Astrodelica 1/2
Richard Lawther supplies with the download
of his level under readme.walkthru.txt a very helpful walkthrough. Here's the
actual text:
Introduction.
As
the giant Alien spaceship entered Earth orbit the World’s leaders began to
argue about how best to react to this audacious visitation from the stars. Two
weeks later and nothing had changed: the ship continued it’s silent orbit - and
the world’s leaders continued their unproductive noises.
Meanwhile, one woman of action had deciphered some of the markings on the
ship’s hull and persuaded a crew of Russian ‘freelance’ cosmonauts and soldiers
to take her up to the ship for a closer look. Despite the obviously advanced
technology, the Alien ship did not appear to react as Lara Croft and chums
gained easy access to the innards of the ship.
You part company with the Russians who go on to explore a different
section of the ship - maybe you’ll meet up with them later. (If you do -
remember - don’t shoot the Russians!)
Initial examinations of the ship suggest to you that the Aliens may
actually have departed and are now down on Earth. But the ship will know you
are there and no doubt there are automated drones to deal with you if you step
out of line - so be careful.
THE START
You start near the entrance to the COMMAND CENTRE; your ultimate goal is
to enter this area and discover the purpose behind the aliens’ trip to Earth.
But before you can do that you must first investigate the rest of the ship.
Recognise the floor pads/ Alien signpost combinations - these will occur at
several points throughout the ship and inform you of your location. The English
caption you see when standing on the pad represents Lara interpreting the Alien
language - which she recognises as derivative of an ancient text. (this is not
critical to gameplay - but more fun than running about blind.) There are 3 secrets, the locations of which
are ... secret. (You don’t need them to complete the game)
OK, let’s get going.
Leave this lower area and climb in the direction of the ‘walkways leading to
atrium’ sign. Pass through a blue
translucent section to reach the top. The markings on the wall are the same as
one of the floor sections you passed to reach this point. The 3 green spots are
the floor pads to the atrium. Return down and stand on the 3 pads (no
anti-triggers here so no problems where you stand. Return to the top and pass through to the:
”ATRIUM”
At the far end, markings on the wall tell you which floor pads trigger
the doors above; the 3 accessible to you open the first door. As indicated -
avoid the central gangways as they reset the pads. You can reach a lever switch
to make the water safe and you can do the next 3 pads to open the higher door.
Proceed to the alien face - and pass through. And step on the translator pad.
This next section - ”EARTH GRAVITY TRAINING” - tests the aliens’
dexterity with various jumps etc - it’ll test your skill too!
First drop to the water, then swim to the right wall and climb out on
the single block. Most of this construction is climbable so jump to the facing
section and start climbing. Before you reach the top - save your game.
You have a choice now: either...
i) slide forwards and jump to reach the flat section at the bottom then run up
to the upper section of this large room .... if you do this you will understand
what is required of you here: there are 4 blocks to lower and 4
coloured/patterned pads to reach to do this. However, having discovered this -
all you can do now is return to the water below and return to the climb.
or...
ii) you can begin to try to reach the 4 tiles. To do this you have to reverse
direction when you slide and then grab at the bottom - this is made more
difficult by the gaps in the slide. Take the left-hand part of the slide and
jump/reverse as you land on the middle section - then grab at the bottom / drop
and grab again.
Crawl into the construction.
TO REACH GREEN: climb up on the right (the side the raising blocks are
on, up above) and jump to the isolated blocks in the corner of the room. Some
fairly simple jumping skills are needed here; a camera shows you the first
block lowering. Return the way you came.
TO REACH YELLOW: Climb up to the flat section on the other side and jump to the
blocks at this side of the room. SAVE HERE. Turn right and jump onto the slope
and jump again - while holding down ctrl to get the correct shallower angle -
to reach the yellow pad. Use the steps
along the wall to return to the section above.
TO REACH RED: Take a running jump/grab to the floating block to the left. Stand
at the rear/right corner and angle towards the nearest sloping block; jump
forwards onto attached slope and jump again to the target slope (left)
/slide/grab/shimmy as far right as possible.
SAVE.
The next bit is tricky...
You need to pull up and then back-flip/ and reverse/ and swerve-to-the-left ...
to reach the facing sloping block, BUT, the best you can do is get Lara barely
to the edge... there are 2 things you can do now:
1/ either on or before reaching the collapsible tiles do another back-flip
and reverse and then grab the vertical slope of the main structure - this
requires good timing.
OR....
2/ slide down to the collapsible tiles then quickly jump forwards and angle
left - so that when you slide down again you are central to the block and can
grab hold of the edge - NOW SAVE - and pull up and back-flip/ reverse to grab
the vertical slope of the main structure.
...[ Option 2 is easier]
OK, climb to the top of the tower and SAVE. Pickup the plasma tube (
there are also a few bits of plasma ammo in this room) and make your way around
to the red pad.
TO REACH BLUE: Dive into the water and swim to the right. There is
passage leading down from a section of lower floor that leads to a small room.
Land on the two animated blocks to gain access to BLUE. The entrance to the top
of the higher block is behind /above the waterhole you climbed out.
Return to the main room and climb up towards the central slide. Simply
slide forwards and jump to reach the bottom. Run up to where the 4 blocks have
lowered and pass through the orange wall.
Back in the Atrium - but higher up. Negotiate the collapsible tiles to
reach the room at the far side.
The puzzle here is pretty simple; the alien cats give the clue with
their animating ears and coloured eyes: ... The coloured floor pads each make a
particular sound - a corresponding colour has a corresponding sound. Climb up
to the platforms above to discover which sounds are needed for each of the 4
groupings. For example: from the entrance, the near-right platform sounds
“metal” ... so step on the tile that also sounds “metal”
(orange/brown concentric squares). You can go figure the rest. NB. Naturally
this puzzle would not work if you could just step on all the tiles, so the
wrong coloured tiles are anti-triggers that reset the whole thing. (plain black
tiles are safe (neutral) - as is the black and white floor.)
Best to note down on some paper what each platform and coloured tile sounds
like.
When you’ve done all this the central block will raise up and you can
push the globe to its obvious destination. When you’ve done this the face will
open its crimson maw and a spider will emerge.
[Not a live spider - but an automated drone. The spider drones are
general utility and they
can occur in any location. Other drones, more specialised, are restricted to
certain systems.]
Do what you have to do and then jump into the water. Swim through to the
next section. This is a hub from which you have a choice of destinations. Your
ultimate goal here is to find the 3 keys for the section marked ”Techno
Whiz-Bang”.
Starting with the section: ”HYDROPONICS”. Kill the spider drone below
and make it through to the back rooms; find the climbing pole and make it back
to the upper sections of the first room. Kill spider drone and pick up the key.
To exit Hydroponics use the bridge to reach the front platforms - jump to lever
switch.
”AUTO REPAIR”: Red dots on a dark blue background - and then the red
dots begin to move!! Find the climbing pole (same pattern) and climb / back
flip to the next key item. More auto repair drones are triggered, but picking
up the key opened the door. Lead the pesky red dots into the water and be sure
they all drop to the central pit down below - otherwise they can climb out.
”ASTROMETRICS”: Reconfigure the planets to the pattern indicated on the
ceiling. Because the planets are all marked the same it’s best to do one at a
time otherwise you could get confused. When a planet is positioned correctly a
spinning sphere appears above. When all three are positioned, the block to the
next section lowers. Crawl to next section and do battle with the Astrometrics
drones - one will drop the last key item when defeated (that drone is triggered
when you pickup the medipack).
OK - time to move on. Place the 3 “Captain’s Head Keys” and return to
the Atrium (highest section). Negotiate the remaining collapsible floating
blocks and proceed through to the gold area above the highest alien head.
Beyond is a ‘roadway’ with no obvious exits on foot - that is until you
fall through the brown false floor. You don’t really want to fall into the
water below and then repeat all that jumping you did earlier so SAVE and lower
yourself down to the white platform just below. Climb up through
the next brown false ceiling. Another roadway -but narrower; proceed around to
the entrance marked “Techno Whiz-Bang”. It’s blocked - so move
along.
Take the narrow passage up to the right and pull lever switch to open
blue door.
”THE BROWN and BLUE BLOCKS PUZZLE”
This is a straightforward logic puzzle which literally just needs a
logical approach to solve. Otherwise, if you try pads at random, you’ll never
get anywhere. Each pad in the joined set
performs an action or actionS - either brown-up-to-blue or blue-down-to-brown.
Use the reset pad (single brown square nearby) to help you discover which
blocks are raised by each pad. Then try to discover which blocks are lowered by
each pad. When you think you’ve figured out the actions of each pad - figure
out the correct combination to turn them all BLUE .... OR .... you can read the
solution at the bottom of this walkthru. (but try and have a go first - take a
caffeine break - or if you’re too young for caffeine - take a
port-and-lemon break)
Hint: 4 pads lower AND raise different blocks, 1 pad only raises - that pad
obviously has to be the last one you step on to keep everything blue.
Up on the balcony, locate the entrance to the next room between red
lined textures. The floor pads here
just serve to let you know what’s going on. The yellow shows you the identical
section in the room below (did you notice the yellow markings on your first
pass through?) and the purple shows you the blocked entrance to the whiz-bang.
Push the globes to the correct squares (no animated planet effect when the
correct position is reached) and check the purple pad to see that the passage
way is now unblocked; if it’s still blocked the pushable globes are not
positioned correctly so check again with the yellow pad to see exactly where
they go.
Passage unblocked - make your way through to The Techno Whiz-Bang. Now
the fun really kicks in as you ride this Alien gizmo to places you never
imagined you could reach. Take the Whiz-bang back to the brown/blue puzzle room
and up the slope to the roadway. Ride along this to the wider section and
remember to avoid the brown section of floor. Continue until you get the load
screen for the second level. (you will return to this first level later).
NOTE: Vehicle controls:
If you read the bugs section you’ll know that the vehicle is not a perfect
match for the TR4 engine. You can only access from the right side of the
vehicle, you can pass through it, and there is no reverse. Gameplay has been
adjusted for the lack of reverse but it is still possible to get stuck in a
corner occasionally. These shortcomings are more than compensated for by the
great ride this thing gives))
Level 2
As the Legend states: your goal in this section is to rendezvous with the
Russians (and then enter the Command centre - but that's later) you could be
bumping into another old friend along the way.
Drive along through corridors and past the suspended diamond structures. You
arrive at a room in which hangs a massive multi-coloured diamond and a door.
The block nearby to the door indicates the floor tile type needed to activate
the door - yellow square. The only other yellow-square textures are up on that
diamond - 4 of them, 1 on each face.
Take the whiz-bang through the corridor on the right and up to the
higher section; drive carefully over the upper route until you can gain access
to the diamond itself. Your vehicle can handle the slopes without problem so
drive over to the nearest yellow square and note the camera shot. Proceed on to
the other 3 and when all 4 have been reached the camera
shows the door opening. Exit the diamond and return the way you came until you
can square back and jump onto the next section and then back down to the lower
section. Exit this area via open door.
Later on you find the corridor to be blocked. Drive on over the linked
diamonds and disembark to pull 2 lever switches to remove block. [tip - driving
over the diamonds requires the correct technique - which is to drive very
slowly and keep to as central a path as possible. With practice this manoeuvre
becomes second nature - just as well, as you have to do it all again when
returning to the unblocked corridor.
You have now arrived at the local ‘hub’. There are 3 marked routes you
can take but 2 require keys, so start off with:
“HUMAN ABDUCTEES”
You could be driving around in circles - or is that squares? There are in fact
2 paths here: as you drive over the blue line you set the route for the closed
square, and as you pass over the red line (before the short drop) you set
another path at the far side [where the red wall squares are], but before you
see it you reset back as you pass over blue. So, you need to drive over the red
line and reverse direction before the drop comes, then
you can leave and move on.
You arrive at the Human Abductions Research Centre. As indicated on the
original sign there is currently 1 ‘guest’ ... Look familiar?
Yes, it’s that other meddler-in-tombs - Von Croy. Maybe he stumbled on some
ancient site which was, in fact, Alien - whatever. It looks like ET has been
doing some work on VC - judging by the head gear.
Kill the spider below and collect pickups, then set the prisoner free
using the lever switch above and drop down to his open cage to pickup the
Captain’s Head Key. Follow VC and watch as he works to remove the blue barrier.
Once he’s unblocked the corridor - drive on and return to the hub over familiar
ground (no need to do any diamonds this time)
You can now access:
“LEADING TO TEMPLE”
There are a number of coloured floor pads here and you need to stand on
the correct 3 to activate the raising block to allow you to push the globe to
its position. (stand on the wrong pad and the puzzle resets). Ignore these pads
for now. Use the zip line above to explore the area beyond.
i) turn left at the end of the zip to enter a small room to see the first pad.
ii) over the sloping white bridge and back through that orange translucent wall
to note the second coloured pattern that is in a pit. iii) return to the start
via a partially hidden corridor on the RIGHT (opposite side to
”TEMPLE”.
Travel on foot and arrive before the idols. Do as the cats say and bathe in the
fires and wait. After several seconds your prayers will be answered and you
will be released with the Auxiliary Room Key at your feet.
Return to the whiz-bang and drive through to the:
”AUXILIARY CONTROL ROOM”.
Rendezvous with your Russian chums and see what they have to say. Visit
each and then leave this area. Drive past diamonds until the load screen.
Back to level 1 to traverse down the Atrium using bridge and corridors on the
far side. As one of the troops in the Auxiliary Room said: the Command Centre
blocks have been removed ... so it’s time to get to the bottom of this mystery.
Drive back to your starting position and then into the Command Centre
Wait for load screen and you’re back to Level 2 again.
”THE COMMAND CENTRE”.
This is the end of the road for the whiz-bang - so disembark and proceed up the
white walkways on foot; then through a short corridor and into the Command
Centre proper.
It’s a complex area at first glance - basically the main Command Centre
is on three levels (linked via climbing poles), and adjoining is a Teleport
Room - which needs a key to activate. Head up to the higher sections (note
Earth and Moon through separate viewing ports) to
arrive at the Mission Statements Room. The block lowers on its own as you stand
in front, or on the translator pad.
Find out why the aliens are here ;)
Grab the Captain’s Head Key and return to the Teleport Room. Activate
the teleport - and head for
THE END
Brown/blue block puzzle - Solution:
In this order only : yellow/ blue/ white (avoid the other two)
Leading to Temple puzzle - Solution:
yellow Square Red Square, Other Yellow Pattern
Dick
Astrodelica 1 and 2
Levels by Richard Lawther
(September, 2002)
Walkthrough by Harry Laudie
Astrodelica 1
The note at the
start states "Alien Mystery". Turn around and go west. Pick up a small medipack from the north-west platform. You get
a picture showing "COMMAND CENTRE" that is a translation of the wall
sign. That is the closed gate to the
north. Go south onto the other platform. You get a picture showing
"WALKWAYS LEADING TO ATRIUM". Continue south and go west to the first
ramp. At the top, hop onto the ramp to the west. Just follow the ramps to the
top and walk through the blue curtain to the west. Go to the middle of the room
and look back to the south-east. You see a design on the wall with a yellow
tile and three green dots on it. The green dots mark tiles that have to be
stepped on a similar design on the ramps. Note the positions and go back down
the ramp to the first flat section from the top. Notice the yellow tile. Step
on the tiles that would have had the green dots and go back up the ramp. Go
through the blue curtain and see the large opening in the south wall. Go to the
south-east corner and step on the tile. You get a picture showing
"ATRIUM".
Hop into the south opening
and face south. You see ledges over deadly water and some raised platforms. Go
south and follow the black ledges to the south end. Jump forward to grab the
south wall and pull in to the space under the ramp. Pick up Plasma shells and jump back to the black ledge. Jump
onto the raised platform with the orange square that is to the west. Then jump
west to a white ledge. Notice the pictures on the south wall. If you step on
the black ledges now, the triggers of the orange square platforms are reset,
and you have to start again. Follow the white ledges to the north, east, and
south to a wall. Jump south-west onto the second raised orange square platform.
Jump to the south-east onto the white ledges. Go south and jump onto the third
raised orange square platform. You hear a gate open. Go to the south wall and
pull up onto a ledge. Go up the ramp
and follow the middle bridge to the open gate. Jump forward to grab a climbable
wall. Pull up and go north to the end. Jump to a platform to the east. Go to
the end and safety drop to a ramp. Go down the ramp to a ledge. Use the floor
lever and watch the deadly water change to a safe green color.
Safety drop to the white
ledge. Run into the water and step on the three submerged orange square
platforms. Go to the south wall and pull up again. Climb the wall and go to the
end of the ledge. You may want to go to the west ledge to drop and jump to a
lower ledge for a large medipack. The area to
the west is a slope but is hard to see because it is black. Then return to back
to the upper ledge and go east again toward the floor lever. This time, do not
drop, but jump to another ledge to the south. Jump south to another ledge and
pull up through the gate opened by the second set of orange square platforms.
Continue and walk through the alien face on the wall. You see a large structure
over water. Go to the west to step on a platform. You get a picture showing
"EARTH GRAVITY TRAINING".
Jump into the water and
swim to the west wall. Pull up onto a platform in the water. Jump to the east
to grab a long climbable white mesh wall. Stay to the left of the center and
climb to the top. Pull up, slide down, and jump over a gap to a slope. Slide
and jump with a right curve to a slope. Slide and jump forward to slide down a
slope to a flat ledge. Go south and grab the south edge. Shimmy to the right to
pull up into a crawl space for Plasma shells.
Crawl back to the ledge and climb the east block. Follow the colorful path to
the end. Jump to the west and follow another colorful path to the end. Climb
the white wall and see four blocks with four colored symbols above them. The
colors are, from left to right, yellow, blue, red, and green. You have to step
on similar colored tiles to lower the blocks.
Dive into the water and go
back to the west wall. Note that you can save the game while you pull up onto a
slope. Climb the white mesh wall again and slide down. Jump the first gap and
jump forward with a roll but no curve. You should land on the third slope but
sliding down backwards. Grab the edge and release to grab a crawl space. Crawl
into the space and stand up on the other side. Go north and crouch into an
opening for Plasma shells. Exit and climb the
north white wall to the top ledge. Run to the west end and turn to face north.
Run and jump to the east and onto the right slope. Slide down backwards and
grab the edge. Shimmy to the left and pull up, back flip to the other slope,
jump forward with a left curve to land on the green symbol. You get a cut scene
of the block dropping under the green symbol. Run and jump back to the
structure and grab a white mesh wall. Climb to the ledge and return to the
crawl space ledge.
Run and jump to a
south-west ledge. Climb the south wall for Plasma
shells. Climb down a little and shimmy to the far left. Pull up and pick
up Splatter Plasma shells. You can climb the
gold colored wire blocks as well as the white mesh blocks. Climb up to the top
ledge and look to the south-west to see the yellow symbol. Go west and climb
onto a block. Run and jump to the double blocks platform to the south-west.
Stand in the middle of the north block and face west. Hop back and fall a
little and use grab. You should not grab the double block but glide underneath
it to land on the yellow symbol. You get a cut scene of the block dropping
under the yellow symbol.
Jump east to the steps and
go to the top. Turn north and jump up and grab the small piece of white mesh
wall. Climb up to the platform. Run and jump to the floating platform to the
east. Stand at the south-east corner of the platform. Stand jump to the
north-west and over the slope. Then jump forward to the north and grab the
white breakable tile next to a slope. Shimmy to the right as far as possible.
Pull up and run with a left curve. Jump and grab the white mesh wall to the
west. Climb to the top and pick up the Plasma Tube.
Jump to the floating platforms to the west and north. Pick up a small medipack. Then jump the floating platforms to
the east to land on the red symbol. You get a cut scene of the block dropping
under the red symbol.
Dive into the water and
swim to the south-west. You should find a hole in the floor. Swim down a shaft,
across, and swim up another shaft. You pull up into room with two columns. Go
west and pick up flares from the floor. Hop onto
the short column with the flashing symbols. Go back to the water hole and look
to the east. Jump over the water hole and into the opening. Run up the steps
and climb the west wall. Go to the end and drop down onto the tall column with
the flashing symbols. Drop to the floor and go west. Enter the open wall
section and land on the blue symbol. You get a cut scene of the block dropping
under the blue symbol. Swim back to the first room.
Return to the platform at
the west wall. Climb the white mesh wall and slide down to jump the slopes back
to the flat ledge. Go south and climb the block. Follow the colored path back
to the ladder and climb up to the ledge with the colored symbols. Go east over
the dropped blocks and walk, not run, north through the alien face. You are on
a high ledge over the earlier room. Go to the east side and see breakable
tiles. You can also see a tunnel in the lower south-east corner. Run and jump
to the first tile, stand jump and turn to the second tile. Run and jump to the
third tile, run and turn left to jump to the fourth tile. Run and turn left to
jump to a stable ledge. Follow the ledge to the west and see a tunnel to the
lower south-west wall. Just follow the ledges and at the end, jump to the north
into a large room.
There is a blue globe in a
track and four platforms with colored symbols. Above each platform is a second
platform. Notice the pictures on the side walls with the blinking eyes and
ears. This will be a visual and sound puzzle. I had to set my sound volume to maximum
in order to hear the sounds differently. At low volume they all sound the same.
Go to the east wall and climb the ladder. Then back flip onto the high
platform. Run around and note the metallic sound. Grab the white mesh ceiling
and monkey swing to the west platform. Pick up Splatter
Plasma shells and note the buzzing sound of the floor. Safety drop to
the floor and go to the west wall. Back flip to the high platform and note the
drum sound. Jump to the last platform and note the dry sand sound. Safety drop
to the floor again. Step on all the colored symbols and note the sounds. My
descriptions (or guesses) for the sounds are as follows:
Green = buzzing
Orange = metallic
Yellow = dry sand
Red = drum
Blue = wet sand
The black tiles are
neutral, but step on the wrong tile and you reset the sequence and have to
start again. Step on the appropriate colored symbols on the lower platforms.
south-west platform =
buzzing = green
south-east platform =
metallic = orange
north-west platform =
drum = red
north-east platform = dry
sand = yellow
When done, a block will
rise in the trench. Move the blue globe from its current position to the other
end of the trench and onto a white tile. A large opening appears in the north
wall and a large spider runs out towards you. I
jumped back to the south ledges to shoot the spider from a safe place. Now go
into the opening and go north to find a pool of water.
Dive into the water and
swim east to a four-way intersection. Swim south and then east again. You need
a flare to see a thin crawl space near the middle of the south wall. Swim
inside for secret #1 and pick up the Ionian Bot Worms item. Then swim back to the
intersection and swim back to the east and pull up to get air. You are in a pool
in a room with fountains. Pull up to the south ledge and notice that there are
four tunnels on the higher ledges. If you enter the south tunnel you will see a
place for three receptacles.
Climb up the higher ledges
and enter the west tunnel. Step on the tile and get a picture showing
"HYPROPONICS". Continue west and the door opens for you. Enter a
garden area and the door closes. Go west and kill a large
spider. You can stand in the water pools to shoot it and the spider
cannot get you. Go west and into a corridor. To the south are two water pools.
Go north for a water pool and a dry pool. Use the pole in the dry pool to climb
up and back flip to an upper platform. Go south and jump into an opening and
then onto another upper platform. Kill the large spider
on the south platform and go there to pick up Captain's
Head Key #1. Return to the north platform and go to the north-east
corner and pull up onto a thin walkway. Run to the east platform and then jump
to the north platform. Use the floor lever to open the door. Jump down and exit
back to the fountains.
Climb up the higher ledges
and enter the north tunnel. Step on the tile and get a picture showing
"AUTO REPAIR". Continue north and the door opens for you. Enter a
room and the door closes. The room is dark blue with red dots everywhere. Go
east and the some of the red dots (beetles) start to move. Turn north and look
for a pole with the same colors. Climb up until your head is at the top of a
west alcove. Then back flip into the alcove and pick up Captain's Head Key #2. Drop down and run
to the now open door and into the water. Dive into the water and the red dots
follow. Swim west to lure the red dots to the very bottom of the water tunnel
where they drop into a pit. Otherwise they can climb back out to annoy you.
Return to the fountains.
Climb up the higher ledges
and enter the east tunnel. Step on the tile and get a picture showing
"ASTROMETRICS". Continue east and the door opens for you. Enter a
room and the door closes. The room is dark blue with yellow dots everywhere.
Hop into an east wall alcove for Plasma shells.
Get down and go north around the wall to a section with blue globes. Hop into a
west wall alcove for Plasma shells. Look at the
ceiling and move a globe under each ceiling symbol that matches the pattern
under the globe. When moved correctly a white sphere should appear above the
globe. Stand behind the globes and face north. The right globe should go to the
center position. The left globe should go to the right wall. The middle globe should
go to the left wall. When all three are moved, the block drops in the east
wall. Go there and into the crawl space. Go straight, right, and left to drop
into a room of white walls with blue dots. Go north and turn the corner to see
a shadow on the floor. Kill the invisible warrior
and go to the east side of a central column. Pick up a hard to see small medipack. Run around to find and kill another invisible warrior. Pick up Captain's
Head Key #3 that is dropped. Exit the room and
return back to the fountains.
Climb to the
south ledges and enter the south tunnel. Step on the tile to get a picture
showing "TECHNO WHIZ-BANG". Use the three keys to open the gate to
the south. Enter and follow the tunnels to a ledge overlooking the room that
you have been before. Run and jump to land on the nearest edge of the breakable
tile. Then run and jump to the south and onto a safe ledge. Notice the
whiz-bang (motorcycle) on the high west opening. Run and jump over the two
breakable tiles to finally jump into the yellow opening in the south wall. Go
south and enter another tunnel. Go to the west and save in front of the yellow
floor section. The yellow section is a hole. Drop and grab the edge. Shimmy
around to the right until you can pull up into the next white section. You
cannot be seen as you shimmy around the edges. Then drop back through the
yellow floor onto a ledge high above the gravity test room. If you fall into
the water you are stuck. You cannot return because the breakable tiles are
gone.
Go north on the
ledge to the end. Pull up to the west through the yellow ceiling and into a
tunnel. Just follow the tunnel and step on a white platform. You get a picture
showing "TECHNO WHIZ-BANG". Get down and see a closed tunnel to the
east. Go north to an intersection. There is a closed door to the west. Go east
and up the ramp. At the top, use the floor lever and then return west and go
through the open door. Enter a large room with different height columns. Go to
the south side and see a platform with colored tiles. You have to stand on the
colored tiles to raise and lower the columns. The columns will also change
color from brown to blue. The single orange tile platform to the east will
reset the puzzle. The combination of effects on the columns seem to be:
yellow = no change, no change, blue, brown
white = no change, blue, no change, no change
purple = blue,
no change, brown, no change
red = brown, blue, no change, no change
blue = blue, brown, no change, blue
Step on the
platforms in the order of yellow, blue, and white and all four blue columns are
raised. Use the columns to get up to the upper ledge at the east wall. Go to
the north ledge and look for red lines on the wall. The lines mark the opening
to a crawl space. Crawl to the other side and enter a room with two blue globes
in trenches. Go to the west platform and step on the yellow symbol tile. You
get a cut scene showing you where to move the globes. Move the globes and step
on the purple symbol tile on the east platform. You get a cut scene showing the
whiz-bang tunnel is open.
Go back through
the crawl space to the blue/brown column room. Go back to the tunnel and go
east to get the whiz-bang. The authors noted some things about the whiz-bang.
1. You can walk
through the whiz-bang.
2. You can only
mount from the right side.
3. There is no
reverse so you can get stuck in corners. Drive and save a lot.
4. CTRL is
drive. ALT is the brake.
Drive down the
tunnels and return to the blue/brown column room. Drive to the south wall and
drive up a narrow tunnel into a wider tunnel. Drive east and up the ramp. Go
down the other side and avoid the yellow hole in the floor. Continue east and
up the next ramp. Drive down the other side and the level changes.
Astrodelica 2
The note at the
start states "Rendezvous with the Russians/Enter Command Centre".
Drive down the tunnels and go around the ledges of three rooms with pits and a
diamond structure in the middle. You eventually come to room with a closed gate
next to a block with a yellow symbol. Look to the west and see a huge diamond
structure with the same four yellow symbols on the top section. Drive up the
walkways to the south-west and enter a tunnel. Drive down into another tunnel
to go to the north end. Drive up a narrow slope in the east wall to reach the
upper walkways. Very carefully drive over the upper walkways to reach a place
on the south walkway where you can drive onto the diamond structure. Each time
you drive over a yellow symbol you get a cut scene of the gate. That makes it
very hard to see what you are doing. After the fourth yellow symbol, you get a
cut scene of the gate opening. Drive down the side of the structure and back
onto the walkway where you entered. Go west and use the loop to changed
directions and go west. This time, jump the gap to another walkway. Follow the
walkway to another narrow tunnel. Drive down to get into the larger tunnel and
drive over the lower walkways to get back to the open gate.
Drive through
the open gate and follow the tunnel to see another closed tunnel to the east.
To the north is a room with many diamond structures in a row. Drive straight
over the diamond structures and stop on the far side. The author stated to
drive slow and straight. I drove faster and did a lot of jumping with the
whiz-bang to get over the diamond structures. Get off the whiz-bang and pick up
Plasma shells and a small medipack. Go to the two south ledges and use the
floor levers. After the second floor lever you get a cut scene of the open
tunnel. Get back on the whiz-bang and drive over the diamond structures again.
At the last diamond, drive to the right side, as the left side does not have a
ledge to the tunnel. Go to the open tunnel and drive east.
You drive up a
long ramp and reach a junction and see three tunnels. Straight ahead is blocked
so drive to the west and up a ramp into the west tunnel. Get off the whiz-bang
near the white tile. Go to the ledge to the south where you see an alien face.
Walk through the face and enter a room with a platform in the middle. Go to the
south-west corner and stand jump onto the platform. You get secret #2 and pick up an Aldebran Mind Skink. Exit this room and return to the
whiz-bang.
Step on the
white tile and get a picture showing "HUMAN ABDUCTEES #1". Drive the
whiz-bang forward and the door opens. Follow the tunnel to the left and drive
over blue lines in the floor. Continue and see red lines in the left wall.
Continue and drive over red lines in the floor. Do not go straight but turn
around and go back the way you came. The tunnel has changed and you see blue
lines on the wall and a new tunnel. If you had continued you would have the
crossed the blue lines again and closed this new section of tunnel. Continue
down the new section of tunnel and stop in front of a closed blue door. Get off
the whiz-bang and go west to enter a large room. You see Von Croy in a cage.
Kill the large spider that is running around the floor area.
Search the blocks on the floor for two Plasma shells and a small medipack. Go
to the north-west corner of the entrance ledge and jump to the south to the
grab the cage. Pull up and use the floor lever to open the cage. Get into the
cage and pick up the Captain's Head
Key. Follow Von Croy back
to the tunnel and watch while he opens the blue door for you. Get on the
whiz-bang and continue south. Near the top of the ramp, turn towards the
south-west as you enter the opening. You are back in the big diamond structure
room. This time just drive down a small tunnel and return back to the open gate
on the lower ledges.
Go through the
gate and drive back to the junction with the three tunnels. This time go to the
east tunnel and get off the whiz-bang. Step on the while tile and get a picture
showing "LEADING TO TEMPLE". Use the Captain's Head Key to open the
east door. Drive the whiz-bang through the open door and stop in front of a
deep pit. There are a set of platforms to the west side of you. Go there and see a sign that says "SELECT THE
2". There is a blue globe and a block that needs raising. There are a set of
platforms to the east side of you. Go there and see a sign that says
"SELECT THE 1". Turn into the corner alcove
and climb the white mesh wall to the top. Go west and use the zip-line to cross
the pit. Drop on the other side and onto a blue ledge.
Go west into a
crawl space and enter a room. Kill the large spider and pick up Plasma shells and a large medipack. Notice the yellow square symbol above
the entrance door. Exit back to the blue ledge and go east. Run up the white mesh
ramp and jump down to the south ledge. Go to the east wall and step on the
tile. You see a sign saying "TEMPLE". This has to be for later
because you cannot go up the slope yet. There is a second opening in the south
wall, but that goes back to the zip-line start. Go west and go through the
orange curtain. Carefully go south and look into a pit to see a red square
symbol. Return through the curtain and go west. Pull up into a tunnel in the
south wall. Follow the tunnel up the steps and kill a large spider. Notice the yellow symbol on the back
wall. Enter the tunnel under the symbol and follow it to jump to the ledge for
the zip-line start. Climb down the mesh wall to get back to the platforms.
Go to the east platforms
and only step on the yellow symbol. Go to the west platforms and only step on
the red and yellow symbols. The block behind you rises. Push the globe onto the
white square at the back wall. The pit is now crossed by a bridge. Get on the
whiz-bang and drive over the bridge and through the orange curtain. Go to the
right and drive up the slope to the temple. You are stopped by a block. Get off
the whiz-bang and run south to the statues. Drop into the fire pit in front of
the statues. The fire is safe and does not harm you. Wait about thirty seconds
and the floor rises with you on it. At you feet is the Auxiliary
Control Key. Pick it up and go back to the whiz-bang. The block has
dropped so drive through and up into the open gate in the first alcove to the
west. The gate is open so drive out of this tunnel.
Drive up the north ramp and
get off the whiz-bang. Step on the white tile and see "AUXILIARY CONTROL
ROOM". Use the Auxiliary Control Key to open the north gate. Drive through
the gate and enter the control room. Get off the whiz-bang and walk up to the
two Russians on the east ledge. You see signs for "GREETINGS, LARA, AVOID
THE ELECTRIC ARCS" and "I'VE REMOVED THE BLOCK TO THE COMMAND
CENTRE". Go to the north wall and climb the white mesh wall to back flip
to the higher ledge. The Russian to the south has the sign "I DON'T
UNDERSTAND THIS". The two Russians on the west ledge have signs for
"YOU VEHICLE CAN EXIT NOW" and "A SPIDER GOT PAVEL".
Safety drop to the ground
floor. Get on the whiz-bang and drive north. Drive down the tunnels and around
the ledges of a pit. Drive through the west tunnel and enter another room with
a pit. Drive into the north wall opening and see another tunnel. Drive in and
the camera view changes to confuse you. Just keep turning to the left and you
should get into a small tunnel and a downward ramp. Drive down the ramp and the
level changes.
Astrodelica 1
You start in a narrow
tunnel. Drive to the end and notice that you over the area that you have
visited early in the game. Turn to the right and drive over the slopes to the
north end. Drive over a wire mesh walkway to the west side. Drive over the
slope to the north and enter a tunnel. These are the tunnels that you saw from
the ledges earlier. Drive down the tunnel to the bottom and be careful of the
water pool. Go north and up the ramp and into the room with the blue curtain.
Drive through the blue curtain and down all the ramps to the starting position.
Stop between the two white platforms and get off the whiz-bang. Go east to
where you started and get secret #3 and pick
up the Orion Liver Fluke. Go back to the
whiz-bang and drive north. Go up the ramp and the level changes.
Astrodelica 2
You have the whiz-bang but
can no longer use it. Get off and go south. Just follow the corridor and go up
the ramps to a tunnel. Follow the tunnel to the command center. Look up and you
can see two higher floors. Go south and see a pole and two identical signs.
Step on the signs to see "TELEPORT ROOM". Climb the pole and back
flip to the second floor. Go to the north wall and you can see Earth out of the
window. Climb the pole and back flip to the third floor. Go to the east window
and you can see the Moon. There are holes in the center of the floor so avoid
the center section. Go to the south wall and step on the white tile. You see
"MISSION STATEMENTS" and a block drops in the doorway. Enter the
doorway and follow the corridor to read the signs. "WE COME IN
FLEECE", "WE HAVE COME TO EARTH TO HELP OUR PAL DICK DESIGN A
GAME", and "AND YOU'VE JUST PLAYED IT". The block drops so you
can pick up the Captain’s Head Key. Exit and
slide down the poles to the ground floor. Go south and into the teleport room.
Step on a white tile and see "TELEPORTS SET TO: SCARBOROUGH ENDLAND".
Place the Captain's Head Key and get really interesting graphics in the
teleports. Go to the south wall. Jump into either teleport and the level ends
with a cut scene of the Moon and the Earth.
08-sep-2006