ASTRODELICA 3
By Richard Lawther

Walkthrough by OBig from TombRaider.hu
Translated by Petunia from TombRaider.hu
Revised by Monika Pietsch (8.1.2004)

Help in addition to the walkthrough posted below can be found in the form of a few screen shots (referred to in the walkthrough text) at the following site: http://treditor.freeweb.hu/english/astrodelica3 

Story:

It seems the aliens are not just here to help Dick with his game. Using his personal teleporter Lara has departed Scarborough in her continuing pursuit of the elusive Astrodelica Aliens. Unfortunately Dick is not yet part of the inner circle, so the best he could offer was transportation to a teleporter receiver located in the icy wastes outside the Alien's base in Antarctica.

Walkthrough:

Pick up the Plasma Tube right on the teleporter.

Going outside (area with 2 poles and an ice monument) keep to the left and continue your way in the passage on the right and you will reach a new area (ice pool and suspended ice ball over it). Then continue to the right, down and to the right again. On the other side of the deep pit stand directly at
the left side and (as shown on the pic) Lara can climb up.

To avoid the ice balls side jump right, side jump left and jump forward and then trigger the fourth ball. Or try this: fall down quick and jump away from the upper hole as snowballs begin to roll down. Look to the north and you will see a swinging blue ball (remember for later). Find the hole in the
snow near a pole where you can climb down. A grate opens below so it will be easier to get up here again as Lara will have to return several times.

Go back; continue your way in the snow to the right. Lara can walk on the flat spots of the white rocks above. Jump from an appropriate place onto the block (you see a Hand in an ice block) and to the right. You are in a new area now. Don't climb down the ladder for the time being but continue along.
When you reach the mausoleum with a Golden Man, slide down and go into the small passage and collect the Crowbar. But before you can pick it up you have to kill 3 giant mosquitoes. You are in the area with the 2 poles. Go back the way you just came and now return to the ladder you saw earlier. Go
down and open a door with the Crowbar.

There's a puzzle in the room. Lara must light up those tiles. Start with all tiles being dim. Then use Yellow- Green-Red- Yellow- Blue. The door opens and the way is clear to the new puzzle. You enter the cat room. There are 3 rows with cat tiles. You have to use them in the right order, otherwise Lara will be killed by spikes.

Looking from the door towards the cats use
standing jumps.
1. row > red 2. row > yellow 1. row > blue 2.row red 3.row >
yellow.
An ice block will rise and Lara can take the first HAND (see the picture).

Return climbing the ladder (east wall) and continue your way through the black rocks towards the Golden Man. Avoiding the rock, jump over to the left on a flat spot and from here jump into the Golden Man tower. Walking to the picture some thunderbolts appear. On the place where the thunderbolts lead you a SECRET awaits Lara: the HAND.

Return to the place from where you jumped to the Golden Man. Standing at the opening with the Golden Man mausoleum across and on the left side.

Jump towards the right slope (west side), slide and grab. Drop, slide and grab and shimmy to the right till Lara can stand up. There are 2 blue beetles there to see. Push the lever on the room there. This removes the ice from the tiles. Climb down. Use the crowbar to open the door in the lateral
passage.

Notice carefully the three symbols on the wall. A grate has opened, too. Walk through this first and you find yourself in a place decorated with two high-voltage columns. Collect the Revolver ammos in this area. Go back to the tiles and step/jump only on those floor tiles, which you have seen on
the illustration earlier (mauve-red-multi coloured). You may have to repeat this twice or so. An ice block is rising. Standing on the top you will reach a lever. Before pulling it save your game as a small rush follows. You can see in the cut scene that the ball has crashed the icy surface of the lake.

Rush there but stop at the shore and shoot the ducks (if you want to). It's interesting that the wraith beetles don't make any harm to Lara. :-) Jump into the water and swim to the opposite to a small beetle idol. Pass it and swim to get some air. The wraith beetles will disappear. Staying right next to the beetle idol doesnšt eliminate them. After getting a bit of air collect the second HAND.

Return to the first open area where the thunders have led you, jump up and crawl in for the third HAND. Use the grate to go up again and to the other side. Jumping to the flat edges of the ice monument to collect the Revolver.

Go back or if the giant mosquito pushed you down use the grate again. Then go to the left side above and climbing down the ladder amongst the icy mountains collect the Lasersight. Return to the place where you had climbed to the top at first and shoot the swinging blue ball with your combined
Revolver + Lasersight. Now you can get the ice-closed fourth HAND, which you have seen earlier.

Return to the area above the lake where the ball has crashed the ice surface. The ice block next to it has changed a bit. Jump over it to the steaming chimney and you can see an expiry next to the chimney. Slide down
and find yourself in a huge room. Notice the lever on the ceiling at the right (see the picture) and jump into the pool from its left side where therešs no scaffolding. Save your game before jumping in. Swim fast. Don't
swim into the large opening above yet, but there's a passage in the corneron the other side. You end up on the right side. Pass the lever and enter the next opening to get some air. Swim back, pull the lever, get some air
and swim back and this time down to the bottom of the large opening. There's
another passage where you can climb out. Jump down to the platform below from the end of this passage.

Save your game again and jumping up find yourself in the pool. Here you must swim to the right and left so Lara can pick up everything she discovers (found an Alien Paracetamol). Finally get outside. But still don't climb out but after getting some air swim to the left once more and collect some ammo.

Now you can leave the pool and collect the fifth HAND outside. Drop down and use the grate to go up again. Return to the high-voltage columns and make your way over the black rocks. Watch out for the snowballs! :-) Pass the second one from the back. There's an invisible lever on both of the two columns, which open a grate below. You can place the HANDS in the room behind the grate. Outside the ice wall has opened. Pull the lever and ride the UFO bike on the side of the chasm to the next level -- at least I hope this level will continued. It was a great adventure, wasn't it? :-)

 

 

Astrodelica 3

Level by Richard Lawther (January, 2003)

Walkthrough by Harry Laudie


Bend
down and pick up the Plasma Tube before you walk out of the transporter. Go east and up the steps and enter an Antarctic wasteland. Run south and you see a pole with a needed item on the top platform. Go east over the frozen water and you can see a closed gate in the east wall. To the south you can see items behind an ice wall. Go to the north-east corner and slide down into a cave tunnel. You come to a split in the cave tunnel. The north-east cave is blocked for now. Go to the south-east tunnel and climb up into another outside area. Shoot the two penguins that attack from the south-east. Go south to the suspended snowball and see the penguins swimming under the ice. To the upper south-west you can see a refinery tower with steam coming from it.

 

There is an opening in the north-east but you need an item before you go there. Go to the south-east and enter a cave. Go down and then turn south. Follow the cave and enter an opening. Slide down a slope and stop in front of a deadly pit. Go around the pit and continue to the west wall. You are beneath a hole in the ceiling. Save the game before you pull up into the hole. Jump up and grab the north edge of the hole at the north-west corner. Pull up and back flip, side jump to the left, and jump forward to avoid two snowballs rolling down from behind you. Then jump across the hole, and back flip back to avoid a snowball on the north side. If you look to the upper north-east you can see a swinging blue ball for later.

 

Turn around and go to the south-west and follow the snow path to another open area. You can see the refinery tower to the west. Go west to a gray pole and safety drop into a hole beside it. Follow the tunnel to pick up Plasma shells and Splatter Plasma shells. The gate opens giving you easy access to the starting area. Return through the tunnel and pull up back to the pole. To the north-west of the pole you can see a gap in the ice slopes. You can jump into that gap to see flares magically floating in the air. But you cannot pick them up. Go north to stand jump onto a snow bank. Carefully jump a gap between illegal slopes and you should arrive in front of the suspended snowball. Look to the north and see a small structure. That is where you have to go. Use some flat ledges and go east. At the corner, stand jump to a high flat ledge to the north. Run and jump to more flat ledges to the north. Look downwards to the west and you can see an item frozen in the ice.

 

Stand jump to the snow to the north-east. Behind a snow mound, you can see a hole with a ladder in it. Ignore the hole for now and jump to the north side of it. You should find a path between the snow leading to the west and towards the small structure. You will have to make a detour to the south ledge and then west again. You will come to a gap in the snow and the small structure is due north of you. It looks like a shrine with a golden man on it. Slide down into the gap and go south. Safety drop into a hole and follow the tunnel to the north. Enter another tunnel to the west and the gate opens. Kill three flying insects and pick up the crowbar. The open gate is another exit back to the starting area.

 

Return down the tunnel and pull up out of the hole and go west. Stand jump to the higher snow ledges to the west. Then jump the flat snow ledges to go north and you can see a chimney. Continue to the chimney and safety drop onto a large pit area with electrical towers.  Remember this place, as you have to return here later. There is a ladder on the south wall to climb back up. You can kill four penguins and a yellow animal for a small medipack. Go to the east side and Lara looks up to the rocks. Pick up EEG ammo from a small hole. There is an exit in the south-east corner. Enter the cave and go to the south-east corner. The exit tunnel is to the south but enter the east tunnel. Go to the end and use the crowbar to open the door. You see three symbols on the wall, an orange, a red, and a multicolor rectangle. Note them down for a later use. Return to the cave and look to the upper north-east to see a bug on a stick. In the upper south-east is an opening with a wall switch. For now just go back to the electrical towers area.

 

Return to the south wall ladder and climb back up to the chimney. Jump to the black rocks that Lara look at. Then go south-east towards the shrine that you saw earlier. You get a cut scene of a pit in front of you with a room containing a floor lever. If you face west and jump up only, you can see a scroll on top of the chimney. But if you try to get the scroll now, you will catch fire. Pick up the Plasma shells and jump south over the pit. Jump east onto another ledge and then go to the shrine. Go to the sign and see "Enter The House of GOLDMAN And Behold His Light". Step into the shrine and see electrical arcs and hear a humming noise. It is hard to see where to jump but jump to the south-west and land on a ledge. Notice the electrical arc from the shrine to an ice block. Safety drop to the ground and go there. Stand jump onto the block and crawl inside the opening. You get secret #1 and Captain's Hand Key #1. Crawl back out to where you can stand up and jump down to the ground.

 

Go to the east wall and enter the open gate. Follow the tunnel and pull up near the shrine area again. You will be back here many times. Go west and follow the ledges to the north again to the chimney. Go over the rocks and return to the pit near the shrine. Jump to the south and over the pit. This time, turn around and jump to north-west to grab the west ice wall. Shimmy to the right and release. Drop down, slide, and grab a black ledge. Shimmy to the right and stand up. Crawl over the black ledges to get to the bugs on sticks area to the east. Enter the room and use the floor lever. You hear a humming noise and there are electrical arcs between the bugs. Hop into an upper south wall alcove for a large medipack and exit the room. Below are nine colorful platforms. Jump down and step on the three platforms that match the symbols you saw in the earlier room. They were an orange, a red, and a multicolor rectangle. Step only these three platforms and an ice block rises in the south-east corner. Climb up and jump into the alcove at the south wall. Save before you pull the wall switch because the cut scene is worth seeing a few times. Pull the wall switch and get a cut scene of the suspended snowball falling through the ice. Two bug wraiths start to attack you. Drop back and pull up into the south tunnel under the alcove. Just follow the tunnel and you get to the hole in the ice.  The wraiths kept taking health so I shot at them and they started to keep away. Dive into the water and avoid the penguins and the wraiths. Swim south and the west into a tunnel to find a bug on a stick. That takes the place of the bird statue and the wraiths die on it. Swim back to the hole for air and kill three penguins. Dive into the water again and swim west, north, and west again to get secret #2 and Captain's Hand Key #2. You can get air under the ice above. Then swim back to the entrance hole and pull up. The wraiths stayed in the water even if they did not die.

 

Go to the north-west and go back through the tunnel to the starting area. Go to the east wall and go into the open gate. Follow the tunnel again and pull back up to the hole near the shrine area. Run and jump to the north-east and onto a flat ledge. Jump to the next flat ledge to the north-east. Return by the path to the hole with the ladder that you saw earlier. Climb down the ladder on the east side to the bottom. You are in an ice cave. Go west and the gate opens. Pick up Splatter Plasma shells and go through the gate. To the south-west is an exit ladder. However, follow the steps to the north and find a black door. Pick up flares from the corner and use the crowbar to open the door. Go down a tunnel and enter a room with three symbols just above the gate in the west wall. In the corners you see four platforms with faint colors. When you step on them, some colors become bright. If you step on the platform in the middle of the room, you get a cut scene showing you a scroll on top of the chimney. This also resets any bright color to a faint color. The pattern seems to be:

 

Step on X to affect   red        yellow      blue            green

Faint red                  n/a        bright       faint            bright

Faint yellow             faint       n/a          bright          no change

Faint blue                bright     faint        n/a              faint

Faint green             bright     bright      no change   n/a

 

Step on the faint yellow and then the faint green platforms to get bright red, bright yellow and bright blue platforms. Step on the three bright platforms and the gate opens in the west wall. Follow the tunnel to a room with the item on a stick. There are three platforms and three cat statues. Avoid the platforms and stand in front of the three cat statues. You see signs as:

 

west cat                  middle cat               east cat

RUBY HINDERS         RUBY HELPS            RUBY BITES

SAPPHIRE HELPS     SAPPHIRE BITES      SAPPHIRE HINDERS

TOPAZ BITES           TOPAZ HINDERS       TOPAZ HELPS

 

On the west platform, step on the blue picture. On the middle platform, step on the red picture. On the east platform, step on the green picture. An ice block rises under the item. Go there and get secret #3 and Captain's Hand Key #3. The HINDER tiles reset the puzzle. The BITES tiles are deadly spike traps. Exit out of the room and follow the cave back to where you entered and climb up the ladder.

 

Climb up and go west towards the shrine area. On the snow ledge to the west of the hole where you got the crowbar, look south-west to see a laser sight behind the ice wall. Remember this place so you can return here. Again make the trip around the snow ledges to the chimney area. This time, go west and jump south to the ice structure. Go to the south-east side and stand jump to the south-east platform. Pick up the Enhanced Earth Gun (EEG) and shoot a flying insect.  Jump back to the snow ledge and work your way back to where you can see the laser sight in the ice. Run and jump to the south-west slope, slide down, and grab the edge of the ice. Shimmy to the right until you can pull up. Stand jump into the snow hills to the west and find a hole with a ladder. Climb down and follow the tunnel for EEG ammo and the laser sight. You get a cut scene of the swinging blue ball. Climb back out of the tunnel and safety drop to the ground. Go to the north-east and enter the cave tunnel. Go up the south-east branch and into the next area and notice the ice block on the ice mound to your east.

 

Go to the south-east and enter a cave. Go down and then turn south. Follow the cave and enter an opening. Slide down a slope and stop in front of a deadly pit. Go around the pit and continue to the west wall. You are beneath a hole in the ceiling. Climb up into the hole and back flip to a ledge. Look to the upper north-east for swinging blue ball. Shoot the blue ball and turn around. Go the south-west between the snow banks and get a cut scene of the melted ice block. Continue to the north as follow the east ledge as before. Jump to the ice mound to the west where the ice block was located. You get secret #4 and Captain's Hand Key #4. Safety drop to the ground and go south.

 

Enter the south gate and follow the tunnel to the end. Pull up into the ceiling hole and back flip to a ledge. Go to the north ledges where the suspended snowball was located. Save the game just in case you fall onto the illegal slopes. Stand jump north to a block that has risen sometime earlier. It wasn't there at the start and I don't know what triggered it. Run and jump to the south-west and you can get to the refinery tower. Go there and stand near the sign to see "CFC EMITTER by OZONEHOLESRUS of CYGNUS". Go north for Plasma shells and jump back to avoid a rolling snowball. Go north to the other side of the refinery tower and see a hole in the ground. Slide down the slopes in the hole and drop into a tunnel. Go west and you enter a large room with a yellow animal running around. You can kill the yellow animal for a small medipack.

 

Look at the north wall scaffolding. You can see two openings in the north wall and a pull down ceiling handle between them. Go to the south wall and you can see a single opening in the south wall. Jump into the scaffolding at that position and you are in water. Swim into the opening and follow the underwater tunnel to a large flooded room. Ignore the big hole and swim into the smaller hole to the north-west.  Follow the underwater tunnel until you are among the scaffolding. Turn left and swim into the second opening to pull up into a room. Pick up Plasma shells and EEG ammo. Dive into the water and pull down the ceiling handle and return for air. Dive into the water again and swim back to the large flooded room. Swim down the large hole and enter the crawl space in the lower west wall. Turn to the north and follow the underwater tunnel to a place where you can pull up for air.

 

Go south and drop onto a high ledge. Go to the end and face the west wall. Jump up and you are back into water. Swim into the crawl space near the ceiling. This is a maze but if it is simple to find the exit. Go straight and turn right and swim to a wall. Go left and take the first right branch. The walls should have green lines. Go straight to a wall and turn left. Take the first right branch and the walls have purple lines. At the end, go north into a tunnel and at the end swim up to the surface hole in the snow again. If you want, you can go back and search the tunnel branches for Splatter Plasma shells and a large medipack. But I always ran out of air. Pull up into the snow and go north. Follow the path between the snow banks and emerge onto a ledge above the starting area. Go to the south-east and stand jump to the platform on a pole. Pick up secret #5 and Captain's Hand Key #5. Shoot a flying insect and safety drop to the ground and go south.

 

Go to the east wall and into the tunnel. Pull up back near the shrine area. Follow the same route as before to get to the chimney area. Jump the black rocks to the north-east and then return to the south-east to the place where you jumped over the pit. Do you remember the Plasma shells in that area? Stand there and face to the west. Stand jump over the west slope and start to slide down the other side. Jump and grab the chimney. Pull up to the top and pick up the Color Code Tip scroll. It says "Avoid DULL red and end on green. Your 3 pads BRIGHT can now be seen!” It is too late now. You do not need it. Too bad.

 

Get down from the chimney and stand jump over the black rocks to the north end. From there you can jump to the north slopes, slide down, and grab the edge. Shimmy to the left to a place to pull up. Go west and a snowball starts to fall towards you. Immediately back flip and then forward jump with a right curve as the snowball falls into the pit. Jump onto the ledge to the west of the second snowball. It will fall harmlessly behind you. Now make a final jump to the north electrical tower. Shoot the two flying insects that attack you. There is an almost invisible floor lever on the ledge. Face west and use the floor lever from the east side. Then jump west to a ledge and then south to a ledge over the ice wall. Jump west to another ledge and then a final jump to the south electrical tower. Again use an almost invisible floor lever and hear a gate open.

 

Safety drop to the ground and enter the open gate in the south wall. Enter a room with a frozen fountain in the middle. Go to the west wall and use the five Captain's Hand Keys. Exit the room and go west. The ice wall is gone. Go to the bottom of the ramp and use the wall switch to open the gate in the north wall. Enter the tunnel and follow it to the end. Enter a room and get on the whiz-bang and drive out. Drive into the west doorway. Do not drive straight or you fall into a deep pit and die. Drive down the side ramp to the right and the level ends.

 

10-sep-2006