


                                 ASTRODELICA 4
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This readme includes several gameplay hints etc. A full walkthrough will be 
available shortly.

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Astrodelica 4 concludes the Astrodelica series and brings my own adventure
 with the Level Editor to a close. 



Gameplay Objectives:
 Youve been pursuing them from Space to Antarctica. Its finally time you
 caught up with the Aliens, and in particular - The Captain.
 
Secrets:
 There are 3 secrets. Get all 3 and you can collect an alien artefact, 
 but you do NOT NEED the secrets to complete the game.

Installation:
 Place files astro4a-b-c-d in the data folder of TRLE
 Place Script.dat and English.dat and Load in the TRLE root directory
 Place the audio files in the audio folder of TRLE (ensure you have the
 original 107 wav)
 Play at a high resolution.

Bugs: 
 One shootable object occasionally requires explosive ammo to shatter.
 Appropriate Ammo lies nearby.
 the vehicle does not have reverse so don't leave it in a stuck position 
 facing a wall.

Acknowledgements:
 Thanks to Chris Hales (aka TuneRazor) - for helping out with the editing of
 various audio tracks and supplying some original material of his own.
 Other audio samples include those by futurewaveshaper.com and beatmode.com.
 Thanks also to Chris for beta testing the level.
 All custom objects are my own work - with the help of cad program 
 MetasequoiaLE - except for Laras head, which is a retexturing of Tommy Tomb
 Raiders mesh, and also an inventory object from Psikos Rhatech which has 
 been retextured and added to the Aliens meshes. (I dont want to give too 
 much away here ;)).


 Thanks to everyone who has played my levels.


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

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

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Gameplay - Hints and Guidelines 

GENERAL

a/ This game was designed and tested for a monitor resolution of at least 
 1024x768 (800x600 on small screens). To a greater extent than other custom 
 levels the visual quality of Astrodelica 4 is significantly impaired by lower
 resolutions. Ideal resolution for a 17" monitor is 1152x864.
 
b/  2 paths are available near the start; both can be traversed with or
 without the vehicle (Whiz Bang). If you choose to drive the vehicle, dont
 park facing a wall because there is no reverse, and dont leave it behind
 a door that has just closed behind you. 

c/ Death Bugs - usually in groups of 4 - once triggered - you are dead.
 Treat them like mobile death squares and dont look for a solution or
 escape because there isnt one. They are included in irreversible puzzle
 situations, amongst others.



INNER SPACE

 You begin shortly after the close of Astrodelica 3; youve 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. 
 Collect up your items and begin...

Section 1 - Read the Captains memo (scroll) and follow the instructions.
 Shoot something to trigger the first drone - but dont shoot the drone
 until it reaches its colored pad. Then you can trigger the next When all
 is done - you can shoot to kill, if you feel the need.

Section 2 - The more you save the easier this is - and less of a challenge!

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. If a shootable resists normal ammo (a rare intermittent 
 bug) so if this happens use the explosive ammo thats to be found in the area. 

OUTER TIME

Section 1 - Chess Set. The sign says it:  Blue to move Checkmate in 2 moves.
 You are blue.  If you know the game of Chess this is easy to figure out;
 investigate the side room to confirm each pieces identity then make your
 first move; you can't 'take' pieces. If you DONT know Chess the solution 
 is at the end of this Hints section.

Section 2 - 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, so, again, a full
 solution is to be found at the end of this Hints section.
 
Section 3a - Room with mines, cats etc. Dont try to figure out what the cats
 are telling you - just remember it for later. 2 switches to pull. Once youve
 made it to the upper level of the mined area, walk to the end and look for
 access to the boulders. And once above the mines youll see what the cats
 were on about. 

Section 3b - all is not as it seems. This is not a straightforward timed run.

Section 4 Pull switches to get the little drone out in the open.

ALIEN MIND 

Use The 5th Element to access. 

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.

 Access Racetrack 1 by dropping off the tracks to a lower set at the correct moment. 
 The time trial is fairly easy once you know the course, but the second set of doors
 are on the same timer and they lead to a secret; THAT timed run is not so easy! - 
 [edit: now 2 seconds easier on the urging of the beta tester!]
 Security level3 - notice all those stars? are they all the same?
 Gibbon Studio - once the collapsible tiles are gone be careful not to get stuck 
 at the bottom of this area - you can't repeat those monkey moves!
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Youve got the three keys now - its time to catch up with those
 Aliens! Dont shoot them - its rude. Have some fun walking up and down the sloping 
 gangway seeing how far the guy below will lean back to keep his gaze upon you. 
 They're real, you know.
 (that final push-door is opened without a key - but you knew that)

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Chess 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 its 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.

Rolling ball solution

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.

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

Dick


