Lucky Stars Go Places

Lucky Stars Go Places

Year: 1986

Runtime: 95 mins

Language: Cantonese

ComedyAction

A ragtag group of Hong Kong police find themselves tangled with the Japanese underworld. Lucky Stars Go Places (also released as The Luckiest Stars) is a 1986 Hong Kong action‑comedy directed by Eric Tsang, the fourth entry in the Lucky Stars series. The film blends the original Lucky Stars ensemble with the Aces Go Places troupe, creating a crossover of slap‑slap and kung‑fu action.

Warning: spoilers below!

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Timeline – Lucky Stars Go Places (1986)

Trace every key event in Lucky Stars Go Places (1986) with our detailed, chronological timeline. Perfect for unpacking nonlinear stories, spotting hidden connections, and understanding how each scene builds toward the film’s climax. Whether you're revisiting or decoding for the first time, this timeline gives you the full picture.

1

Assignment to the case

Police superintendent Walter Tso tasks Kidstuff with investigating an international ammunition trade between two gangs. The case links the Japanese Yakuza, who hold stolen diamonds, with a terrorist faction that controls a stockpile of weapons. Kidstuff begins gathering information at the police station to start the inquiry.

Hong Kong Police Station
2

Reunion with Quito

While at the police station, Kidstuff reunites with Quito, an old friend from the orphanage. They share a warm hug, but passersby misinterpret the moment and alert Quito's husband, Albert. The incident foreshadows the later tension around Quito and her marriage.

Police station
3

Albert's confrontation and the dinner

After the reunion, Quito and Kidstuff arrange to dine together. Albert, Quito's husband, refuses to listen to Kidstuff and attempts to fight him. Later, Albert secretly hides under their table, heightening the marital strain.

Restaurant
4

Lucky Stars refuse help

Kidstuff seeks assistance from his former Lucky Stars crew, including Eric Tsang, Richard Ng, Stanley Fung, and Michael Miu. The group declines the request because they have embarked on a new crime spree. Left with no old allies, Kidstuff must assemble a new team.

Lucky Stars hideout
5

Top Dog enlisted

Kidstuff recruits Top Dog, a contact famed for his bond with dogs, to join the mission. Top Dog's unique rapport with animals is presented as a key asset for unconventional tactics. He agrees to join the team.

Recruitment location
6

Fat Cat joins

Fat Cat, a lazy but corrupt cop, is bribed into joining the operation. Kidstuff literally throws money at him to secure his participation. Fat Cat's questionable methods add a volatile edge to the team.

Recruitment location
7

Lambo joins

Lambo, a martial arts expert from the SDU and a ladies' man, joins the crew to provide combat prowess. His street-smarts and fighting skills aim to balance the group's dynamic. He agrees to participate.

Recruitment location
8

Long Legs and Libbogen join

Long Legs and Libbogen, a timid duo of beat cops, are drafted into the squad to add support and cover. Their nervous energy contrasts with the other recruits, adding comic relief and caution. They accept the assignment.

Recruitment location
9

Yum Yum assigned to teach

Yum Yum is assigned to train the gang in self-defense and disguises. Her expertise is meant to shore up the team's skills for the dangerous mission. However, the training becomes sidetracked by the group's attempts to grope her.

Training room
10

Training interrupted

The team's three-day training period is thwarted by their numerous distractions and misadventures. Their lack of focus jeopardizes their readiness for the upcoming operation. The group ends the training still unprepared for the mission.

Training facility
11

Disguised arrival at Fushime's villa

Disguised as Arabian clients, the team arrives at Fushime's villa with Yum Yum to conduct the diamond trade. They are welcomed to stay for a night, signaling the start of the exchange. The atmosphere is tense as everyone sizes up the operation.

Fushime's villa
12

Diamonds found and captivity

Inside the villa, they sneak into Fushime's safe while Top Dog guards the outside. The team locates the diamonds, swallows them to hide evidence, and accidentally lock themselves inside the safe, resulting in their capture and binding. Kidstuff's plan is jeopardized by this turn of events.

Fushime's villa
13

Tso blocks rescue, mental hospital

Top Dog informs Kidstuff of the predicament, and Kidstuff pleads with Tso to rescue them. Tso refuses to publicize the mission and instead locks Kidstuff away in a mental hospital. The authorities' silence complicates any attempt to save the team.

Mental hospital
14

Escape and villa battle

Meanwhile, the gang and Yum Yum manage to free themselves and prepare to fight. Lambo squares off against Fushime while the others take down Doyuta, Fushime's top henchman. The tide of battle shifts toward the team's advantage.

Fushime's villa
15

Final taunts, roulette, and Quito's intervention

Kidstuff defeats Fushime and takes the lead, but Albert arrives and taunts him, prompting a Russian roulette duel to prove Quito's loyalty. Kidstuff fires five times with Albert's revolver, but the chambers are empty, and he challenges Albert to do the same. Quito arrives just in time and slaps Albert, ending his deceit.

Fushime's villa

Last Updated: October 09, 2025 at 14:40

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Lucky Stars Go Places Summary

Read a complete plot summary of Lucky Stars Go Places, including all key story points, character arcs, and turning points. This in-depth recap is ideal for understanding the narrative structure or reviewing what happened in the movie.

Lucky Stars Go Places Summary

Characters, Settings & Themes in Lucky Stars Go Places

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Characters, Settings & Themes in Lucky Stars Go Places

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