Astrodelica 4
By Richard Lawther
Walkthrough written and provided by the author.
INTRODUCTION
You begin shortly after the close of Astrodelica 3; you've parked the
whiz-bang,
changed into more appropriate clothing and reorganized your inventory: out go
the
alien Aspirine and Paracetamol, and the EEG gun and in come 2 new alien health
packs and the Alien Pod Gun.
START
Collect your inventory items and board the whiz-bang. Drive around what
is the central
hub for this entire series of levels.
Drive to where there are 3 key holes and dismount. There are 3 routes
from here and the signs indicate if you need the whiz-bang or not. Actually the
only routes available at
the start are the 'whiz-bang optional' routes so you can take either of these
and leave the vehicle behind - if you want. Be sure not to park the vehicle
facing a wall because it has no reverse and you will need it later. If you
decide to take the vehicle with you - don't leave it behind any doors that
close behind you.
INNER SPACE
That's the LEFTHAND route as you view with the central structure to your
back.
Section 1: Read the Captain's memo (scroll) and follow the instructions.
Shoot the small
target in the suspended yellow 'drone cage' This triggers the first drone to
drop DO NOT
SHOOT AT IT. You need it to reach its colored pad (yellow) so that you can
trigger the next and then eventually the 3rd. When all three drones have
reached their own pads the central column will be high enough to allow you
access to the upper level. You can kill the drones now.
Climb up and jump to the 2 donut things and trigger them to rotate. Secret#1
is nearby.
Section 2: You have activated the next area and can now reach the 2
'Captain's Eyes'. Good timing is required to jump to where you know the platforms
will be when you land. Watch the rolling balls and you'll see they indicate to
you when the move is due.
Expert's challenge - do this section without saving. But you can save as
often as you want and take the sting out of this tricky platforming puzzle.
Collect the 2 items and open the door and access the next section. The
door will close
behind you so if you've taken the whiz-bang along - be sure you still have it!!
Section 3: 8 identical shootable targets to find - the first is above
one of the 8 yellow
spheres, the others are scattered across this collection of rooms, corridors
etc. Each time you shoot a target, a spinning globe appears inside a yellow
sphere. One or two of the shootables occasionally resist normal ammo (an
intermittent bug) so if this happens use the explosive ammo that's to be found
in the area.
Location of other 7 shootable targets:
1/ In one of the plants - near the rotating cube security drone.
2/ In a roof alcove near the entrance to King Penguin's quarters.
3/ In the same room as the key (gem) to King Penguin's quarters.
4/ In King Penguin's Office - also pick up memo from the Captain and be sure
not to miss KP himself as he swims the big round water chamber looking for
fish. He'll check you out but not attack. You can't kill him.
(5/6/7)
Note the small blue pillars in the main area. Near the side door, one of these
is not lined up straight - it's pushable. A nearby floor texture is the same as
that on the pillar and the door - push it there to open the door and access the
upper area:
5/ Pickup explosive pod and head to your right and monkey swing to the next
platform. You can now
see down an alcove to a monkey statue holding a shootable aloft.
6/ Return the way you came and make your way across to the other side of the
track to the switch. Camera shows a door opening below. Shootable inside.
7/ Still on the upper level: from the platform suspended by thin gold columns -
jump to an alcove and follow the tunnels and corridors till you can jump across
the track to a further narrow corridor.
Eventually you arrive at the room above the room where the water
currents flow. Drop down the other side and shoot the last target.
Collect the 2 Base Keys and open the door.
Section 4 - you can now collect one of the important keys - The Key To
Space - and also the Proto Element. Keep them in your inventory for now and
return to the start area via the door that's just opened.
Have a fire fight with a couple of drones and then head to the next area
via the long blue track.
OUTER TIME
Section 1 - Chess Set. The sign says it: Blue to move Checkmate in 2. You
are blue. If you know the game of Chess this is very easy to figure out;
investigate the side room to confirm each piece's identity then make your first
move.
If you DON'T know Chess this is the solution:
Push the blue Rook down to the end of the line so that it is in line
with the brown King (putting it in check). Brown responds with the only move
possible, and it's your turn again:
Push the blue Bishop to the square the Rook originally stood on - so that it
lines up diagonally with the brown King. Checkmate.
Section 2a - You have to race the boulder down and lower the trapdoor
(and get to a safe position!) to send the boulder to the blue square.
Probably the hardest timed run in the entire set of levels, and watch out - the
red track is live, which is what you won't be if you stand on it!
Make your way to the top of the white structure via the safe sections,
the balconies and the floating blocks. As you stand just below and facing the
trigger for the boulder, sidestep Lara to the right
hand edge of the platform, <save> climb up to trigger the boulder and
jump straight back again (or get squished). Turn to the left and take a running
jump to the angled platform above the trapdoor, slide and drop down to the
trapdoor and sidestep once to the right then side-flip right to the trapdoor
trigger square and immediately side-flip back again to land on a safe area. If
you fail and trigger the death bugs by allowing the boulder to travel on to the
red floor pad - it's time to reload your game and try again!
When done - collect Captain's Eye from blue floor pad.
Section 2b - investigate Big Bob's room and follow his instructions,
i.e. shoot the 2 statues by the door. Collect base key.
Section 3 - The grid of colored floor pads contain the triggers to the
yellow platform -but you need to reveal only the correct pads. But you can walk
across on the grid without screwing anything up.
Section 3a: Room with mines, cats etc. Don't try to figure out what the
cats are telling you - just remember it for later. 2 switches to pull. Jump the
trap doors to reach the ceiling hole. The last jump is tricky. Once you've made
it to the upper level of the mined area, walk to the end and look for access to
the boulders via a track of animated lights. Once above the mines you'll see
what the cats were on about - if you stamp directly on the boulders you'll die
(because you can't touch boulders- right!) but the green/gold texture is the
trigger to release the boulder - so just step on green. The boulders explode
the mines. You have revealed 2 of the floor pads in the grid. Collect secret#2
that's here somewhere. Return and have a fight with a couple of
drones.
Section 3b: All is not as it seems. This is not a straightforward timed
run. When you land on the first of the upper platforms a little drone is sent
to alert the death bugs. Drop down and you can see 'him' bounce
along the track in the adjoining room. From the side area you can shoot him
before he reaches the end of the track. Once dead - he can't alert the bugs and
you've got all the time in the world to pull the 2 switches and reveal the
final 2 floor pads in the grid.
Return to the grid via the upper door; get in a fire fight again.
Jump to the 4 pads and avoid the others.
You can now collect the second important key - The Key To Time - and also
Cosmodelia.
Return to the grid and head to the right and then through the corridor
now opened up to the left.
Section 4: Arrive near the door/key hole and note nearby another little
bouncy drone trapped and trying to exit the central 'maze'. Pull the various
switches above several times to open and lower doors and coax the little 'chap'
out into the open and then shoot him (after you've listened to his 'battle cry'
;) ) and collect the Captain's eye.
Return back to the Start area.
Combine the Proto Element with Cosmodelia to create The 5th Element and
place it in the blue cone by the 'Whiz-Bang Required' sign to open the door. Drive
the Whiz-Bang through and to the next level.
ALIEN MIND.
The overall aim here is to cheat! Or to put it another way: you need to
fix the drone race in Racetrack 2. To do this you will need to investigate the
Security Area, the Gibbon Studio and race the Whiz-Bang over
Racetrack 1. The order you tackle these areas depends on the route you take
over the skyways.
Security Area:
4 levels of security - increasing in difficulty. Level 1 and 2 are just fire
fights. Level 3 - look for the
red star and shoot it. Level 4 - test Cancelled - lucky for you. Read the test
results and collect the first Racetrack 2 key. Use the local teleporter to
return to the entrance to Security and drive back to the Skyways.
Gibbon Studio:
Collect the 2nd Racetrack 2 key and listen to the Gibbon's latest single. Enter
the recreation area and do all those monkey moves indicated. After the first
set of collapsible tiles you need to jump over the facing sloped platforms to
the next facing set by the wall - don't try to grab the climbable column until
you are higher up.
Flick switch to open door. [be careful not to fall to the ground - because of
collapsible tiles you can't repeat certain sections.]
Eventually reach the studio and pull a switch to open the doors and
drive out.
Temple of Mind - better mention this area - there's nothing to do here
until you've fixed the race on racetrack 2.
Racetrack 1
Racetrack 1 is a large course that covers most of the lower section of this
area. You have 82 seconds to complete the course with the Whiz-Bang (and also
82 seconds to get passed the later doors that lead to secret#3.)
It'll take you a couple of goes at this to familiarize with the layout
but there is quite a lot of slack built in. You can save if you like but that
could slow you down. The final pyramids can either be handled slowly or you can
just aim at the middle and fly over them hoping for the best!
Collect the 3rd Racetrack 2 key (and secret#3 if you're going for them)
then return to the skyways and then on to Racetrack 2.
Racetrack 2:
If you arrived at this area before collecting the 3 keys there is nothing for
you to do but leave. The space at the entrance is a bit tight so don't get the
Whiz-Bang trapped. If you shoot the target
to start the race you'll see that your boy is indeed 'too slow' and the death bugs
will be triggered. Your boy will also join in and you are well and truly
screwed.
With The Keys: Place them and note that you've fixed the course so that
your drone can reach the yellow finishing line before the bugs are triggered. When
the race is successfully done a short flyby shows
you changes occurring at the Temple Of Mind.
Return to the skyways and head for the Temple:
Temple Of Mind (after racetrack 2 has been completed successfully):
Jump to the main floor space and don't leave, because you are being levitated
slowly to the top and this only happens once.
Collect the final important key - The Key TO Mind - and take the slide back to
the start area.
At last you have what you need!
Place the keys and wait to gain access to the central structure. Walk to the
blue square.
FINAL SECTION.
There's no more puzzling to be done - just enjoy the ride. Slide down and into
the water then swim through to the next area and out.
FIRST CONTACT. No shooting now! (you can't kill them anyway.) Note how
the aliens' gaze follows you around. You can have some fun walking up and down
the sloping white gangway watching the Alien below lean ever further backwards
to hold his gaze on you. Sometimes he'll look away and then look straight back
again. I don't know about you but it cracks me up every time.
If you got all 3 secrets you can head up to the upper section and
collect ... something.
If not - open the door near the Alien and enter the Captain's HQ. Meet
the Captain and ask him why he turns all his body parts into keys. Your old
friend King Penguin has also
dropped by to say hi. A final flyby ends the level and brings the Astrodelica
odyssey to a final conclusion.
Thanks for playing.
Richard Lawther.
Astrodelica
4
Levels by Richard
Lawther (April, 2003)
Walkthrough by Harry
Laudie
Astrodelica 4 - Inner
Space
Go to the north-east corner and pick up the Pod Gun, Standard Pod ammo, laser sight, and the Plasma Tube. The gate to the north opens for you. Go
to the south-west corner to pick up a Proton Power
(large medipack). Get on the whiz-bang and drive through the north door.
The author notes states that there is no reverse on the vehicle, so be careful
where you park it. Where the path splits, take either path as they both go to
the same place. You will arrive at an area with three key locks and three
paths. Go to the north sign marker and step on it to see "Whiz-bang
Optional". Go to the south sign marker and step on it to see
"Whiz-bang Optional". Go to the east sign marker and step on it to
see "Whiz-bang Required". There is also an object blocking the east
path.
Leave the whiz-bang and go
north to a narrow path. The east path is closed so follow the west path. Go
through a door that closes behind you. You enter a large room with a central
platform. Hop up there and pick up the Memo from the
Captain from a pedestal. It states:
"These Drones are
FRIENDLY.
Shoot to begin, but once
triggered,
do NOT kill until they
reach their Colors.
The Captain"
Use the Pod Gun with laser
sight to shoot the white sphere in the yellow pod in the upper south-east
corner. The yellow pod drops and follows around a path until it runs over a
yellow symbol. A short column and a floor lever appear beside you. Use the
floor lever and the blue pod drops. The blue pod follows around a path until it
runs over a blue symbol. The column beside you gets higher and a floor lever
appears. Use the floor lever and the red pod drops. The red pod follows around
a path until it runs over a red symbol. The column beside you gets higher. The
column is climbable so climb the column to the top. Stand jump to grab an upper
ledge. Run and jump to the two donut shapes to the east and west sides of the
room. The donuts start to spin. Go to the south-east corner of the upper ledge
and look for a hole in the east wall. Follow the tunnel to get secret #1 and pick up a Secret
(Pharos Pillar). Return to the column and
climb down to the floor.
Go east and
follow the corridor. Walk through the white curtain and enter a large room. At
the east end are two receptacles. On the sides are slopes with changing platforms.
Look to the top of the slope at the rolling ball. When it starts to go up a
ramp, the platforms will change. For the north side, stand on the lower slope
and wait for the west platform to appear. Hop onto it and run and jump to the
north-west. Jump north-west again, then north-east and then to the west top
ledge. Pick up Plasma shells from the ledge. Pull up onto the ramp,
and when the balls rolls towards you, run and jump over the ball to the east
top ledge. Pick up the Captain's Eye and slide down
to the floor. For the south slope, start at the east platform when it appears. Then
jump south-west, west, south-west, south-east, and finally south-west to the
west top ledge. There is nothing to get there. Run and jump over the rolling
ball to get to the east top ledge. Pick up the second Captain's Eye and slide down to the floor.
Use the two
Captain's Eyes and the doors opens. Enter the door and it closes behind you. Enter
a large corridor and go south to see two items floating in air. The object is
to raise platforms below them by shooting targets.
Target #1: Use the Pod Gun
and laser sight to shoot the sphere high on the south-east vertical rod of the
right item. The sphere is target #1. Notice that a lower sphere now has
something spinning inside it. Each target will activate a lower sphere.
Target #2: Return north
towards the entrance and take the second opening to the right to see a cube on a post. Go pass the cube and shoot a guard sphere that attacks
you. Take the left narrow corridor and enter a room with holes in the floor. Go
east to the glass wall and pick up Standard Pod
ammo. The water current in both water holes is
too strong to swim against. Exit the room and go east. In the north-east corner
you see a white tree with a sphere in the branches. That sphere is target #2 so
shoot it.
Target #3: Go
south and see a closed door needing an item. Step near the sign to see
"King Penguin's quarters". Continue south and west to see the exit
corridor. Place your back against the blue pedestals structure and look up at
the ceiling near the start of the west corridor. Shoot the sphere as target #3.
Exit the west corridor to return to the main area.
Target #4: From the blue
pedestals structure, look to the west to see two brown pedestals. Go there and
enter the corridor to the left. Turn right, go straight into a small room. Go
left and turn right to find a corridor. Follow the corridor to a small room. Pick
up the Captain's Eye from the pedestal. Before
you leave, look to the upper south-east wall near the entrance for a sphere. Shoot
the sphere as target #4 and return to the main area.
Target #5: Return to the
King Penguin's quarters and use the Captain's Eye to open the door. Enter the
room and see a pool with a fountain. Step near the sign to see "If Anyone
needs me I'll be in the Pool". Dive into the pool and near the bottom,
enter the south opening and swim down into a tunnel at the back wall. Follow
the tunnel to a flooded room with a large sphere. Swim up around the sphere and
look for a tunnel in the upper south wall. Follow the tunnel and pull up into a
room. Step on the sign at the north wall and see:
"Things to do...
1 Catch Some Fish
2 Control Global
economy"
Go to the platform at the
north wall for a Neutron Nectar (small medipack)
and a second Memo from the Captain. The memo
states:
"Memo to King Penguin
Re your recent Economics
query
can confirm - A bird in the
bush is worth 15.2 Euros.
(At today's prices.)"
Then look to the east wall
corner and shoot the sphere as target #5. Go back into the water and you can
see King Penguin with a crown on his head. He is harmless, so swim back to the
fountain area. Exit the room and return to the main area.
Target #6: In the main
area, look at the middle blue pedestal of the south pedestal group. It looks
twisted and it is moveable. Push the pedestal into the north-east corner and
the door opens in the east wall. Enter and go to the end. Turn around and climb
a ladder to the upper ledges. Pick up Explosive Pod
ammo from the floor as you enter onto the ledge. Go north and use a
monkey swing to get to the top of the north pedestal group. Go to the wall and
face west. You should see a statue holding a sphere in an alcove. Shoot the
sphere as target #6.
Target #7: Monkey swing
back to the ledge. Follow the ledge around to jump onto a platform suspended by
yellow poles. Jump to the north wall and into a crawl space. Follow the crawl
space to the end and stand up. Pull up to the north and into a tunnel. Drop on
the other end and jump over the corridor into another tunnel. Follow the tunnel
to a room and pick up Standard Pod ammo and Plasma shells. Hop into an east opening and run and
jump across the corridor to grab a crawl space on the east wall. You can see
where it is by using the binoculars with the light. Crawl inside to a tunnel. Follow
the tunnel to a glass floor over the room with the water holes. Follow the
tunnel in the north-east corner and drop into a room. Pick up a Neutron Nectar and look to the upper south-west
corner. Shoot the sphere for target #7 and dive into the water to swim back to
the other room. Exit the room and return to the main area.
Target #8: Go back to that
open door to get back onto the upper ledges. Jump your way around the ledges to
the suspended platform again. This time jump to the north-east platform and
pull the wall switch on the west wall. You get a cut scene showing you a door
that opens. Safety drop to the floor and go to that open door in the south wall.
Shoot the sphere inside the hole for target #8.
Go to the platforms and
pick up two Base Keys. Use the Base Keys to
open the door in the south wall. Go through the open door and enter the room. Run
up the slope in the east wall. At the end, stand jump over a pit and onto the
platform. Pick up a Proto Element and the Key To Space from the pedestal. Jump back and run
down the ramp to the room. Enter the open door in the south-west corner and
follow the tunnel. A door opens as you approach and you are back to the area
with the three key locks. Kill the two guard spheres
that are shooting at you from the far south area. Go south and follow the
narrow path and through a doorway and the level changes.
Astrodelica
4 - Outer Time
Walk through the white
curtain and enter a wide corridor. Follow the corridor to a room with a chess
game. Walk on the signs at the north wall and see "Kasparov Vs the
Captain" and "Blue to move... Checkmate in 2". Blue is to the
east. Brown is to the west. If you do not know the chess pieces, go to the
north room. The pieces are, from left to right, pawn, knight, bishop, rook,
queen, and king. Move the blue rook to the last row to the west to put the
brown king in check. You get a cut scene showing the brown king moving. Move
the blue bishop one tile south and one tile east to put the brown king in
checkmate. You get a cut scene of the door opening in the south wall. If you
move the wrong piece, ice wraiths and fire wraiths
attack you and you die.
Go through the door and
enter the next room. You see a large structure and you have to get to the top
of it. The blue lines are safe. The red lines are deadly. Go to the red
platform and run up the blue lines to a trap door. Hop to a north-west column
and jump north-west to a platform for a Proton Power.
Return and jump to a blue tile and hear the trapdoor drop. Climb the column by
the blue tile and jump to the east wall ledge. Go north and pick up Plasma shells. Return to the same column and jump to
the south ledge. Go to the west end and jump down to a north ledge. Go to the
end and pull up to the east onto a floating platform. There is a mesh on the
west wall. First jump to the east platforms for Plasma
shells and Standard Pod ammo. Then
return to pull up onto the mesh by the wall. Run and jump to pull up onto a
higher east platform. Go to the end and jump to a south-west platform. Go south
and get ready to start a timed run.
Save the game before you
start. Look to the east and see a slope at the corner of the structure. Go to
the west side of the platform that you are on. Stand near the middle of the
platform and jump to the track to start the ball rolling. Hop back to avoid the
ball and turn left. Run and jump to the slope, slide down and land on the trap
door. Jump with a right curve so you land to the right as far as possible on
the trap door. You may have to side step to the right after you land. The
timing is very tight. Side jump to the right to land on the blue tile to
trigger the trapdoor. Immediately side jump to the left to avoid the rolling
ball. You get a cut scene of the ball falling through the trapdoor and rolling
onto the blue tile and an item appears. If the ball lands on the red tile, ice wraiths and fire wraiths attack you and you die. Carefully go to
the blue tile and pick up the Captain's Eye.
Then go south and enter
another large room. Go to the back of the room and climb onto either statue. Jump
to grab a higher side ledge. Run north and jump to the ledge over the entrance
door. Step on the sign to see "Big Bob". Use the wall switch and the
door opens. Step inside to pick up Explosive Pod ammo
and see "Death to The Bigger Bobs". There is a small statue there but
you cannot pick it up. Go back out to the ledges and run off the edge to land
on a platform with a statue. You can use pistols to break the two statues and
the door opens in the south wall. Get down to the ground floor and enter the
tunnel to pick up a Base Key. Return to the
rolling ball room and go into the east corridor.
Use the Base Key and
Captain's Eye to open the door. Enter the door and run east down the huge
vaulted corridor. At the end, you see a platform with colored tiles. To the
north and south are huge vaulted corridors. Step on the south-east sign and see
"Reveal the 4".
Go north and use a wall
switch to open the doors. Enter and the doors close. Go west and enter a room
with two cat statues. Step in front of them and see "Fear the Gold"
and "Touch the Green". Go to the south-west corner and pull down the
wall switch. Exit and go east to enter a room with two structures. On one there
are horizontal platforms. On the other, the upper platform is down and the
lower platform is moving. Enter the opening in the north wall and walk through
the white curtain. Go north and step on the sign to see "Mines!” Go to the
south-west and pull down the wall switch. Return to the room with the
structures and see that both platforms are moving. Climb the north horizontal
platform and face north. You can see the south platform rise and fall behind
you. When you think that it is up, back flip, and quickly jump forward to grab
the higher north platform. Notice the north ledge for later. Go to the east
edge and face east. When you see the higher south platform go horizontal, in
the upper right corner, side jump to the platform and jump up to grab a ledge
on the east side. Pull up into a tunnel. Follow the tunnel and drop onto a
walkway overlooking the room. Turn around and look in the corner and follow a
north tunnel to emerge onto a ledge over the mine room. Go to the west end and
follow an almost invisible walkway to the other south ledge. Look for the
flashing dots on the walkway. Just run over the green corners of the two tiles
and the two balls drop. You hear explosions as the mines detonate. Safety drop
to the floor and pull down the two wall switches at the north wall. You get a
cut scene of rotating donuts on the platforms in the main corridor. Return to
the room with the moving platforms.
Climb the north horizontal
platform and face north. You can see the south platform rise and fall behind
you. When you think that it is up, back flip, and jump forward to grab the
higher north platform. Now jump to the north ledge and go west. On the same
level as you are a crawl space, a white block, a crawl space and two white
blocks. You have to angle a jump from the ledge to grab the second crawl space.
Start from the third tile from the west wall. Run, jump with a right curve, and
grab the crawl space. It is not easy. But when you make it, crawl into the
crawl space. At the other side, crawl down a ladder. Run down a tunnel behind
the cat statues. Enter a room with a vertical series of sloped blocks. You jump
on the slope, jump up and grab a higher slope. Pull up, back flip, roll, and
jump to a higher slope. Repeat this procedure several more times. Remember you
can save while pulling up to a slope. At the top, you reach a flat ledge. Go to
the north end for secret #2 and a Secret. Just walk off the edge and slide down the
slopes to the floor. Go back through the tunnel and up the ladder into the
crawl space. Safety drop to the floor and exit the room to go back to the
entrance. The doors are open so return to the main corridor and kill two guard spheres.
Go south and use a wall
switch to open the doors. Enter and the doors close. Ahead is a room with
columns and some bugs on sticks at the west wall. Enter the opening in the west
wall and go to the top of the steps. Jump east onto a platform with colored
strips. Safety drop to the floor and run to the south-west alcove. Look east
through an opening and see something moving on a colored track. Do not waste
time. Use explosive ammo and destroy it. If it goes down the track and returns
to the end, the bugs on sticks come alive. Then the ice
wraiths and
fire wraiths attack you and you die. Go up the steps again to the
stripped platform. Jump the platforms around the room to reach the switch on
the north wall. Pull down the wall switch and get a cut scene of platforms. Jump
to the next platform for Neutron Nectar. Then
jump to the switch at the west wall. Pull down the wall switch and get a cut
scene of rotating donuts on the platforms in the main corridor. Go back to the
east platform and jump into the tunnel in the east wall. Follow the tunnel and
slide down a slope. You land outside the closed door. Go north to return to the
main corridor and kill two guard spheres.
Jump only on the four tiles
with the rotating donuts. A yellow mesh ledge rises to the east. Stand on the
platform to pull up onto the ledge. Hop
onto the higher east ledge and run up the ramp. Some spheres on sticks start to
move. Jump a gap at the top to reach the pedestals. Pick up the Cosmodelia and the Key to
Time from the pedestals. Jump the gap and go back down the ramp. Safety
drop to the floor and go to the north-west to see open doors in the west wall. Go
through the doors and enter the next puzzle room.
Hop onto the structure and
go to the north-west corner. You can see a creature scratching at the door to
get out. Go to the center and climb the pole to the floor above. There are
three boxes with switches. The switches open and close doors in the structure
below. You have to open and close the doors so the creature gets out of the
maze. Pull the switch on the box by the pole. You get an overhead view of the
creature moving. Pull the switch two more times. Watch out for the hole and go
to the east box. Pull the switch on the box. You get an overhead view of the
creature moving. Pull the switch two more times. Then go to the north-west box.
Pull the switch on the box and get a cut scene of the final doors opening and
the creature escaping. Use the pole to get to floor and kill the creature. Pick up the Captain's
Eye that it drops. Use it to open the door in the north wall. Run down
the tunnel and the level changes.
Astrodelica
4 - Inner Space
Go back to the area with
the three key locks. This time go to the east path and stop in front of the
blue stand on the track. Combine the Cosmodelia and
Proto Element to make the Fifth Element. Use it on the stand to open the east gate.
This section needs the whiz-bang so go back and get it. Drive over the east
path. Drive up the ramp and the level changes.
Astrodelica 4 - Alien Mind
You are in a small room and
in front of a closed door. Get off the whiz-bang and step on the sign by the
closed east door to see:
"Skyways leading to:
Security
evaluation area
Gibbon studio
Racetracks 1
& 2
Temple of
Mind"
Use the wall
switch to open the door. Get on the whiz-bang and drive onto the track. There
are a few things about the whiz-bang.
1. You can only get on from
the right side.
2. There is no reverse. You
can get stuck in corners. Save often.
3. Use CTRL to drive. Use
ALT to brake.
4. Drive slow, do not over
steer, and brake when going down hills.
You enter a maze of roller
coaster designed tracks called skyways. Just follow the track until there is a
branch. Take the first right branch and follow the track to enter a room. Go to
the west wall and step on the signs to see "Security drone evaluation
area" and "Level 1". Pull down the switch in the corner and the
south door opens. Enter the room and go through the row of cubes on posts. Shoot
the two creatures that start to attack. One
creature will drop a Base Key. Hop onto the
north and south ledge for two Plasma shells. Go
to the south-west corner and use the Base Key to open the door. Enter the next
room.
Step on a sign and see
"Level 2". Use the wall switch and the south door opens. Enter the
room and go to the south-east corner. Hop into the alcove for Explosive Pod ammo. Then cross the row of cubes on
posts and destroy four guard spheres. One of
them will drop a Base Key. Hop up to a west
ledge for a Proton Power. Go to the south-west
corner and use the Base Key to open the door. Enter the next room.
Step on a sign and see
"Level 3". Use the wall switch and the south door opens. Enter the
room and notice that the ledges contain blue stars. Cross the row of cubes on
posts. Run to the north-west area and loop around to the right and see a ledge
with a red star. Shoot this star while red dots
attack at your feet. There is a lighting display and the red dots disappear. Go
to the west wall and enter the door that also opened. Follow the corridor to
the next room.
Step on a sign and see
"Level 4". Use the wall switch and the south door opens. Enter the
room and go north. Step on the sign and see "Test cancelled". Go to
the north-east and exit the room. Step on the signs at the wall and see
"Test results
level 1: lacks fire power
level 2: effective
level 3: restrict to
off-world
level 4: now
operational"
All three signs are the
same. Go north and pick up Racetrack 2 Key from
the pedestal. The transporter to the west activates. Go there and be
transported back to the whiz-bang. Get on the whiz-bang, loop around and drive
out the door and back to the tracks. When the track splits, take the right side
track to return the way that you came. At the top, turn to the right and right
again to take the second branch. Follow this track into a doorway. Continue and
the level changes even though you are still in Alien Mind.
Get off the whiz-bang and
step on the sign to see "Gibbon Studio and Recreation Area". Get on
the whiz-bang and drive east. Turn the corner onto a sign and see "the
Gibbons are on tour. listen to their latest single!" Enter the room and
get off the whiz-bang. Go to the south-east and pick up a second Racetrack 2 Key from the pedestal. The Gibbon's song
starts but it is mercifully short. Go to the south-west and enter the doorway
in the south wall. Enter a room with some obvious breakable tiles. Step on the
signs at the north wall and see
"Recommended moves:
Funky Gibbon
Baboon Bounce
Monkey Swing
Cheeky Chimp"
"Use of the Cheeky
Chimp is forbidden
by orders of the Captain
(Frank is still badly
burnt)
Save a lot in this room
because you cannot repeat some sections when the breakable tiles are gone. The
water in the room is deadly. Pull up to the slope in the middle of the room. Slide
down and jump west to grab a ledge. Pull up the platform and run and jump to
the slopes to the south-west. You can jump between the slopes to get to the
end. I found it easier to slide down and grab the west slope and shimmy to the
left. Shimmy around the breakable tile to the west side so that you are facing
east towards the other breakable tiles. Pull up, side jump to the right, stand
jump to the east two times. Turn and stand jump to the north. Turn at an angle
and stand jump onto a stable block next to a column.
Go to the north-west corner
and stand beside the column. Aim a little to the right of the ladder to the
west. Save the game for many retries. Run and jump across the gap and
eventually you will clear the far slope. Slide down and jump forward to grab
the slope at the west wall. Shimmy to the right until you get to the end of the
breakable tile. Pull up, turn to the right and stand jump to grab the edge of
the next breakable tile. Shimmy to the left and pull up, run with a right curve
and jump to grab the ledge to the east.
Climb the block beside you
and follow the white mesh ledge to the south-west corner. Run and jump to grab
the wall ladder to the west. Climb up to the top, slide down and jump with grab
to glide into the hole in the west wall. Jump down into the north alcove and
pull down a wall switch. You hear a door open. Pull up and follow the steps to
an opening overlooking the room. Save the game again and run and jump to the
east to land on the blocks. Follow the white mesh ledge again but this time to
the east. Run and jump to a platform behind the open door. You can follow the
ledge to the south and west for Neutron Nectar and Proton Power. If you do go there, you have to angle a jump
from the alcove to get back to the ledge. Return to the platform behind the
door.
At the platform behind the
door, save the game for many retries. Run and jump over the slope to the north.
Do not use grab but hold the jump key down to get more distance. Slide down and
jump to a breakable tile. Immediately jump up and grab a monkey swing. Monkey
swing into the tunnel in the north wall. Enter a room and go down the steps to
the east. Follow the steps down into a room with a view of the starting room. Pull
down the wall switch on the south wall and see the doors open in the west wall.
Go north and follow the tunnel back to the room with the whiz-bang. Get on the
whiz-bang and drive through the doors. Follow the tunnel down and the level
changes again.
You are back on a skyways
track. You are too close to turn onto the first left branch, so go east and
take the second left branch. Then take a right turn at the T-junction. You
should be heading to the east. Just drive off the end of the track and land on
the track below. Follow that track and enter a room. Do not drive over the
white squares to your right side. Get off the whiz-bang and stand on the signs
to see "Race-track 1" and "you have 84 seconds". There must
have been a more legal way to get to this room but I got lost on the skyways
and used the track jumping technique.
Get on the whiz-bang and
start the race. The first part is easy as you just follow the corridors. Then
go down a ramp into the bottom section. Turn to the right and race over the
bumps. Then go left and left again to see four red tiles blocking the way. Turn
into a small opening in the left wall and go to the end and turn right. Ignore
the first branch but turn right at the second right branch and go to the end. Turn
left and go straight to the end of the trench. Turn to the right and keep to
the wall. There is a pit in the middle of the ramp. Drive around all the water
hazards. In the next section, go up the ramp in the middle of the track. Follow
the corridor and see some black sections of track. The track goes up and turns
to the right. Just run over the pyramids at top speed. You end up bouncing a
lot here. Follow the track and then go straight and through the two white open
doors. Go right onto a bridge and then left and right to pass through a second
set of two white open doors. If you fail, drive off the edge into the trench
below and start again. If you make it through the second set of doors, the
doors will stay open. Get off the whiz-bang and go north to get secret #3 and the Secret off
the pedestal.
Get on the whiz-bang and
drive back out of the room. Go south and over a bridge. Enter the big south
tunnel and continue to you see a pedestal. Pick up a
third Racetrack 2 Key and get back onto
the whiz-bang. Continue following the corridor and two large doors open for
you. Follow up the narrow corridors and jump at the end to land back on a
skyways track.
Go straight and take the
right branch of the track. Then turn left and follow the track up a slope to a
multi-track junction. Follow the track to the far right that is next to the
east wall. Go down a slope and drive into an east opening. Get off the
whiz-bang and stand on the signs to see "Race-track 2" and "Your
boy is too slow! fix the race ;)". Pull down the wall switch top open the
door in the east wall. Enter the room and notice the white sphere to your left.
Save the game and then shoot the sphere. The vehicle below goes through the
maze but does not make it the end in time. Some ice
wraiths and
fire wraiths attack you and you die. Reload and run to the east end of
the room. Place the three keys and look down to see the open sections of the
maze. Shoot the white sphere and the race starts. Your vehicle gets to the end
of the track in time. You get a cut scene of a large room. Exit the room and go
back onto the whiz-bang.
Drive out the door and go
south the way you came. At the top of the slope, make a very tight loop turn
and drive up the slope to the north. Follow this track and enter the room you
saw in the flyby. Get off the whiz-bang and go north to step on the black and
white floor. You hear music and an invisible floor rises with you on it. When
it stops go south and pick up the Key to Mind
from a pedestal. Save the game and use the zip-line to the west. You get a
fantastic view of the ride and the level changes.
Astrodelica 4 - Inner Space
You drop onto the ledge
with the three key locks. Use the three keys and go west. Wait while a blue
mesh floor rises in front of you. Then cross the floor to get to the temple
area. Go west and run onto the blue square underneath the second large sphere and
the level changes.
Astrodelica 4 - Alien Mind
You get a cut scene of Lara
sliding down a slope and falling into water. Swim west through an underwater
tunnel and pull up into a large room. The room has many aliens in it. They do
not shoot you, so do not shoot them. They just look at you and their heads will
turn to follow you as you move about. Go up the white wire mesh ramp at the
west wall. On the second floor, go east and look north for some receptacles. Place
the three secrets there and the two white doors open. Go inside and pick up a Magic Thing from the pedestal.
Return down the mesh ramp
and open the door at the west wall. Enter and follow the corridor. Step on a
sign to see "Captain Astrodelica's HQ". Follow the corridor and go
west into a room with consoles. King Penguin is swimming in the aquarium to the
south. There is an alien in the room. Step on the white tile in the middle of
the room. You get a long cut scene that shows: "And so Captain A. did
reveal unto Lara the mysteries of Space and Time. King Penguin explained all
about fish and Taxes". There is a final sign showing "THE END"
and the level ends.
12-sep-2006