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Level hosted by Lara´s Levelbase

http://www.laras-levelbase.org


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				Astrodelica			
				===========


Contents of this readme:

INSTALLATION
BUGS
ACKNOWLEDGEMENTS
DISCLAIMER
ASTRODELICA STORY/ WALKTHROUGH


____________________________________________________________________

INSTALLATION 
============

Using FlyDrive 
--------------
1/	Follow on-screen instructions.
2/	(you should ensure you have the original wav files: 006 and 107.)
3/	Play.


Manual Install
--------------
1/	Place astro1.TR4 and astro2.TR4 in your trle/data folder.
2/	Place Script.dat and English.dat in the TRLE root directory (save existing files).
4/	Place the contents of the audio folder into the trle audio folder (5 files) 
	(you should also ensure you have the original wav files: 006 and 107.)
5/	Play.


ACKNOWLEDGEMENTS
================

Thanks are due to the following:

	Raider Of Tombs 	- for his versatile Texture Editing Studio.
	Turbo Pascal 		- for strpix .
	Stefan Schneider 	- for SoundJack. 
	All those on the Eidos forums who helped me out.
	Eidos 			- for this great game. 

BUGS:
=====

I don't think there's anything serious....but..

1/The vehicle used in this game is based on a modified quad from TR3 and it does 
not fit the TR4 engine perfectly. Note: you can pass through the vehicle, you 
can only start from the right side and there is no reverse. (gameplay is adjusted 
for this latter factor - (but you can still get stuck in a corner.) 



DISCLAIMER
==========

This level was not made and is not supported by Core design and Eidos Interactive.

Richard Lawther
lawth@air-head.fsnet.co.uk

-----------------------------------------------------------------------------------

===================================================================================



ASTRODELICA STORY/ WALKTHROUGH
==============================


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)
to see the third floor pad.
[solution at bottom of walkthru]
Now you can activate the pads and push the globe; this reconfigures the floor, closing the
abyss, allowing the whiz-bang to drive through and onwards to the Temple.

”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 Scarborough - I’ll see you there! 


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 

lawth@air-head.fsnet.co.uk

Check out my other levels on:
http://mysite.freeserve.com/Trevelyan/

 
