Bowja the Ninja 2:
In Bigman's Compound
After successfully defeating the ginormous Gi8000 in the first mission, Bowja the Ninja is back again and this time it's Bigman's Compound that is the target of ninja stealth and fortitude. Help Bowja defeat Bigman and save innocent people before it's too late in this charming new adventure from Pencilkids.
Bowja the Ninja 2: In Bigman's Compound is a series of point-and-click puzzle vignettes that are all magnificently illustrated and animated by Robin Vencel. Responding to criticism that the first mission was a tad on the easy side, Robin has included a variety of puzzles that, while still easy to complete without a walkthrough, will surely make you think. Much of the difficulty in the game is a matter of finding the correct spot to click to help little Bowja advance, with some situations that require proper timing to find the correct solution. Be alert, don't panic, and use your resources to their full advantage and you'll be neutralizing henchmen, taking control of missiles, and escaping deadly sharks like a good little ninja.
Walkthrough Guide
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Henchman's Journal
Team Bravo just retrieved the missile and is on their way back here. It's a long train ride. I'm watching them with binoculars... uh-oh, I just saw a plane take off and aim for the train. It better not be who I think it is...
I heard about Bowja's exploits on Factory Island. In fact, lots of us used to work there, and kept our purple uniforms when we moved here. Unfortunately they aren't quite as protective against Bowja's arrows as they used to be. He must've upgraded them or something. Oh, and we need to get that signal switch on the missile truck lubricated. Once it's down, it's almost impossible to get it back up, and you have to stand on the missile to get enough leverage to do so. Imagine if you were standing there and a small bump shook the missile... it wouldn't be pretty.
We really need to get that searchlight tower fixed. The searchlight shakes easily, and it doesn't illuminate the lake below the bridge. Also, whose bright idea was it to post the searchlight shutdown code on the side of the tower? I mean, I know we're always forgetting, but isn't it a little too easy to see? Oh well, as long as nobody thinks to read it from top to bottom, we're safe.
It's so annoying working with that raised bridge. Whenever I want to lower it, I have to climb up, throw the lever to release the catch, turn the wheel to lower the bridge, climb down again, then cross. It's so tiring! Also, the old power pole and the drainpipe are both very loose. Who knows when they might fall down...
The purple swamp robot is too weak, especially in the mouth. Just driving a bicycle or some other vehicle into its mouth would destroy it completely. Also, how come the Henchman's Handbook specifically told us to leave chests containing grappling hooks in convenient locations, but it didn't say anything about swimming lessons? What happens if I fall in the water? And what's the point of a grappling hook if the rope's so short that you have to stand on something for it to reach anything?
The satellite dish needs better mountings. A little bump to it would easily make it swing down and hit someone in the head. Also, what's with the dish control panel? It's too confusing. Not only do the symbols have to be connected with their matches, but they have to look exactly the same for the lever to work. That's just stupid. I'm not getting paid enough to work for idiots. I hope someone pushes Bigman into the water.
I hear the walkway broke again. Someone really needs to repair that thing. Also, the water around here is annoyingly viscous. If you shoot at any underwater target, you can't hit it unless you shoot from very close to the water's surface. I don't care if we're evil henchmen, we need to do our part against water pollution!
Aargh, those ads are clogging up the aqueducts... anyways, I can never remember that some levers work miracles if pulled more than once. And why do they put the wheel that opens the "V" hatch so far away from the hatch itself? And why is the design of the wall lock so counter-intuitive? You'd think the letters would correspond to the positions of the buttons and the numbers would indicate the order in which you pressed them, but noooo, it's the other way around...
The robot spider is another example of our shoddy mechanical abilities. Its leg joints are loose; someone could unscrew them easily. And if someone were to ram its eye to rip it off, then go inside, they would be able to disable the thing easily.
The missile is lost. Our complex is in ruins. Bigman's best suit is ruined by water contamination. The satellite dish is turned off so I can't connect to the Internet to play that new game, Bowja the Ninja in Bigman's Compound. One of our boat-planes has been stolen. And our best guard robots are kaput. I give up. I'm quitting. If my next job as an evil henchman doesn't work out, I'll look into a career as a pastry chef.
Posted by: SonicLover | June 27, 2008 8:02 AM
Ok, ok, ok, full walkthrough below.
Scene 1
Click on your glider-like plane
Scene 2
1. Land
2. Shoot the henchman in front of you
3. Shoot the lever
4. Jump on the missile
5. Jump down
TITLE SEQUENCE
Scene 3
Jump the gap
Scene 4
1. Shoot the light
2. Swim under the bridge
3. Climb the tower
4. Input code (A2, C3, B1)
5. Retrieve your motorbike
Scene 5
1. Pull the lever
2. Spin the wheel
3. Retrieve your motorbike
4. Push the post
5. Shoot the joint in the pipe
6. Retrieve your motorbike
Scene 6: The Metal Dragon Thing
1. climb the ramp in front of you and quickly shoot the lever
2. Drive your motorbike off the ramp
BOSS DEFEAT!!!
3. Climb the ramp
4. Shoot man 1, then man 2
5. Climb down
6. Open the chest
GRAPPELING HOOK FOUND
7. Climb the crates
8. Go all the way up
Scene 7
1. Go all the way up
QUICK!!!
2. Shoot the sattelite and Bigman twice
3. Access the control panel
4. Click the right side until the buttons are circle, triangle, square rotated the same way the shapes on the left are
5. Pull the lever
Scene 8
1. Climb over the wall
2. Pull the lever
FISH APPEARS
3. Go back to your dock
4. Shoot the fish
5. Down the hatch!
Scene 9
1. Pull the lever
2. Through the hatch!
3. Pull the lever until the upper area is sealed
4. Spin the wheel
5. Spin the other wheel
6. Pull the lever until only the upper area is available
7. Spin the wheel
Up, Up, and AWAY!
8. Access the machine - Input code (hint: spell machine)
5237146
9. Get out, all the way out
Back To Scene 8 aka Scene 10
1. Spin wheel
2. Steal the plane
Scene 11: ATTACK OF THE METAL SQUID
1. Unscrew its right joints until you can't anymore
2. RAM IT!!!
3. Get inside its head - literally
Scene 12
Soar into the sunset
This is my first real walkthrough. I hope it helps someone
Posted by: xdrngy | June 27, 2008 1:02 PM