, the Wannie thanks Twinsen by providing him a hint that there's a way to sneak into the Building Company through the Gem mine. At the Gem mine, Twinsen goes about picking up any additional Gems he may need, and then heads over to the conveyor belt section that brings Gems into the Building Company.

Riding up the mine's conveyor belt elevator, Twinsen enters into a packaging area of the Building Company where the gems get stored into boxes. After disposing of the Wannie worker in the room, Twinsen switches up the boxing set-up in order for the machine to not put a cover on the box. Twinsen then rides the uncovered box to the following box retrieval room of the Building Company. He then gets out of the box, and climbs up the room's service ladder in order to exit out onto the roof of the Building Company. Twinsen locates a hole on the roof that drops him into the Building Company's prison. Landing in the prison cell with the Queen, Twinsen claims that he's here to free her, and asks that she open the passage to Island CX in order to save his planet. The Queen replies that she has to stay for the Emperor's interrogation, but she provides Twinsen the Key of the Passage in order for him to open the passage himself. Using his Magic Ball, Twinsen bounces it over the wall to hit the switch that opens the prison cell's door. Twinsen then makes his escape out of the Building Company, but if Twinsen chooses to, he can attack the Sup businessman in the Building Company's safe room to make him drop the key for the safe, which contains 150 Zlitos.

Now with the Key of the Passage at hand, Twinsen makes his way back to the Wannie Island Ferry, and pays the Gem fee to take him back to the Island of the Mosquibees. Upon arriving back at the island's coastline, Twinsen sees that the Emperor's forces have now fully taken over, which he has to fight his way to the entrance of Mosquibee village. Twinsen then traverses Mosquibee village fighting any of the Emperor's forces he comes across, and arrives back in the Queen's throne room. However, the throne room now houses a powerful enemy creature wielding a sword, which Twinsen has to kill in order to proceed. Once the Queen's throne room's been cleared of all enemies, Twinsen puts the Key of the Passage into the keyhole that's on the back of the throne chair. The back of the throne drops, and reveals a passage beyond it. Walking through the hidden passage, Twinsen comes across the elevator that will rise him out of the Under-Gas, and into Island CX.

Island CX

Riding up the Mosquibee Island's hidden passage elevator, Twinsen pops out of a floor entrance in one of Island CX's lower tunnels. He bypasses the tunnel guards to get to the next room that houses a gas-like pool area filled with flying monsters that pop out and attack. Twinsen uses the Super-Jetpack to fly over the gas pool to the next area, which is the lower tunnel on the opposite side of the island. Disposing of the tunnel guards, Twinsen climbs the ladder that takes him out to Island CX's surface, which is an island airport for Esmer shuttles. While avoiding the cannon fire of the island's outer defensive structures, the door to Island CX's main facility remains locked, which Twinsen has to kill the nearby guard on the airport for the key. After entering the main facility of Island CX, Twinsen traverses the inner fortress; killing any of the Franco guards he comes across, but has to avoid the Sup officers as he still has no means of killing them yet. Twinsen finds the key needed to open the main room of Island CX, and after bypassing the locked door, takes the elevator down to Island CX's main control room.

Entering Island CX's control room, Twinsen's greeted by the Sup Emperor, who claims that he's been waiting for said Twinsunian's arrival. The Emperor taunts Twinsen that the latter has lost. He explains that the one's who the people listen to is not him, but Dark Monk's priests. That one day, a stranger from an unknown land arrived on Zeelich, and offered to pass himself off as Dark Monk. As a result, the two of them together came up with a plan to make it look like he and the fake Dark Monk are here to fulfill the prophecy regarding Zeelich's return to glory. The Emperor's side of the deal was to become the master of Zeelich while the fake Dark Monk is only interested in gathering up the energy contained within Twinsun. Thus, the plan to blow the planet up by ramming the Emerald Moon into it.

Twinsen claims that he's going to stop the Emperor's plan, but the latter replies that the fake Dark Monk is unbeatable as the fake's set up a machine within Dark Monk's statue that's capable of storing the magical energy that he will take from Twinsun. He also reveals that their main goal of going to Twinsun was to kidnap the wizards in order to form a magical connection between Zeelich and Twinsun, but they also had to resort to kidnapping the children as leverage when it turned out that the wizards were refusing to cooperate. The Emperor provides Twinsun a final taunt that they've won as there's nothing Twinsen can do to stop Twinsun's destruction. He also claims that the machine to take Twinsun's magical energy will go off during the ceremony, and that Twinsen can not stop him from triggering the Emerald Moon reactor. Twinsen charges the Emperor and lands a fatal blow on him, but in his dying moments, the Emperor flips the lever that starts up the Emerald Moon reactor.

Through Sendell's Ball, Goddess Sendell gets in contact with Twinsen, and informs him that the cosmic cataclysm is happening. That the Emerald Moon has started to move towards Twinsun. Sendell orders Twinsen to put a stop to the fake Dark Monk, and that with the magic stealing machine he created in Dark Monk's statue, they can use the magic for themselves to stop the moon from hitting Twinsun. Sendell reminds Twinsen of the 4 Key Fragments needed to make Dark Monk's statue appear, and that once Twinsen's put a stop to the fake Dark Monk, he must return to Twinsun's Well of Sendell where the two of them will work together to stop the moon.

The Emperor's Palace

Grabbing the key off the Emperor, Twinsen uses it to open the storage box in the control room, which provides Twinsen the Emperor's Sword; a powerful weapon that finally gives Twinsen something to damage the Sup officers. Making his way out of the control room, Twinsen fights the Sup officers blocking the entrance to Island CX's fortress radio tower. He retrieves an Itinary Token from the radio tower, and then makes his way back out to Island CX's airport. Twinsen then enters the empty Esmer shuttle, puts the Itinary Token into the keyhole, and flies away from Island CX. With only the Sup Key Fragment left to retrieve, Twinsen lands his shuttle at the landing pad in Otringal's upper city. Exiting the shuttle, Twinsen uses the Emperor's Sword to dispose of the Sup officers guarding the gate to the Emperor's Palace, and uses their dropped key to bypass the gate.

Twinsen then enters into the Emperor's Palace, and traverses the maze-like interior fighting any enemy he comes across. He eventually reaches the palace's final room with a special storage crate that has an odd two-headed statue situated on top of it. After disposing of the Sup officers in this room, the statue awakens, and the two-headed monster proceeds to attack Twinsen. After disposing of the monster and retrieving its key, Twinsen investigates the storage crate it was guarding. Upon unlocking it, Twinsen obtains the Sups Key Fragment, which at this point, Twinsen's obtained all 4 Key Fragments. As a result of gathering the 4 Key Fragments, they fuse together to form Dark Monk's Key. The magic gathered in the fused key also provides Twinsen with his final power-up; increasing Twinsen's magic to Level 4, and his Magic Ball becomes Fire Level 4. Overall, Twinsen now has the means to summon Dark Monk's statue. Making his way back out of the Emperor's Palace, Twinsen returns to the Otringal harbor in order to purchase transportation to Celebration Island.

Dark Monk Revealed

After arriving back on Celebration Island, Twinsen makes his way to the chapel. He places Dark Monk's Key on the platform that sits in the center of the four statues that make up the races of Zeelich. Once Dark Monk's Key is in place, the grand ceremony begins. Dark Monk's Statue rises up out of the volcano, which Twinsen exits out of the chapel to investigate. Standing atop the chapel is the fake Dark Monk, which he claims that the time has finally come for him and Twinsen to meet again. He taunts Twinsen that the latter is already too late as with the Emperor's help, he succeeded in deceiving the Esmers. The fake Dark Monk explains that the Esmers fell for him being a reincarnation of Dark Monk, and is now on the verge of being granted divine powers once the Emerald Moon collides with Twinsun. Taking off his Dark Monk mask, the fake reveals himself to be Dr. FunFrock having survived his defeat to Twinsen at the Well of Sendell, which he gives off his typical evil laugh.

Twinsen orders FunFrock to explain what happened to Twinsun's wizards and children, which FunFrock explains that he's using the wizards to power the machine he built within Dark Monk's statue to attract Sendell's energy from Twinsun's core to Zeelich, which will then be released in a powerful magic explosion. The children meanwhile were just a ploy to force the wizards into obedience. The angered Twinsen claims that he's going to take FunFrock down, which FunFrock taunts him that Twinsen's work was also part of his plan as he needed the 4 Fragments gathered and put in place for the ceremony in order for the statue to act as an antenna to gather up Sendell's energy. Thus, once Twinsun's magic has gathered at Dark Monk's statue, FunFrock will absorb it, and become a god in flesh and name. FunFrock bids farewell to Twinsen, and enters back into Dark Monk's statue. In return, Twinsen climbs his way up to the chapel's roof using the nearby raised ceremony pillars, and enters Dark Monk's statue to follow after FunFrock.

Dark Monk's Statue

Upon entering Dark Monk's Statue, Twinsen finds himself dealing with old familiar enemies: Twinsunian clones that spawn in from teleportation pads. Twinsen has to deal with melee Groboclones wielding maces, and long range Groboclones that fire rockets at him while using his Fire Magic Ball to break the telepads. Once the clones are dealt with, Twinsen makes his way over to the machine that has Twinsun's wizards hooked up to it and unable to move. After Twinsen figures out how the machine works, he powers it down, and releases the wizards. The wizards are all thankful to Twinsen for their release, which the female Quetch wizard recaps FunFrock's plan to him. Twinsen replies that he already knows about it, and asks where FunFrock and the children are. In return, the Quetch wizard explains that FunFrock has the children holed up in a cage in the head of Dark Monk's statue. She assures Twinsen that they will support him while Twinsen advises the wizards to escape and meet up with Baldino on Otringal as they will be needing his spaceship to get out of here.

Before leaving, the wizards all channel the little magic they have remaining to blast open the caged fence blocking the elevator to the statue's upper floor. Riding up the elevator, Twinsen enters the head of Dark Monk's statue. He finds the caged children, but also FunFrock standing next to a lever. FunFrock taunts Twinsen that the latter still hasn't gotten the picture about how Twinsun will be destroyed, and that he will absorb said planet's energy to become a god. He then claims that he will sacrifice the children as revenge for Twinsen continuing to annoy him. FunFrock pulls the lever next to him, which drops the childrens' cage down to the lower statue floor. As FunFrock escapes through a telepad, Twinsen rides the elevator back down to the wizards' machine room. The cage with the children continues to fall while FunFrock continues to laugh at him from a telepad then teleports away. More Groboclones teleport in as Twinsen races for a hole in the floor that opened up. He lands into the arm area of Dark Monk's statue. Along with seeing the children's cage continue to drop to the next room below, FunFrock once more laughs at him from a telepad, then teleports away.

Exploring the arm area of Dark Monk's statue, Twinsen fights through the Groboclones until killing the rocket Groboclone that has the key to unlock the door to the next floor. Once Twinsen's beyond the locked door, he takes the elevator down to the lowest feet area of Dark Monk's statue. While fighting off other Groboclones, Twinsen has to kill a rocket Groboclone in the statue's left foot for the key to open the door blocking the way to the statue's right foot. Once Twinsen arrives at the right foot, FunFrock's stands alongside his 2 personal Rabibunny Clones by the chain holding up the children's cage. FunFrock bids the children farewell as he chops the chain, which drops the children's cage down to the lava below. Twinsen battles it out in a new final battle with FunFrock. He disposes of the 2 Rabibunny clones only for a duplicate FunFrock clone to arrive through the telepad; meaning that Twinsen is now fighting two FunFrocks at once. Twinsen's eventually able to defeat both FunFrocks, and then checks out the area that the children's cage dropped.

Saving Twinsun

To Twinsen's relief, Baldino's fixed spaceship flies up from the hole that the children's cage dropped; showing that the children were all saved, and are now safe and sound on his ship. Twinsen celebrates, and then jumps onto the ship. Twinsen's reunion with the Grobo inventor results in a hug as Baldino flies his ship away from Dark Monk's statue and back to Twinsun. Meanwhile, Zeelich's prophecy is considered fulfilled as it turns out that said prophecy within Dark Monk's statue mentioned a stranger who will reunite the 4 Key Fragments, face off against a Dark Monk during the grand ceremony, and should the stranger win, Dark Monk will go, and the monsters and gas will finally disappear. Dark Monk's statue returns into the lava, which marks the end of the grand ceremony, and as a result of Twinsen defeating the fake Dark Monk, Zeelich's curse is lifted. As the gas disappears, Zeelich transforms into a lush green and heavenly planet.

As for Twinsen, Baldino flies him to the Well of Sendell as the Emerald Moon continues to be pushed towards Twinsun. Standing above the Well, Twinsen combines his magic with Sendell to fire a beam of magic at the Emerald Moon, which finally starts to push it back. However, the moon reactor shows itself to be too powerful, and is able to push the Emerald Moon forward against Twinsen and Sendell's combined magic. Suddenly, a fleet of Esmer shuttles led by the wizards and Johnny Rocket arrive to drop a bomb on the moon reactor to destroy it. With the reactor gone, Twinsen and Sendell are able to safely push the Emerald Moon back to its original place.

Afterwards, Sendell greets Twinsen to inform him of the great news that Twinsun's been saved. Twinsen thanks Sendell for the help as he never would have succeeded without the goddess, which Sendell replies back that its Twinsun's Sendells who should be thanking Twinsen for his efforts, and that they should also be thanking the Esmers for the help they provided. Twinsen remains confused by that, which Sendell explains that the moon reactor proved to be too powerful for them. Yet because of Twinsen's efforts to unmask FunFrock in front of the eyes of the Esmers who believed him to be their Dark Monk savior, they showed their gratitude by coming to their rescue. In return, Twinsen admits that the Esmers have proven themselves to be great, generous and honest people, and figures that it's about time for the Twinsunians and Esmers to finally meet. Afterwards, Dinofly arrives at the Well of Sendell to retrieve his master, which Twinsen rides on him back to Citadel Island.

Twinsun and Zeelich Celebrate

At Desert Island's Port-Ludo, the Esmers are seen getting along and hanging out with the Twinsunians. They watch as several Esmer shuttles fly by as they're on their way to Citadel Island. Meanwhile in the Downtown area of Citadel Island, the Twinsunians and Esmers are all already partying to celebrate the peace between Twinsun and Zeelich. The Esmer shuttles then land around the Downtown area as Johnny Rocket appears alongside Twinsun's wizards to officially return them home. Twinsen then flies into Downtown on his Dinofly, and meets up with Johnny Rocket. The two of them shake hands, which Johnny thanks Twinsen for his efforts to keep both their planets safe.

Twinsen thanks him in return for destroying the moon reactor, but Johnny Rocket asks him not to mention it as Twinsen did more than enough by fulfilling the prophecy that lifted the curse from Zeelich to transform it back into the paradise that it once was long ago. Not to mention saving Zeelich from their evil Sup Emperor's dictatorship, and saving both their worlds from FunFrock's evil scheme. In the end, Twinsen's just glad that peace has been restored. As the party between the Twinsunians and Esmers goes about consisting of all the people that Twinsen met throughout his adventure, Twinsen eventually meets up with Zoe, who's taking care of their newborn child with the help of a Franco caretaker. The story ends with Twinsen and Zoe looking into their baby carriage, and making funny faces for their baby.


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