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 t
o 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