Star Wars: Republic Commando Walkthrough :
This walkthrough for Star Wars: Republic Commando [X-BOX] has been posted at 17 Oct 2010 by bottylicious and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up bottylicious and share this with your freinds. And most important we have 2 other walkthroughs for Star Wars: Republic Commando, read them all!
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Walkthrough - FAQ/Walkthrough-----------------------------------------------------| =====================================================| STAR WARS REPUBLIC COMMANDO | =====================================================| -----------------------------------------------------| In-Depth FAQ/Walkthrough For the Microsoft Xbox By: Noxious_Rebel Email: fenris245@aol.com AIM: fenris244 Version 1.60 Created: 4/7/05 Updated: 5/3/05 Copyright (c) 2005 Adam Gleeson-Prata ***************************************************** WELCOME TO NOXIOUS_REBEL'S WALKTHROUGH!!! ***************************************************** This is an in-depth walkthrough/FAQ for Star Wars Republic Commando. This walkthrough was done on hard mode. Just as a side note, guys; if you wouldn't mind taking five minutes out of your busy days to drop me a line just saying you used my walkthrough, I'd really appreciate it. This is my first walkthrough, and I'd really like some feedback (my email address and AIM names are listed above). _____________________________________________________ _____________________________________________________ ======================================================== UPDATES ======================================================== 4/8/05 - spelling and grammar check; added Combat Hints/Tips/Strategies; added Cheats/Unlockables 4/11/05 - spelling and grammar check; did more of the walkthrough; fixed a few mistakes here and there 4/13/05 - did more of the walkthrough; added entry to FAQ section; added another hint/tip/strategy 4/30/05 - finished walkthrough!! added entries to hint/ tip/strategy section; fixed a few mistakes here and there 5/3/05 - final spelling and grammar check; added a few entries to the hint/tip/strategy section; changed random wording and fixed random mistakes 5/8/05 - tidied a few things up; added question to FAQ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ __________________ Table of Contents: __________________ I. Introduction II. Basic Gameplay A.Basic Controls B.HUD C.Characters D.Squad Commands/Controls E.Assignable/Usable Positions III. Weapons (usable by player) A.DC-17m Interchangeable Combat System 1.Blaster Attachment 2.Sniper Attachment 3.Anti-Armor Attachment B.DC-15s Side-Arm Blaster C.ACP Repeater Gun D.ACP Array Gun E.LS-150 Heavy ACP Repeater F.LJ-50 Concussion Rifle G.Geonosian Elite Beam Weapon H.Wookie Bowcaster I.Wookie Guided Rocket Launcher J.Thermal Detonator K.ECD Grenade L.Flashbang Grenade M.Sonic Grenade N.Melee Attack O.Turrets 1.Republic EWEB 2.Wookie Dual Launcher 3.Wookie Quadrail Launcher 4.Trandoshan MMLT IV. Enemies A.Droids 1.Battle Droid 2.Super Battle Droid 3.Droideka 4.Scavenger Droid 5.Advanced Dwarf Spider Droid (ADSD) 6.Grievous’ MagnaGuard B.Trandoshans 1.Slaver 2.Mercenary 3.Heavy Mercenary 4.Grenadier C.Geonosians 1.Warrior 2.Elite 3.Drone V. Vehicles (relevant to player) A.Republic Gunship B.Republic AT-TE C.Droid Dispensers VI. Walkthrough A.Prologue: The Beginning B.The Clone Wars 1.Geonosis a. Extreme Prejudice b. Into the Hive c. Strength of Brotherhood d. Infiltrate the Droid Foundry e. Destroy the Droid Factory f. Advance to the Core Ship g. Canyons of Death h. To Own the Skies i. Territory j. Infiltration of the Core Ship k. Waking the Giant l. Belly of the Beast 2.Republic Assault Ship a. The RAS Prosecutor b. Delta Down c. Unwelcome Visitors d. Rescue the Squad e. Alone f. Troika g. Jailbreak h. Tactical Supremacy i. Attack of the Clones j. Lock Down k. The Wrath of the Republic l. Saving the Ship m. Holding the Line 3.Kashyyyk a. The Rescue of Tarful b. Hard Contact c. From the Shadows d. The Bodyguards e. Obliterate the Outpost f. Aim for the Heart g. Critical Strike h. Bridge at Kachirho i. Turning Point j. The Gauntlet k. Detour l. A Bridge Too Far m. The Wookie Resistance n. Behind Enemy Lines o. V.I.W. p. Saving Ammo q. Live Ordnance r. Fate of the Resistance s. Search and Destroy t. Heart of the Citadel u. Moving Upstream v. The Final Strike VII. Combat Hints/Tips/Strategies VIII. Cheats/Unlockables IX. FAQ X. Legal Stuff ___________________________________________________________________ = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =| Here's an overview of the gameplay, weapons, and | enemies in SWRC. Be advised, most descriptions are taken | from the official website, www.swcommando.com. | = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =| ___________________________________________________________________| Republic Commando is a first person shooter set in the Star Wars universe, between Episodes II and III. It's the story of a team of four clone soldiers who have been bred from birth for war, teamwork, and brotherhood. Outfitted with Katarn battle armor and the DC-17m combat weapon system, the commandos are at the top of their league. The game employs an easy-to-use squad command system where you, the player, control the leader of the team and give out orders to your squadmates. I will go into this in-depth later in the walkthrough. Here, I will be outlining what the buttons do, what everything on the screen is for, who your squadmates are, and the controls you'll need to get familiar with to effectively utilize your squad. A BUTTON - use/pick up B BUTTON - melee attack X BUTTON - reload Y BUTTON - jump WHITE BUTTON - change HUD modes BLACK BUTTON - change grenade START - pause the game BACK BUTTON - toggle mission objective on/off, toggle scores in multiplayer RIGHT TRIGGER - fire LEFT TRIGGER - throw grenade LEFT THUMBSTICK - movement RIGHT THUMBSTICK - look CLICK RIGHT THUMBSTICK - zoom/aim down the ironsights of your gun. CLICK AND HOLD LEFT THUMBSTICK - crouch D-PAD + A BUTTON - issue squad commands (see II.D for details) D-PAD UP - equip DC-17m blaster variant D-PAD RIGHT - equip DC-17m sniper variant D-PAD DOWN - equip "picked up" weapon (ACP array, elite beam weapon, Wookie bowcaster, etc.) D-PAD DOWN (DOUBLE TAP) - equip DC-15s pistol D-PAD LEFT - equip DC-17m anti-armor variant Star Wars Republic Commando is a first person shooter. As such, all the relevant information (ammo, health, squad status, etc.) is displayed on the screen in front of you. Here's a quick overview. Your view looks kinda' like a "T." Right at the top in the middle is where your current mission objectives will be displayed. The currently selected grenade is shown in the bottom right, along with how many you have available. The white bar running along the bottom is your shield power (depleted when shot, but regenerates). The green bars stacked on top of each other in between the two shield displays are your health meters. Green is healthy, yellow or orange is damaged, and red is incapacitated. This gets depleted when you are shot and does not regenerate. A bacta station is needed to replenish this (see II.E for details on bacta dispensers). On your currently selected weapon will be 1) an ammo count, and 2) a clip count. It should be obvious which one is which, so keep an eye on them. Between your health meters you'll see a circle with an arrow and a number in the middle. This is the objective tracker. It shows you where and how far your next objective is. Above the left shield bar is your squad status area. The three green circles indicate your squadmates, with their respective numbers above and an arrow pointing to where they are in relation to you. The circle will change depending on what they are currently doing. Example: if they are at a sniping position, the icon will be a 4-point reticle; if they are at a grenadier spot, the icon will be a grenade; if they are incapacitated, the icon will be a red cross. The color of the icon lets you know how healthy they are, using the same color system as your health gauge. The three HUD modes you can be in are normal, tactical, and low light. Tactical mode gives you floating arrows pointing in the direction of your squadmates if they aren't in your field of vision. There will also be four bars running vertically on the edge of your visor that will change to the color of the squadmate you have in your crosshairs. Normal mode is the same as tactical without the tactical color indicator. Instead, when the crosshair is put on a squadmate, their number will appear over their head. Low light is for just that; low light situations. It's a mixture of night-vision and infrared vision, culminating in something that resembles a cloudy day, allowing you to see in dark places. You will also lose the tactical color indicator present in the tactical mode. Delta 38 The leader of Delta squad, also the player character. RC-1138 "Boss" Really only talks when orders need to be given. Same white Katarn armor as the rest of the squad, but has unique orange markings. Delta 40 Acknowledged "second-in-command" of Delta squad. Very RC-1140 "Fixer" by-the-book soldier, often heard telling the others to "cut the chatter." Insists on calling the squad by their numbers instead of their nicknames. Resident technology expert. Excels at slicing terminals and breaking codes (no in-game effect). Fixer has green markings on his armor. Delta 07 The rest of Delta squad suspect someone may have spiked RC-1207 "Sev" 07's cloning vat. He's a cold, quick, efficient killer with a thirst for battle and a dark sense of humor. "When things get hairy, he gets scary." Excels at sniping (no in-game effect). Sev has red markings on his armor. Delta 62 Delta 62 puts the fun back in "funeral." With his almost RC-1262 "Scorch" fatalistic sense of irony and his witty humor, 62 manages to put an almost friendly face on the hell that is war. The resident explosives technician, he got the name Scorch from singing off his eyebrows when a demolition charge went off early. Scorch has yellow markings on his armor. Together, these four commandos form a lethal, precise, and quick way to deal with any and all combat situations that require that extra pinache. When a stab in the back is preferred over a full-on charge, Delta Squad is called in to duty (although the Deltas would just as soon volunteer for the latter). The "Advisor:" Your clone contact who informs you of all your missions and mission updates. Sun-Fac: Geonosian General Tarful: Wookie leader General Grievous: Trade Federation General The main feature of this game is the ability to control your squad. By understanding these few simple controls, you'll be taking out Trandoshans and droidekas in no time. The cornerstone of the squad command system is the D-PAD. Simply by pressing the A BUTTON in conjunction with a direction on the D-PAD, you can tell your squad to do one of four maneuvers. Pressing A and Up on the D-PAD tells your men to "Secure Area." This command also requires the use of the right thumbstick, as wherever you are looking when the order is given is the area they will secure. A marker will appear in the middle of the area and a luminescent halo will appear for a second, identifying the borders of the secure area. Your squad will not follow you if they are told to secure area. Pressing A and Right on the D-PAD will tell your men to "Form Up." This command tells your men to go wherever you go, but to stay behind you. This command is useful if stealth is the order of the day, or if the upcoming areas could be too dangerous to just let them run into. This command will also cancel any "secure area" command, forcing your men to follow you and abandon the secured area. Pressing A and Down on the D-PAD tells your men to "Cancel Maneuver." This command is useful when you have a few men at assignable positions and you want to recall them without manually placing the reticle over their position and hitting the A button. Giving this order releases all your men from assignable positions. They will then follow either "form up," "search and destroy," or "secure area," whichever was given last. Pressing A and Left on the D-PAD tells your men to "Search and Destroy." This command cancels a secure area command. Your men will move on in the correct direction with or without you (they'll stop if they get too far ahead), killing all in their path, takng cover when the need arises. This command has a good and bad side. Good, as you can find your way when lost (your men always know which way to go) and bad, as they may rush headlong into a situation too heavy for even Delta Squad. This, however, is the most used command, and is supremely effective when used right. Assign this command and then place yourself 2nd or 3rd back in the line as your squad advances so as to be able to evaluate the situations ahead, giving new commands as necessary, with your men leading, possibly shooting first and saving you some ammo! While your crosshair is over an enemy, hitting the A button will highlight the enemy, telling your squad to focus fire on that enemy. The enemies life bar will appear over your squad status icons, and you will also be able to see the enemy through walls, helping you keep track of it. During the walkthrough, I will refer to doing this as "targeting." Scattered throughout the levels of Republic Commando are assignable/usable postions that are just that; assignable to your men and usable by yourself. They can be anywhere from behind a crate (telling your man to snipe) to on a door (telling your squad to place a small breaching charge on it and toss a grenade when it opens). They can be on turrets, on piles of rubble or barricades that need to be blown out of the way, or on consoles that need to be "sliced," or hacked. When the cursor is placed over the postion, the cursor will change to what your squad indicator in the bottom left will change to, and it will say in the top middle of your HUD what that kind of assignable position that is. To assign a squadmate to an assignable position, simply place the cursor over the position and press the A button. The nearest unassigned squadmate will take up the position (or the man that that has been at his spot the longest, if all are assigned) and will only abandon the spot if instructed to do so (or, in some cases, when certain events are triggered and the position becomes unable to be assigned to anymore). To cancel the maneuver, again place the cursor over he position and hit the A button. The squadmate will then follow the last squad order givem (form up, search and destroy, etc.). To use an assignable position yourself, simply get in the spot and hit the A button. Sniper spots, grenadier spots, and anti-armor spots are the only ones you cannot use yourself, because you can choose to use those weapons anywhere, as opposed to your squad who will only snipe when at a sniper spot, only use the anti-armor attachment when at an anti-armor spot, etc. Here is a list of the assignable positions you will encounter. [Breach Door] This will place one man at the door and the other two to the left of it. The center man will place an entry charge, blowing the door open. The man crouching to the left will toss a grenade in (which one is situation specific) and then all three will enter and clear the room. [Slice Console] The commando will post up at the console and proceed the "slice," or hack, the console. It could take anywhere from 10 to 60 seconds, depending on which console you encounter. This position is also on doors, usable as an alternative to breaching. Slicing a door will unlock it, but will not open it. You have to move to and open the door yourself. [Snipe] Assigning a commando to this spot will have them take cover and take out their sniper rifle attachments. They will lay down an impressive amount of accurate fire, dropping enemies left and right. This is the most commonly encountered position. [Throw Grenades] The commando will throw either ECD's or thermal detonators, depending on who you are fighting. They will throw maybe 4-5 a minute, and will announce their throw to avoid any stray commandos wandering into the blast radius. When your reticle is over the spot, a circle will appear on the floor in front of the spot, showing you where the grenades will be thrown. [Use Anti-Armor Attachment] The commando will attach his anti-armor launcher and fire at the heavy targets first, then the smaller ones. Keep clear of the blast radius, as your man will fire even if you are in the way. [Use Bacta] The commando will go up to the bacta station and repair himself. If your men are damaged enough, they will do this automatically if the area is clear. [Use Turret] The commando will man the turret assigned and fire on the enemy. There is a radius in which the turret cannot fire, so make sure no enemies sneak up on your man and hit him from behind. [Place Proximity Charge] This command, done on explosive barrels placed throughout the levels, will have the commando place a small proximity activated explosive on the barrel. When an enemy is inside the radius for long enough, the charge will go off, detonating the barrel. Very explosive. You and your men will not set off the trap by walking near it. [Place Demolition Charge] Used to destroy objectives, clear barricades, or destroy droid dispensers. They take 10 seconds to arm on all but droid dispensers, which take 20. [Disarm Landmine] There are proximity activated landmines located throughout the game. To disarm them, either assign a commando to do it or crouch-walk your way towards it. Crouch-walking is the only way to get close withough setting it off, as the trigger is based on movement. They take 5 seconds to disarm. While your man is disarming, do not go near, even if you are crouch-walking. You may be being careful, but your other two commandos may not. [Revive Commando] When one of your men becomes incapacitated, he will become an assignable position to allow your men to revive him. It takes 5 seconds to revive a commando. Your men will do this automatically if there are no enemies around. You must force them to do it otherwise, or just do it yourself. This action gives the commando back half their total life bar. If you yourself are incapacitated, you will have three options for orders to give to your men: -Maintain Current Orders- Your men will clear the area of hostiles and then revive you. -Recall and Revive- Forces the nearest commando to stop what he is doing and revive you. -Load Saved Game- Loads last checkpoint. These positions are everywhere and are usually placed there for a reason, not randomly. So if you come upon a sniper position, but there are no enemies around, assign it anyway. It's there for a reason. Enemies may not be here now, but they will be shortly. Using these assignable positions is critical to making it through the game. They present strategic defense emplacements, important objectives, or mandatory actions. Every single one present is needed, so use them if they're there. *Auto-Pull* In the options menu, you have the...option...to turn "auto-pull" on or off. When Auto-Pull is on, two things will be different. One, squad-mates will be able to be assigned to a position even if they are currently assigned to one. This is useful in the sense that you can sort of "leap-frog" your men from position to position without manually releasing them from their position. Lastly, when auto-pull is on, your men will be released from assignable positions if you get too far ahead of them. Deciding whether to have this option on or off is a matter of personal preference. I prefer to have it on so I don't have to worry about releasing my men from positions before assigning them to new ones (this can be especially frustrating if one of them needs bacta badly, but they won't obey your "heal up" order until you release them from the position). The Star Wars galaxy is a plethora of technology and culture. If the technology is good enough and the culture violent enough, weapons are invented. Here are the weapons you will be encountering. The DC-17m ICWS is the standard issue weapon for special forces. It can be fitted with attachments that convert it from an ion pulse plasma blaster to an ion pulse sniper rifle to an anti-armor explosive grenade launcher. Rapid firing ion pulse blaster. Good against all enemies in short- to medium-range. [60 round clip size, 5 clips max (300 rounds total)] Semi-auto sniper rifle that fires charged plasma bolts. Capable of one shot approximately every two seconds. Equipped with a 10x and 20x electromag scope. Effective against enemies at medium- to long-range. [Five round clip, 4 clips max (20 rounds total)] Grenade launcher that fires an explosive charge in an arc. Detonates on impact. Effective against all types of enemies in medium- to long-range. [4 grenades max] Standard issue side arm for special forces. Powered by a self-charging dynamic energy cell which constantly recharges the battery at a slow but steady rate, essentially giving you infinite ammo. The recharge rate is slow though, so you will need to let it recharge if it is fired too fast. [Seven rounds/second before recharge is needed] Accelerated charged particle gun. Standard weapon of Trandoshan mercenary group. Cuts through shields like butter but has a hard time with armor. Rapid-fire. [40 rounds per clip, 6 clips max (240 rounds total)] Fires a spread shot of ACP bolts. Must be manually reloaded every shot. Great in close quarters, but its effectiveness decreases with range. [8 shots per gun, 24 shots total] Much like a chaingun; can put massive amounts of shots downrange without reloading except every 200 shots. Takes a LONG time to reload. Carrying this weapon will slow the pace of the user. [200 shots per clip, 2 clips total (400 shots max)] Fires a concussive charge round that implodes on impact and then explodes outward. Use only at medium- to long-range. Also, if used as a melee weapon it will shock the enemy as if they had been hit with an ECD grenade. [5 shots per clip] This arm-mounted weapon sucks fluids from the arms of the Geonosians and converts it into harmful energy. When picked up by a commando, it will have limited ammo, as it will not be replenishing itself. You will see the "fingers" tapping against your arm, looking for "ammo." [N/A] The standard weapon of the Wookies, each one is unique although ammo is universal and can be traded from bowcaster to bowcaster. If the fire button is pulled, held, then realeased while in scope mode, three shots will be used and the target will be impaled. When not in scope mode, the bolts will bounce off walls and bounce around (pretty fast) for 4-5 seconds. These can come back and hit you or your squad. [12 bolts per clip] Portable, shoulder-fired rocket launcher. The rockets can be "dumb-fired" or can lock-on to targets and home in. Lock on to a target by pressing and holding the fire button until the reticle announces lock-on, then releasing the trigger. [5 rockets/launcher] All purpose explosive grenade. Used for clearing rooms or hallways full of enemies. Explodes 1 second after impact. [5 max can be carried] |
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