TR Gold Lara at the Movies

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The Movie Theatre. (part five) (Walk-Dutchy.)

The Jump pit.

Get the Walk of Fame Star and go to a passage leading to a pit with sloped ledges, hop backwards off the 1st and grab, go L and drop, keep jumping L to the Secret ½ MP. Turn and see a small ledge under the one on eye level, slide and jumpgrab this ledge, go L and to the center of the L square, drop and slide, the camera changes to behind a glass wall, jumpgrab the lowest ledge in front. Pull up and keep jumping, at the 6th jump, grab the flat ledge. Turn around and jump to the ladder, go up to the exit. Go straight past all the entrances which are closed by the way and into an opposite passage, to the L of this room is a receptacle for the star, enter the door and get Movie Star 4, you’ll hear the gate to Cinema 5 opening up…

Time for another movie…

Secret count 41.

 

Cinema 5 – Distant Galaxies.

Feature 1- Star Wars – Episode 1.

Walkthrough written by Elvis t. aka eTux with additional help from the author.

It’s possible that the walkthrough might miss an enemy or a pickup someplace, but nevertheless it serves its purpose and guides you to the end of the level.

Designations: Enemies, Pickups, Secrets, Cardinal Points, Level name, Individual tasks of the level.

Tatooine.

 The level starts with Lara and R2D2 arriving at an entrance of the city on the desert planet Tatooine, but there’s a fight between a [rogue alien (1) and 2 storm troopers (2, 3) going on right now, so don’t interfere – watch till either the alien or the storm troopers win, and then kill the victor of this battle. Pick up the light saber (1) and general access key (2) the troopers left and use the key to open the door to the main city section.

Lasersight quest. 

If you already have the laser-sight from other cinemas you may avoid this little task, but if you haven’t found or needed it yet, I’ll explain how you can get this. As you enter the city turn left and go till the city wall – along the street head in the SW direction to find a doorway in the corner. If you investigate the small den with the fiery bin, then an Ewok (4) will greet you on the way to this doorway. These guys are cute, but don't underestimate them – they will hurt Lara, so shoot it before entering the doorway. Enter and kill a trooper (5) go to the end and climb in a higher room. Shoot the brown seat to reveal the small health pack (3) beneath it and enter the room with the grated floor – to your right, by the western wall of this room should lay the desired Lasersight (4).

Console Key. 

Head for the central pillar (you can see it in the levels load screen) – it’s straight ahead, as you enter, and a street that goes north leads there from where you return after getting the laser-sight. In this courtyard keep in mind the house in the north, where R2D2 is in, but go west[ now instead. Ignore the building here for now and go straight till you reach an obvious green wooden movable crate (nearby is a grated door). Push it till you can enter the next room – and in here position the movable crate on the concrete tile in the corner (on right as you enter), to open the door right next to you in this room. Enter it and go right down the steps. See the door? A dead end? Wrong! Turn around and look up for a high jumpswitch, activate it to open the door ahead. Straight after the door turn right and climb up in the high crawlspace for secret #1light saber ammo (5) and small health pack(6). Go further into the room and left, and there will be a yellow movable block (light a flare, if difficult to recognize), get it out of the way and pick up the Console key(7), that was beneath it. Return to the main courtyard with the central pillar and go into the northern house I mentioned earlier.

The Holy Gem quest.

Enter the house with R2D2 and use the console key to open the trapdoor behind you – drop down and go left in the next room to find a low crawlspace – which leads to a hidden room.

(note: in the downloadable version – once through the crawlspace turn around to find a push button on the back of  the computer console. Press this to open a gate in the next area. Enter the next room and press the button to open the outer cell door to release the Ewok and then kill him. Press the button again to re-open the same door and quickly enter the first cell avoiding the red floor tile. Save. You are temporarily trapped inside the first cell as the outer gate shuts behind you.)

Press the button to open the door to the glass cage – take out the ewok (6) from the distance and save before this sequence – as you’ll have to do it in one go. As you step on the tile before the door – all but one doors open up, but only for a period of time, so hurry! (but don’t panic hitting every wall you see, lol, the openings are made very conveniently in this cage, use it to your advantage and sprint!). Press the button next to the innermost gate; get the Holy Gem (8) and rush out of here as fast as Lara’s legs can carry her! If you don’t succeed you’ll die, so it isn’t recommended to save in the middle of the sequence, do save once you’re done though and are completely clear of all the cells! Exit the same way you got here, back to the main courtyard. Turn right (west) and go to the building here now – you can also explore the street (you also could do this earlier), but all you’ll find at the end will be an ewok (7), a flying sphere (8) and a small health pack (9). Enter the church type of building. Behind the 2nd left pillar is a high crawlspace, where you can find a small health pack (10). Place the holy gem on the wall tablet to open the door to the next room. Drop into the pit, and activate the lever on the left to operate a rising floor tile – climb up and pull a block onto it – return to lever and lower it. Push the block onto the right side and push it on the differently looking tile at the closest end – it will sink and the wooden tile will rise at the other side. Operate the lever to raise the tile again, and pull another block onto it – lower the tile again and now push the block onto the brown tile. Now you should get a camera hint of a wall lowering in the main courtyard, so go there now. A trooper (9) will greet Lara, so return the favor and after killing him get his General Access key (11). If you wish, you may go where the wall lowered, but there’s no need for it now – go where you pushed the green box, and use your key by the till now closed door.

Hunt for the bribe. Part 1. 

As you open the door, go right and kill the [colo=red]trooper (10) and flying sphere (11) – shoot the crate below the small market tent to get a large health pack (12). Go into the tavern now and down the stairs – fight another trooper (12) and an ewok (13). Keep in mind that you can shoot the seats, and so gather the small medipack (13), light saber ammo (14) and flares (15) beneath them. Approach the dancefloor – no time to enjoy the light show and the groovy beats, as another rogue alien (14) like the one from the start and another ewok (15) will attack. After they’re down – go to the dancefloor – Lara will look at something, and not only cause she is amazed by the pretty lights. Draw your Light saber, attach the lasersight to it and aim at a ring attached to the ceiling where the light rig pulley rope enters the roof – once you shatter it a rope will drop and allow you to swing into the DJ's booth up higher. Crawl into an adjacent store room, and shoot the vase to get the Republic Credits 1 (16). Drop down, explore the adjacent back rooms to meet another ewok (16) and trooper (17). The ewok leaves the Penthouse key (17). Also in the room here, look in the corner for a high crawlspace – there you can find some light saber ammo (18). As you leave face the dancefloor again, and there should be another way on the left – go there to find a crawlspace which leads to a hidden room – secret #2 – a large  medipack (19) and light saber ammo (20). Leave the disco now. Go south and around the corner you’ll be attacked by another trooper (18) and a flying sphere (19). Use the deformed platform to climb higher and use the recently acquired key from the disco to open the penthouse door. Press the button in here at the bedside drawer to open a door a bit further on and leave here.

Part 2.

 Return to where you opened the door with the General Access Key, and go left now instead (straight ahead along the alley when leaving the previous area). As you enter, go right and into the enclosed market area. There’s a board with movable box – you have to push it on 3 specific tiles. They have some lighter striped scratches on them – 1 is nearby the box, the 2nd is behind the gray solid block and the third in the corner of the board. After the box has been on all 3 tiles a wall will lower under the middle shed, revealing a hidden room so go there and activate the lever to open a door a bit further on. Exit to the main street and go right, where the door opened, a flying sphere (20) will emerge, so dispose of it. Enter the now open hallways and kill the trooper (21) along the way. As you enter the underground generator room, go left (east) first and collect a small medipack (21) from the ground at the very end of this room, then go to the middle of the room – opposite from where you entered to enter another room. There will be a button, save before pressing it.

This is a timed run, but a rather simple one – press the button, you’ll see the door opening behind the grate, run out of here and a bit on the left – jump into this room and sprint past the door, before it falls. Before doing anything here – go to the corner of the room and look up when facing the door you just ran past – there is a high crawlspace – secret #3 – a large health pack (22). SAVE before attempting this next run, as it is better for your health if you to do this in one go (or reload and do till you succeed), Press the button, turn towards the door that just opened, sprint in, and roll on the tile where the Republic Credits 2 (23) are. As you pick them up the doors that closed reopen, so sprint past them to get out of here in one piece.(note: if you don't make it out first go you can re-pull the lever run back into the second set of spikes – taking some damage, roll and sprint out the re-opened door). Combine the 2 credits to get Jabba’s Bribe. The name already suggests what to do now – but let’s return to the central courtyard first.

Jabba’s Challenge.

 Remember the large building in the main courtyard where the wall panel lowered earlier? Go there and enter Jabba’s room where he will greet you with some disdain. Below him is a round container, place the bribe in there and you’ll fall in the room below you. Jabba has double-crossed you! In here go to the right and activate the jump-switch in the corner on the northern wall. As you do so the doors at the bottom of the ramp will open and an ewok (22) attacks. Kill him and loot his corpse for a small medipack (24). As you go towards the now open doors look on the right wall when the ramp starts to go downwards – and find a crawlspace with the last secret of this level – secret #4 – 2 light saber ammo’s (25, 26). Enter the next room and as you go deeper a Rancor (23) will come stomping towards Lara. He can be killed easily by getting as close as it gets and using your light saber (or shotgun, though the first one has higher guarantee of success) against it – even 1 shot should be enough, but killing him isn’t so important, so if it doesn’t work, don’t waste your ammo on him.

Go where he came from and go up the long slope on the left. Thought the lighter tile looks suspicious? Rightly so! As soon as you get to it, roll and dash back as a rolling metal cog will be coming towards Lara. Once the coast is clear go up the slope to the top. In this next room press the button to open a door in a hallway behind you. Go there – left and in the SE corner should be a crawlspace which yields the Skywalker key (27) and a lever that opens the door in the room with the button earlier – so go there. Maneuver through the hallways till you get out in an open space, where 2 more troopers (24, 25) should await Lara – kill them and take the General Access key (28), left by one of them. Return to the keyhole, which was in a corridor on the left just after traversing the arched yellow bridge. Using it opens the cage in the area with the troopers, so return there. Before entering the cage, do a quick circuit of the perimeter to find a crawl space at the rear wall for some more light sabre ammo (29).

The cage.

As you will soon notice, not all tiles are safe, so you’ll have to maneuver around them safely. Start with a standing jump, then with a running jump to the next one diagonally on the left. Grab the metal grate above this one and swing till you can drop – then jump to the next tile, which is in the NE corner direction. From there the next tile is south. Then you must simply clear the next 3 with standing jumps, while avoiding the steams the best you can. The 3rd is a trapdoor actually that leads you in the rooms below the cage. A trooper (26) will be waiting for you there already. Crawl beneath the pipes to get to an enclosed part of the room – there press a button to open a door back in a corridor just near the cage entry. Continue to the next rooms, past the fiery floors into the next room and straight again – in here get into a crawlspace for a large medipack (30) and return to the fiery floor room again. Jump over the floor to get deeper into the rooms – past the ladder, look for a jump-switch to open the trapdoor at the top of the ladder – now you can climb out, so do so. Get out of the cage. Go through the now open door in the corridor – in this room go right first and get the small health pack (31) from the crawlspace  - then continue and kill a trooper (27) in the next room. Go down the stairs but turn right first and press a button behind a machine. Continue till you can get into a familiar building and so – the beginning of the level again.

Preparing for the race.

Return to where you used the penthouse key earlier and use the Skywalker key on the ground floor door. Enter the house and go to the second room – shoot the vase to reveal Watto’s Key (32) and open a trapdoor nearby. Opposite the key is a crawlspace, where the trapdoor was – go down and in this room, move the yet unfinished C3PO out of the way and get the Podrace Validation (33) – exit Skywalker's house now, and go east, where the 2nd movable box was, but this time go left, to use Watto’s key and explore his house. Watto isn't home so you can steal the equipment you have so desperately been searching for. Pick up the Hyper Drive Generator (34) from the second floor – and a door opposite the balcony will open revealing a shootable disc. Use your light saber to do the job and get a fly-by showing Skywalker’s house again, and a hidden room near the penthouse – go there and drop through the open trapdoor into the outer compound of the podrace arena. Shoot the trooper (28) – use the podrace validation and so enter to end this level, and go on to the next one…

Level’s Summary:

Possible kills: 28

Possible pickups: 34

Secrets: 4

 

Pod Race.

Note: If you’ve finished cinema 4 before this one, your Pod will automatically have the turbo boost (Sprint-key), which is helpful here and there, but the level can be finished without this little extra.

Enter the outside area and kill the 2 troopers (1, 2). In the right section of this area, go and push the button behind the tables to open the door in the middle. In the next area shoot the crate and get the large health pack (1) from it. A flying sphere (3) will attack, so dispose of it. Place the Hyper Drive Generator you got from the previous level in the opening at the back of the cage (you were facing it when you entered this area) – and it’ll power up the pod and open the front of the cage. Before getting into the pod, read the warning (no reverse gear!) and Race rules. Get into the pod and float/drive towards the door to open it – where you reach the start line the first lap begins – I recommend saving before this.

Lap 1.

Drive past the outside area (you’ll hear Jabba again calling out from his seat in the grandstand) and inside – left past the silver grid tiles and then just along the road till the green arrow sign – float in the direction it shows. Drive so until the lava lake ignoring the Tusken Raider (4) – use the slope to drop over to the next platform, and on this, drive a bit to the left, as there’s no platform straight ahead of you here – past that you only have to make it to the furthest open door in time (what isn’t as easy as it sounds) – some time saving tips:

1)      Drive through the track as you would normally to first get acquainted with it.

2)      Drive carefully, but not slowly around the corners, where you drive down by the green arrow sign.

3)      Take up full speed past the lava blocks – steer left a bit already when jumping to the 2nd platform – once you’ve jumped on the last one, if with full speed, you should be able to float over the small lava bit, and have no need to take the curves.

4)      Ignore the other Tusken raider (5) meanwhile if you think you’ll make it.

If it closes – go through the only passage available – it’ll open the doors, and you’ll have to return to the start of the level and do this lap again. If you did this in time, then simply go to the end of the right hand hallway and pick up the Check Point 1 card (2), get rid of the Tusken raider, if he’s still there (i.e. – you haven’t drove/floated over him). As the sign by the card pickup said – return to the start via the open tunnels now and prepare for the second lap. Along the way you can pick up a small medipack (3) and kill another Tusken Raider (6) but you might as well ignore him and float over another lap.

Lap 2.

Before you approach the starting gate for Lap 2 (Middle gate) – Save to preserve your first accomplishment. Same as in lap 1, but as you’ll approach the arrow; you’ll see its pointing elsewhere so drive there instead. Drive and jump over the hole, by the next one drop carefully – as you have take a sharp turn left. From here on its pretty much the same as the escape route after the first checkpoint, you only will have the chance drive over another Tusken Raider (7) besides the earlier one along the way. Where you drive up the slope by the exit gate, turn right and drive as fast as you can through the overhead tunnel and with driving over 2 more Tusken Raiders (8, 9) jump into the 2nd checkpoint's hallway. If you didn’t make it – same procedure as for lap 1, simply pass the doors, and go try again (or simply reload and try so till you succeed). Tips:

1)      Same as for lap 1 – get acquainted with the track before you start, even though you’ll know most of it anyway.

2)      Don’t bump into anything take out corners carefully.

3)      Don’t stop to get pickups or kill the enemies along the way.

4)      Save in a different slot if you think you did good up until a point, so you wouldn’t have to redo the whole lap if you fail.

Anyway, once done, pick up Check Point 2 card (4) and carry on so you could do the third lap.

Lap 3.

Do the same as before when you have completed Lap 2 and are approaching the start gates again to commence Lap 3 – Save.

For a while (till the ‘exit gate’ signs) this really doesn’t feel any different than lap 2 (another Tusken raider (10) will appear somewhere along the way though), so if there are any obscurities till the ‘exit gate’ signs, refer to that section. When you go up to where you turned right the last time go straight now, and so till the checkpoint. Tips are the same as for lap 2, but I can’t emphasize enough how important points 2 & 4 are here! Anyway – once you get Check Point 3 card (5), drive into the now open hallways – run over the Tusken raider (11), and shatter the left vase to get a large health pack (6). On the yellow striped block a bit further on is a switch, which opens the check-in terminal. Activate it and return to the start.

To the exit.

Drive as you would take another lap – but the path should be enclosed now by the raised silver grid blocks – climb out and notice the small alley in the cliffs – go there, that’s the checkin terminal – submit your 3 cards. The door on the side will open – pick up the Dark Side invitation (7) in there. Save before activating the switch, as besides opening the exit gate it also starts a timed run for the level’s only secret. Activate the switch and get on your pod and rush to the exit gate as fast as you can, bearing in mind all the tips I’ve given before. I found the secret (a large and a small health pack (8, 9)) to be no more tricky than any of the check points – so it’s manageable, though you must lose no time to get it right! Outside you will be attacked by 3 Tusken Raiders (12, 13, 14). Grab a small medi (10) behind one of the transport crates. Approach the gate, push the box to one side and activate the button to get to the battlecruiser. 2 more troopers (15, 16) and a flying sphere (17) will attack – so dispose of them, or if you have enough health and don’t want to battle them – endure their attacks, while placing the dark side invitation in the computer. A camera suggests where you have to get now, so quickly step on the grated floor tiles of the elevator next to you and wait for the elevator to start rising up. When it’s done step inside and welcome to the battle cruiser!...

Level’s summary:

Possible kills: 17

Possible pickups: 10

Secrets: 1 

Battlecruiser

Go further, avoiding the steams and wait for the doors to open up – shoot the 2 troopers and a flying sphere (1, 2, 3) waiting for you, and pick up the general access key (1) one of the troopers left. Press the button by the door to open it. Enter the next big area – the main generator room – you’ll return here several times, for now go straight to the opposite door and it’ll open as you approach it.

West route.

Go in and kill off the trooper (4), use your key, near where he was guarding to open the door – enter the next room and pick up the small medipack (2) on the right, also press the button in here to open a door further on, exit this room. Go along the big hallway turn right to find the next hallway – go there, at a moment you’ll be able to turn right and get into an adjacent room – crawl below the pipes, and shoot the differently looking gratings – crawl here into the next room. Pick up the large medipack (3) and light saber ammo (4) from here and return back to the main hallway. Go further, kill another trooper (5), and continue your journey. In the next room, approach the door with the trooper (6) and kill him (even though he’s peaceful now, he’ll become aggressive when his buddy comes so take them out when they’re alone), drop through the trapdoor and press a button here to open a trapdoor from further on. Climb out and kill another trooper (7), snatch his general access key (5), and use it by the closed door nearby. Go where you saw the trapdoor opening – activate the big silver lever, and get the explosives (6) from the crawlspace- activate the button by them too, in order to re-open the trapdoor that shut behind you. Exit to the main room and go into the white hallways now – you’ll come into another room, but there’s not much to do here either so go further into the next hallway – at the start you have the choice of either going left or right. Go left first – there’s not much to find in the shelves themselves, but go behind them and shoot the grating – crawl in for secret #1light saber ammo (7), now go into flight deck room on the right. 2 more troopers (8, 9) here – one of them leaves flares (8) – leave and continue in the hallway, when done here. At the end, push a block aside in one of the side rooms, pick up a large health pack (9) and activate the wall-switch here, to open the door, a bit back. Go there, and kill the Battle droids (10, 11) in this room. On the 2nd floor on the eastern wall is a submarine door you can open by turning the valve so do so.  In this hallway you have 3 ways to go – in the corner of the room left is a small medipack (10), in the right hand gun turret room there’s another droid (12). Once done in those rooms go straight and kill the flying sphere (13) that’ll attack you. In the next room’s SW corner you can shoot a grating and climb up in a service room for another small health pack (11), return to the main room and approach the 2 doors – a trooper (14) will be summoned – kill him to get his general access key (12), use it to open the door to the Docking Bay Control room. In this room activate the lever to open the other door to access the docking bay. Kill another droid (15) as you enter the next big room and search behind the spaceships for a jump switch to open a door to a hallway behind one of the spaceships and summon a droid (16). Climb up into the hallway and follow it to the end to arrive at a deep engine room. In the distance you can see a pole, you can get to it with a running jump and grab – climb up it first to get secret #2light saber ammo (13) and large medipack (14). Slide down the pole to the bottom level. Enter the next room with a cage on the middle – step on the higher white platform – duck and shoot a grating – crawl in and activate a jump switch. Go further – before entering the next room, look up in a corner for a grating – use your light saber combined with lasersight to shoot the grating and climb up and get into the crawlspace. If you’re not familiar with this move here’s an explanation – climb as high as you can, briefly let go the action button, and press and hold it again, then immediately press the up arrow key to get into the crawlspace, where you’ll find secret # 3light saber ammo (15).  Get out of here and proceed to the next room. From one of the tables jump into the southern alcove a bit higher, and use it to get onto the bridges. Press the button on the southern wall of the furthest bridge to open the gates on the first level. Approach R2D2 and he’ll drive up to a computer and open some doors for you, get back into the southern alcove. The door there will have opened so go there and you’ll find yourself at the bottom of the main big generator room. Go into the middle of the room and find that one of the pillars is climbable – climb up to the top and approach the north door now.

North route.

Pass the door and enter a room with a new puzzle.

3 box puzzle.

This might look complicated, but I’m sure you’ll find that it’s not too hard – keep in mind that the star-like black tiles raise some floor panels and the other dark ones lower them. Lets start by pulling the closest box to you 2 times, so it would stand next to the ‘lowering’ tile. Then pull it twice, so it would stand next to the metallic tile (this one’s the one who’ll rise), and then push it onto it. Pull the block that was in the middle of the wall once, then push twice so it would stand on the star-like tile that raises the metallic panel, on which you pushed the other box. Now carefully pass the other black tile and climb onto the higher bits – push and pull the block till it’s on the black tile and lowers the panel next to you. Now drag the box that you just used to raise the other one, down to one of the black star tiles under the nearest alcove, located on the other side of the structure. Avoid the black tiles next to the far wall. Leave it there for a moment. Then push it on to the central metallic tile. Now grab the one remaining box and maneuver it around to the black star tile in the furthest alcove, again avoiding the other black tiles (they are there to help you lower the raising blocks if you get it wrong). This will raise the box in the middle to the top of this structure. Climb up through the tower. Push the box on the black tile and you’ll hear a door opening on the wall behind you.

After the box puzzle.

Look on the west wall from here and you’ll see where the door opened – jump there, now you’ll be able to shimmy left till the next opening and climb up into it. From here with a running jump get back to the central structure – hang down the edge and find a wall lever – activate it to open the trapdoors. Climb up the structure, get the explosives (16) and jump on the far ledge. Kill the droid (17) and go into the hallway. Don’t go into the new rooms to the right yet, but go through the crawlspace at the end. Herein you can find the penultimate, but also a most fun to get secret. Get down on your left to step on the star-like black tile – this starts a not very tough, but still challenging timed run for the secret – jump and grab the ladder – backflip immediately. Turn right and jump on the slope – from there jump on the grated higher platform – from there grab the edge of the crawlspace – get in, but remain in crawl position – you’ll hear the chimes for the secret #4flares (17) and light saber ammo[ (18), after getting them climb out quickly, cause if you get trapped within – Lara’s body will be pierced by spikes. Return to the previous hallway with the grated windows now. As you enter the next room, you’ll hear a sphere (18) flying your way – once it’s down, get on the lower level and shoot the gratings so you can access a crawlspace. Drop down at the end of it and first bypass the door and the button – shoot the gratings between the control panels and crawl through it and get the light saber ammo (19) from the corner. Get out and press the button to open the door, enter the next room. In here from the main controls get on one of the computers and look for a jump switch behind a pillar. Shoot the droid (19), pick up his general access key (20) that appears then look for a window that looks different from the rest of the glass and shoot that as well. Enter this room and let the trooper kill the droid (20) and later kill the trooper (21) himself too if you want. Use the general access key and return to the main area. The door in south will have opened so go there.

South route.

Drop into the big hangar and shoot the droid (22). In the north, between 2 chambers is a movable block (use flare to spot it, if you don’t see it immediately), pull it out of it’s resting place, and then pull or push to the SE chamber, beneath a light (look on ceiling to see). This raises a floor panel in the opposite chamber so go there, and use it to get to the 2nd floor of this hangar. Go where the ceiling is lower and use it to monkey-swing to the other side. On the other side find the ledge that is closest to the spaceship and with a running jump and grab get on it. Find where the closest bit is on the other side is and get there with a running jump. Step onto the tile before the door and it’ll open, go inside, and pick up the explosives (21) as it closes behind you. Press the button, and then activate the lever and run towards the door that just opened to get back to the hangar. Now there are 2 ways to get to the door that opened and both are pretty simple, so I’ll describe them and let you decide which way to take:

1)      Get back onto the spaceship – and jump on the other side. Due to the low ceiling you’ll find that grabbing the other side is impossible – so do the jump where there is no low ceiling to bother you, but curve by the end of the jump, so Lara would grab the ledge – now maneuver along the side till you get to that door.

2)      Drop down and go to the floor tile that raised earlier, climb up, get to the monkey swing, swing over and go to the door.

Once there, go up the stairs, shoot the droid (23), approach the next room, lay back and enjoy the cut-scene with Darth Sidious (won’t go into detail here, you’ll have to see for yourself). After it, climb onto the gray thingy on your right, when facing the window, crawl into a separate room, and get the last explosives (22) and press the button that opens the door a bit back, so go there now. You’ll be attacked by a flying sphere (24), so kill it, and get onto the higher ledge here, where the lever is and activate it. As you do, the walls of a separate sector here lower and droid (25) starts attacking you, go where he came from and a door to the main area will open again.

Using the explosives.

As the door opens Darth Maul (26) approaches, but he’s easily dispatched from with the light saber (or with any other weapon too, but let’s do some justice to the movie –you’re in the star wars and don’t battle the boss characters with the light saber? ;)). As you’ll notice – the 4 side doors of the directions the routes go will have opened. Jump in the rooms behind them, shoot the glass and place the explosives. After placing all 4 another Darth Maul (27) should come to battle with Lara, but a light saber treatment will put him at rest. Now return to the south room, and you’ll notice that the some wall panels will have risen here – just enough for you to activate all 4 wall switches above them. After a while you’ll get a fly-by of the cruiser exploding and a rescue ship arriving for Lara. Meanwhile 2 more Darth Maul’s  (28, 29) will have appeared and will be hacking on Lara, so teach them the same lesson the previous 2 had to learn, but before you leave, climb down to the bottom of the main area, and go where the closed door was here before (south), and get the last secret – secret #5 – a small medipack (23). After getting it climb back up, and go where your rescue ship arrived to end the level, and so this movie altogether.

Level’s summary:                              Whole movie summary:

Possible Kills: 29                              Possible kills: 74

Possible Pickups: 23                        Possible pickups: 67

Secrets: 5                                          Secrets: 10

Secret count 51.

Feature 2- Stargate.

Walkthrough written by Elvis t. aka eTux with additional help from the author.

It’s possible that the walkthrough might miss an enemy or a pickup someplace, but nevertheless it serves its purpose and guides you to the end of the level.

Designations: Enemies, Pickups, Secrets, Cardinal Points, Level name, Individual tasks of the level.

Military installation.

The level starts with Lara infiltrating into a military installation, and a fly-by showing you around the first area. As you slide down, shoot the grating, and collect the knife (1) before dropping out of here. As you do, a guard dog (1) attacks, so dispose of it, and shoot 4 or so boxes lying around the 1st floor – collect the revolver ammo (2), shotgun normal ammo (3) and flares (4) you can get from them. Enter the storage and go up to a higher level here, activate the lever here. It operates a floor tile on the first floor raising or lowering it. Return to the first floor and push the box in the middle of the room onto the lowered tile, raise it and return here. Look on top of the box, and move on the tile up here that looks just like it. Lower the tile again, and this time - pull out the box from the corner of this room and onto the tile. Raise it again and do the same as with the first box. Doing so will raise tile out in the main hangar (a camera will show this) – go there and activate the now reachable wall-switch. This opens a grating that blocked an entrance to a crawlspace on the 2nd floor so go there. As soon as you’re up the stairs turn left, jump and shoot to shatter the grating, climb in the crawlspace and get out on the other side. Walk to the edge of this ledge now and with a standing jump and grab the furthest tile in the middle of the burner pit. Shimmy around the edges till you’re closest to the opening on the other side and climb up on the corner of the tile. It will light up on fire, but since you’re on the corner of the tile you’re safe. Face the opening and get in. Jump over the pit and get the crossbow (5) secret #1. To return use the same strategy – grab the furthest (yet) non burning tile and shimmy to the corner, climb up – face the furthest non-burning tile – grab it with a standing jump and simply shimmy now to the safe tile and get out. Go along the ledge here and enter the room on the left – search the shelves for a large medipack (6) and normal shotgun ammo (7). Climb on the boxes and into the enclosed sector of the room for some flares (8). Ignore the crawlspace and the grating in this room as there’s not much of interest there. Leave and go where you opened the crawlspace earlier. In here crawl left, and hang in the pit – shimmy around the crack on the other side and get the normal shotgun ammo (9) there. Carry on in the other direction and shimmy around this pit too. At the end shoot the gratings and get out. Jump on the boxes near the high pipes and get the flares (10) from the top. Press the button to open the door and enter the top level of the warehouse.

Warehouse.

There are a couple of things to do here, but you’ll find that most lead to dead ends (you may explore, but I’ll only describe the most efficient way of doing things) so go to the middle level of the warehouse now. Go to where the exit sign is and activate the lever to open the door – you’re not leaving yet exactly, but the way further is in here. Go left and in the next room turn left also. Activate the lever by the door to open it.

Toxic pool.

As you enter turn right and use the binoculars to spot a grating on the right wall in the distance. Jump up and shoot facing the grating to destroy it. You can use the laser-sight with a gun that works with it too, if you think it’s more comfortable. Grab the monkey swing and swing left to get some shotgun shells (11) at the end – return to where you entered this room after that. Now grab the low ceiling and monkey-swing to the now open crawlspace, get in it. Slide down the slope backwards and grab the edge at the end of it. Climb up and backflip onto the next slope. Slide down as low as it goes without dying then press and hold the jump and action keys. Lara should bounce to the next slope and from it jump and grab a higher one. Climb it up and backflip to land in an alcove. Crawl into the opening on your right (or left, depending how you got there, though it doesn’t matter as the opening is obvious), shoot the grating at the end and drop out. Shoot the gratings on the right wall you should see, monkey swing and drop in there. Crawl till you can get out, slide on the steep part then bounce to the next one, from there slide and bounce to the flat platform. From there do the next simple jump sequence to get to the other side. From there shoot the grating covering the crawlspace, you saw earlier and swing there first. At the end press the button, to open a door, and return to the previous room. Let’s take a small detour for a secret first – slide down the slope below the crawlspace you just got out of and safety drop to the ground. Jump on the next safe tile (NE corner) and crawl into the narrow passage. Get in the water and in the open room at the end get – crossbow explosive ammo (12) and shotgun normal ammo (13) – secret #2. Climb out on the west and use the ladders and passages (avoid the deadly pit before one of them) to get out back in the room with the slopes. Get on the other side of the pit again. Now use the monkey swing to get as close to that open door from earlier as you can. As you’ll soon find out, it isn’t close enough – but there’s a helpful crack on your right – swing as close to the right wall as you can, drop and grab it and shimmy left till you can stand up where the door opened. Crawl to the end here, shoot the grating and drop out in the next room. Search the shelves for some shotgun normal ammo (14) and get the shotgun (15), crossbow explosive ammo (16) and revolver ammo (17) from the higher platforms. Press the button at the end of the rocket hallway to open the door to the crawlspace in the room with the goods. In the crawlspace go right, slide down the slope and grab the opposite wall. Climb so Lara would be on the black hole and backflip and grab the wall above the opening you slid in. Then climb up and backflip to the ledge. There’s a crawlspace just above you get in and keep moving till you’re outside – climb up the ladder, activate the wall-switch behind you to open the door just a bit ahead of you. Slide over the barb-wire pits and get into this newly opened door. Snatch the flares (18), and shoot the grating at the end of the crawlspace. Shoot the glass in this room and get Chevron 3 (19) behind it. This sets off the alarm and a guard (2) appears outside. Get rid of him, and get back into the crawlspace. Return to the rooftops and continue where you left off getting the chevron. Operate the lever above the hole into the grating to open a nearby door – in the next room – time getting the valve room disc (20) from below the steam and then use the crawlspace to get back to the room before the toxic pool. Use the disc in the computer device to open the door behind you. Operate the valve in this room to make the pool safe to swim in.

Swim down to the bottom of the pool and look for a switch on the central structure. This opens the door on your right (south) – swim there and inside get the small medipack (21) from your right, and activate a switch on your left. This opens the door at the opposite side of the pool. Let your air supply bar fill and save before attempting this maze, as it may take few tries.

The maze.

Swim past the now open door and turn right to enter the maze. When you have choice swim left (north) first, then swim till you have to choose where to swim again swim left (west) now, activate the switch to open a door a bit further on and use the same path to return back to the start, so you can get some air. When you’re air bar is filled up, return to the maze and take the same route, but where you turned left to activate the switch swim straight, and then take the left where the tunnel goes down. Swim here till where the door opened (the grating might hint on where it was) and then swim right (north) where the way goes down straight. Swim up the steep part carefully without bumping anywhere, as that takes previous time – and then swim close by to the ceiling to fit into the narrower tunnel coming up. At the end just swim up and shoot the windows to pick up Chevron 2 (22). You may return directly back to the big pool, but I’ll describe a little detour to get a secret. Return as usual till the vertical swim up where the door initially was, and instead of going left and so back turn right (west) and swim down where the tunnels go, but keep Lara to the ceiling as another narrower section is coming up – at the end pick up the crossbow explosive ammo (23) secret #3 – and then swim as fast as possible back to where you got the chevron – you might need to take a health pack along the way, but it is possible to get through without one too, if you’re fast and careful enough. Now return back to the big pool the same way you got there. If you wondered what the other tunnels where you didn’t go (if you followed this walkthrough) are for – then I can say that they won’t take you to any new areas, they’re just a detour to the same places you’ve been. Climb out of the pool and leave this area. A fly-by will show a door opening on the first floor and a guard being summoned. So go where the door opened.

Warehouse, bottom floor.

Kill the guard (3) and shoot the 2 boxes here to get some normal shotgun ammo (24). Go down the stairs where the guard was. Pick up the large medipack (25) at the top of the stairs, and continue your way down. You’ll hear some warning music along the way so draw your guns and dispose of the guard dog (4). At the end will be a storage room with electrified floor. Jump on the boxes and to the platform by the northern wall, where above it is a wall-switch that opens a door by the chain. Jump on the box, duck and shoot the blue one hanging in the chain. Get to the chain. I found that it is easiest to jump and grab it, then climb up 3 times. Turn around and jump off backwards to land safely into the opening. If you don’t succeed try higher or lower from the place you tried till you do. In the hallway go straight and activate the lever at the end, then go into the side hallway and climb up – get on the bridge and then onto the rope in the middle of the room. From there swing to the wall-switch on the western wall. It opens the wall on the other bridge, so return to the rope the same way you did before and get on the other bridge. Activate the lever in the new room and the sprinklers will set off, making the deathly floor safe. Drop down on the first level, and go where the door opened, shoot the glass and get chevron 4 (26), another alarm will start and the other door on the warehouse’s bottom level will open setting free few more guards. Return there and shoot the 2 guards (5, 6), pick up the revolver (27) one of them leaves. Search the shelves in the room from where the guard came from to get an access code disc (28) and revolver ammo (29). Return to the top floor of the warehouse and use the disc by the laser control room door. Enter the control room and approach the left row of bulbs. Use the knife to pry the middle laser fuse (30) from its resting place. The fuse is worthless as such, but it deactivates all the lasers, so let’s get busy. Go into the wider hallway of this floor – at the end and on the right wall is a button that opens a door to the conference room from which you can see the stargate - to see through the windows it you have to press the button in here, which also turns on the light in this room, but otherwise there’s nothing to find here. In the middle of the left wall by a double door is a button that opens it (the door). As you enter, a guard dog (7) will approach from behind. Go left and press a button to open the door ahead of you. Enter the room with the Rosetta stone and kill another guard dog (8) that attacks Lara. Go by the controls here, and get Daniel’s security card (31), from one of the desks (near the shatterable computer). Return to the previous room before the Rosetta stone and use this card to open the door. In here, light a flare to spot a pushable wall panel and push it as far as it goes – if you were here before, you’ll know that there were lasers here, but now they’re deactivated so you can go to the end of the passageway and get – Chevron 1 (32), kill the guard dog (9) and guard (10) when leaving back to the warehouse.

Activating the stargate.

Go to the 2nd floor now, where the ‘authorized personnel only’ sign is. Kill the guard (11) along the way and pass the passage that was guarded by lasers before. Activate the lever at the end to open the next door. Turn left (south) and go down here. Kill another guard (12) and enter the next room. Shoot all the glass before the chevron symbols and place all 4 of your chevrons in the receptacles. You’ll hear the stargate activating so return to the higher floor and go through the now open door into the stargate room itself. Jump through it to end the first part of this adventure….

Beyond the Stargate.

Search both niches left and right for some shotgun normal ammo (33, 34), the 2 hallways on the sides are for much later, so ignore them currently and go up. Shoot the 3 alien scorpions (13, 14, 15) and explore the temple for some shotgun normal ammo (35), large medipack (36) and flares (37), you will be attacked by another alien scorpion (16) as you do. Exit the temple for a most breathtaking view – which reveals one alien wasp (17). As you go further on the desert planet another one (18) will attack from the dunes. First turn left and at the end of the small valley climb up on top of the temple. Get the small medipack (38) from one of the grated windows, and some shotgun normal ammo (39) from the roof. Climb down on the other side to get a large medipack (40) sitting on a flat rock. Go further into the desert and turn left to pick up some revolver ammo (41) at the end of the valley. Go further into the desert, and firstly ignore the big canyon on your left. Go in the opposite direction (south) and encounter 2 giant alien scorpions (19, 20). Go further south into an opening and kill 2 more alien scorpions (21, 22). Jump over the pendulum blade pits, when it’s safe and over the bigger gap to get the Horus Talisman (42). 2 more alien wasps (23, 24) will attack so dispose of them and get out of this cave and move on to the canyon. Hang on the ledge of the pit to spot the first sandy platform and drop on it – use the other ones to get on the other side of the canyon and kill the giant alien scorpion (25) there. Move on to the 2nd canyon. Jump to the first sandy platform, turn around to spot that there are carvings onto the southern wall; you can use to get to the bottom of the canyon. Once down face the western wall and grab the crack – shimmy right and get into the crawlspace. At the end there’s a crawlspace to get back into the canyon – opposite it is a high one that leads further continue so till you get to a big room, where you’ll find some normal shotgun ammo (43), a large medipack (44) and flares (45) – secret #4 – the only one in this section. Get back to the canyon – climb up the same wall, backflip and grab the edge shimmy right and get on the sandy platform. Now cross the canyon the same as you did with the first one. An alien wasp (26) will attack as you move on towards the end of this valley. In the temple you can already place the Horus talisman you got a bit earlier, but as you see the other sitting statue is out of reach so you must look for other ways there…

Quest for Anubis talisman.

Return outside before the entrance. Face north and get on the mound behind the pillar, look for a high crawlspace and get within. Get into the cave, and get rid of the alien wasp (27) jump into the water and get the flares (46), swim west till you get to a remote part of the temple. Go through the passageway, avoiding the scissor-blades till you get to checkered room where the key you need lies. Go in the SE direction over the black tiles and jump safely into the niche with the guardian key (47), after getting it, use the black tiles only again and get back to where you swam here first. Use the key next to the Horus’ eye symbol door to open it. In the next room you already see the desired talisman in the distance, go into the adjacent section on the left, and press the button at the end, this summons 2 translucent red platforms which help you across the pit – get the Anubis Talisman (48) and return to the start of the cave where the wasp was. Climb out on the lowest platform in the middle – use the other rock pillars to get into a high opening in the east wall – at the end of it is the other sitting statue, use your talisman there and the door to the temple will open (If you’ve placed both talismans of course).  Return to the temple through the same route you got here.

The temple/ caves.

Slide down into the caves go further, ignore where you see the temple bits as you can’t do anything there without something, so go deeper into the caves. Shoot the 2 alien scorpions (28, 29) and go where they come from, by a pit, jump up left before a slope. Jump on the slope and bounce from one to the other and then on the other side of the pit. Go further here and drop out in another canyon. Jump over the canyon on the west side. Explore the passages here to find the starship fuel (49), return to the canyon, jump south. Kill the wasp (30) there. Now at the end of the passage you should reach the temple bits I was talking about. Place the fuel into the round opening to open the door – go there and pick up the Goa’uld Chevron (50) to get a fly-by. This suggests you to return to the start of the level, where a door opened in one of the hallways by the stargate so do so. Kill the first demigod (31) by the temple. Enter the temple and meet the second one (32). Go where the door opened, press a button and continue up, till you’re beamed into the spaceship.

Inside the Goa’uld Spaceship.

Go along the passageway and jump over the fire pit, a wall panel will lower. Step on the next elevator – it’ll beam you higher – kill the falcon demigod (33), go into the adjacent room and drop into the water, wade into the other room you saw through the room earlier then and press the button to open the door, get there. Go up and turn left (west) by the flame. Now you’ve arrived at the 4 beetle pyramid and have a choice between the western and southern route. Do whichever you prefer first.

Southern route.

Stop before the slide and time getting past them with the burners intervals (you may also wait in the alcoves besides the burners, you’re safe there). Kill the demigod (34) and come to a room with vertical burners on pillars. If you got the crossbow secret in military installation, you might be familiar with the technique how to get to the beetle, but I’ll describe again. Grab onto the edge of the pillar shimmy around till a corner, where it should be safe, from there on jump on the next pillars and so on till you get till the beetle. Pry the scarab (51) from the wall and the burners will disappear. After this a wall panel will have lowered in the previous room (south) so go there. Slide down and activate the 2 switches to open the translucent door and get into a room below the deadly water, avoid the shining tiles as they’re deadly. Slide down on the right and get down into the big pyramid room. Go south – where the currently only open door is and pick up the shotgun normal ammo (52) from the pedestal. Jump on the higher block and swing past the burner. Activate the button on the other side and swing back. Go to the opposite side of the pyramid room where the door opened. There’s a movable block puzzle here, before taking any further actions look on the black line of each planet – especially mark the symbols of each planet. Climb up the ladder in the passage that’s in the corner of this room and get into a crawlspace – at the other side press a button, this enables you seeing hints where to move each planet, so go to the top room and mark the spots, also snatch the flares (53) – return down and move each planet on where the corresponding symbol was. After moving all 3 planets in the correct spots (a shining planet appears above them once they’re on the correct spot, Spoiler: Map) an earthquake occurs and you’ll see a fly-by of the top of the pyramid. Look on the sides of the pyramid – some sectors will be broken out and you’ll be able to maneuver on them to the top of the pyramid. Pick up the Ra’s key (54) on top of it and slide down. Kill the falcon demigod (35) at the bottom. Go past the east door that is open now. Go down and enter the next puzzle room.

5 pad and 4 column puzzle.

The goal is to raise each of the 4 columns here, and you do so by stepping on the 5 tiles, which raise and lower certain columns (there is also another pad a bit off the others that resets the whole puzzle). By stepping on the tiles in the right combination you can raise all 4 columns, if it is too enigmatic, here comes a description of what each of the tiles does:

First let’s start with naming each of the columns – the tallest = A; the 2nd tallest = B, the 3rd = C; and the 4th (which you currently don’t even see, cause it isn’t risen) = D.

Now what each of the tiles do:

Violet:Green: C rises – D lowers

Red: C rises – B lowers

Yellow: D rises

Blue: A rises – C lowers

Just step on each tiles so that in the end all 4 would be risen. If this is still too mind boggling – bellows a direct combo, am not saying there aren’t other better ones – but this works too, so don’t knock it if you couldn’t bother figuring it out for yourself, lol. I do recommend to do that as a last resort, thus I also made it a spoiler (i.e. – select the brackets with your mouse to see solution)

(SPOILER:Violet – Blue – Green - Yellow.)

On the top floor explore the 4 side chambers for 2 shotgun normal ammos (55, 56) and a large medipack (57), and most importantly a scarab (58) from the south wall. By one the eastern wall pickups areas, near a pedestal light a flare to spot a movable block – push it as far as it goes and get the crossbow (59) and crossbow explosive ammo (60) – secret #5. As you get all the stuff a falcon demigod (36) will start roaming around the top floor and a demigod (37) on the ground floor. Return back to where you entered this area from the pyramid room and go where the wall panel lowered, when you got the scarab. Another elevator will take you up, where you can use the Ra’s key to escape back to the previous area. Go up and meet another falcon demigod (38), then return to the 4 scarab pyramid area. Place the 2 scarabs if you wish, but you may conserve them till you’ve got all 4.

Western route.

Get down by the toxic pool and maneuver around the safe tiles, to the other side, to press the button there (the jumping is pretty simple so I won’t go into detail). This opens the door in the north, so get there. Slide down the slope, but don’t drop in the water – jump on the side and keep the jump button pressed while holding the arrow key in the direction you want to go, continue this way till Lara can stand safely on a tile. Once done go where you see the scarab – on the sides are 2 burners, time the burn/not-burn intervals to activate the switches. This starts some small trembling, and opens the door to the scarab (61) – this opens the southern door in the toxic pool area, but before returning to there drop in the water that is safe now. Swim through the narrow opening in the north and to the end – get the torch and drop through the turquoise opening down into the water room. Return to the toxic pool, and before going into the south area, return to the 4 scarab pyramid area and to the burning vessel – light your torch and go downstairs, and use it on the 2 vessels to open the rooms to one of the final secrets in this movie – secret #6 flares (62), revolver ammo (63), small medipack (64). Return to the toxic pool area, you may drop your torch now, as you don’t need it. Go south now; you’ll come to an area where you see a pillar in the middle and a toxic pool below you. Hang on the edge of this opening, drop and grab the crack below, shimmy toll you can climb up in this opening activate a lever. Continue up the hallway and climb up, now the floor has crystallized and you can right walk to the central pillar and get up on the gratings. Get the scarab (65) from the eastern niche and dispose of the falcon demigod (39) that appears. Return to the 4 scarab pyramid area the same way you got here.

Ra’s Throne.

Use the 4 scarabs on the pyramid and it’ll open up. Get the 2nd Ra’s key (66) and the door before the northern passage will open – go there and you’ll be taken up to Ra’s throne room. You’ll already see Ra roaming – he’s excited to meet you, as you see. Go to the SW of the room first and jump past the translucent wall – use the Ra’s key here. This opens the door in the opposite chamber from here (SE corner of the room) – get the Ra’s Pendelum (67) – the ultimate prize in Stargate and a door to the chevron will open from the other side so go there (NE corner), get the Earth’s Chevron (68) and go to the only chamber left (NW corner) and drop into the hole to escape this spaceship…

BUG ALERT! If for some reason you carried the torch this far after getting one of the secrets, drop it before leaving the level, or you might experience crashes when returning to the earlier Stargate levels.

Beyond the Stargate.

Press the button to open the door, slide down. Cross to the other passageway (east) and into the new room place the 2 chevrons to re-activate the stargate. Jump through it to return to the military installation.

Military Installation.

A fly-by will show you the exit route; enter the next room kill the guard (40), take the shotgun normal ammo (69) he leaves behind, also snatch the shotgun normal ammo (70) from behind a box by the steps and take the large medipack (71) from on top the boxes. Exit to the warehouse. Before going down, go into the wider hallway again and turn west to enter the canteen – jump by the fire and get the milk bottle and bread – breakfast (72) – secret #7 – this sure might come in handy :). Go down on the middle level and kill the guard (41), the other guard (42) and his dog (43) might have arrived meanwhile too. Go where the exit sign is and you’ll find yourself at the start again – behind the truck is the escape route so go there – kill the guard (44) at the end and step out to end the movie…

Movie summary:

Pickups: 72

Kills: 44

Secrets: 7

Secret count 58.

                                                                                    To Cinema 6