LatM - Star
Wars Episode 1 Walkthrough
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 lasersight 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 westernwall
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 #1
- light 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
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
Podrace.
Note: If you’ve finished cinema 4 before this one, your
pod will automatically have the turbo boost, 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 #1 -
light 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 #2
- light 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 # 3 -
light 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 #4
- flares (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, 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:
Possible Kills: 29
Possible Pickups: 23
Secrets: 5
Whole movie summary:
Possible kills: 74
Possible pickups: 67
Secrets: 10
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