After the dispenser's been taken out, you'll be more able to focus on the SBD's, whether with EC grenades or anti-armor rounds, or just by focusing your team's fire on one at a time. Wait below where these Trandos come out of their hole, and you should be able to stab them as they land. Unfortunately, there's again no anti-armor or even a snipe position with which to take it out; all you have is a console to slice. Begin by heading down the hallway near your start point, but don't run into the chasm nearby all willy-nilly. When they've been sniped out, feel free to move on. Let's see, a spider droid, a Grievous guard, some droidekas, some SBD's...sounds like fun! The only really critical placement here is to place three proximity mines on the barrels nearest the hangar's force field, and to place a charge on the crate near the field control coil (the large purple shaft in the corner of the hangar). This first Wookiee will disappear pretty quickly, but he'll leave behind his bowcaster, should you desire one. When the launch codes are in your possession, your squad will automatically disengage from their positions and start moving towards the aft door, around the spire from the console. The next little stumbling block isn't too hard to get past. The trick here is knowing which caches will explode first; the Wookiee near the doorway discovers that his has a short timer in an unfortunate way. Personal preferences will come into play here, obviously, but if you want to nab a good weapon, you'll have to know where they spawn on the map and run there as soon as a round begins. Republic Commando Star Wars series. No secret here; just get your guys into position and repeatedly reposition the anti-armor soldier so that he fires rapidly. You'll notice that there's an anti-armor position near the dispenser that you've already destroyed; if you position soldiers there, in the anti-armor position you had them in before, and in the turret, then they'll continue to fire on the dispenser until it's destroyed, with no charge required. Star Wars: Republic Commando gameplay trailer shared at IGN Fan Fest 2021 26 February, 2021 by nintendojam | Comments: 0 IGN Fan Fest exclusively debuted another look at Clone Wars gameplay from the return of one of the most beloved Star Wars video games, Republic Commando, as it gets set to be re-released on PS5, PS4, and Nintendo Switch. A whole horde of Trando berserkers will be coming for you soon. When the hostiles have been eliminated, your teammates will automatically leave their positions, allowing you to walk into the camp without a problem. Your squadmates are going to be worse off, though. The trick here is that sometimes Tarfful's scripting will break, and he won't follow you into the arena for the fight, so you'll have to take on both bodyguards with just your troopers. They like it. This is a secret stage I recently found. Matthew Rorie After wending your way around the barricade, you'll find a bacta dispenser, as well as a side passage that'll let you get up behind the turrets, allowing you to take them down from close range without worrying about their fire. Although it's an acceptable weapon when used in close combat against organic foes, you'll almost have to be in melee range before your shots consistently hit, begging the question of why you wouldn't just use your melee attack for the instant kill. One or two of your soldiers will likely get incapacitated, so be quick to bring them back to the land of the living when that occurs. At medium range, you can repeatedly use the sniper rifle to blast weaker targets if you're out of blaster rifle ammo, or if you're just feeling peckish. To strike deep behind enemy lines, assassinate enemy leaders, disable their infrastructure, and generally harry their abilities to make war on the Republic. Proceed Through Hallways To The Bridge Now that you're near the bridge, you're going to have to make your way through the predictably difficult fights to reach it--you remember that whole thing at the end of the Coreship, right? Secure Wroshyr Garden There's no great mystery to the first segment of the Wroshyr Garden; just keep moving forward, putting your soldiers into the positions that become available, and make sure none of the Trandos can get behind you. To begin with, the SBD dispenser is going to be your first priority. When you slice through the door near Sev's turret, you'll come up behind a pair of fleeing Geonosians. When wielding your normal weapons (i.e. At this point, a long game of cat and mouse will start to play out. I think the next campaign your talking about is the Assault Ship. It's also worth nothing that the ability to send out multiple projectiles at once can be quite handy when used against slow-moving enemies, especially the Spider Droids that you'll frequently encounter in the late stages of the game. The Trade Federation has had more time to deal with the upcoming hangars, thanks to the way they were able to keep you busy in Hangar B. There are actually going to be three Elites here, with one popping up after the first one dies, so you may want to task your third squaddie to the sniper spot near the bacta dispenser nearby and use all three of them to destroy the influx of enemies. When you reach the nearby hangar, you'll soon be ambushed by a trio of Grievous guards. One thing to note about the blaster rifle is that it's markedly more accurate when you're aiming down the sights than it is while fired from the hip, so when you're firing at something that's a good distance away, hit that zoom key to tighten up your grouping. Starter planet(s) Ord Mantell Playable species HumansCyborgsMirialansZabraks Advanced classes CommandoVanguard Voiced by Brian Bloom (male)Jennifer Hale (female) Alignment(s) Good Faction(s) Galactic Republic The Republic trooper is one of the four Galactic Republic-aligned playable classes. There are a number of Trandoshans and scavenger droids that will be coming after you, but they won't appear until you run past certain trigger spots on the ground, so a good plan of action is to run forward a bit until you either hear shots or the battle music, then backtrack behind cover to scope out the situation. It'll take you four or five shots to the head to kill an SBD with a sniper rifle, making this an inefficient method of disposal, but when you have a sniper position around, even a single soldier can usually hold off multiple SBDs for a good period of time. For most of your clone brothers, the surface battle was the objective, but you are a clone commando. In most instances, Geo soldiers will appear en masse and attempt to overwhelm you with sheer numbers, and they're fairly good at doing so, thanks to the fact that they'll usually charge in and hit you with their cudgels. It's worth noting that the sniper attachment doesn't lose accuracy when fired while it's unzoomed; you can shoot it while unzoomed and still hit things a good distance away, especially if you wait until your crosshairs turn red to indicate that you're on target. Doing so will trigger the appearance of a few more battle droids, as well as a Geonosian Elite; the latter will be trouble for you, since there's not much available cover in the area. Soldiers The Geonosian grunts are going to be among the more annoying enemies you face in the game. There are two sniper spots in the middle of the little layout up there, so place two soldiers into them, then keep running along, with the third soldier on your tail. With two snipers and a turret (Turfful will man this latter one, albeit not very well), you should have enough cover to get to the charge placement on the dispenser, so run up to it and plant a charge. Next up is a darkened passage; you'll need to flip to your nightvision visor to see what's going on. You can't get too close to this guy due to a mine in the path, but you need to stop him from hacking the turrets, so pop him with a sniper round or just chuck a grenade at his feet before disabling the mine and hacking the turret your own self. EC grenades are thus your weapon of course, or at least they should be, since they overload the shields and let you fire directly at the mechanical guts of the beast. If they start closing in on the Wookiee nearest your position, then throw EC grenades at the lot to stun them all and wear their health down further. There should be a set of Thermal Detonators near the door through which you entered (assuming you didn't pick them up before), as well as a box of EC Detonators near the door that you just sliced. For maximum effectiveness, order your commandos to man one snipe position at a time. the blaster rifle, or the sniper or anti-armor attachments), your melee attack will take the form of a quick fist to your enemy, with the damage boosted by the presence of an extending blade on your hand. In this sense, their shield can be thought of as simply an extension of their normal health bar; if you shoot at them long enough, it'll drop, and you'll be able to finish off the robot inside with minimal trouble. Unfortunately, slicing the computer on the bridge takes a full minute, so you'll be exceedingly pressed for time. With two snipers in place and a decent supply of grenades, it's time to make a charge for the end of the hallway. Shoot through this narrow gap when your crosshairs turn red to take down the second turret. Before you go to retrieve him, though, be sure there's a sniper in place across from the barricade near the console, as it'll soon be blown, leading to an assault of the droids. In the next little area, you'll have two sniping spots to set up in, at the bottom of the groove that runs along the middle of the bridge. Remember that you have a bacta dispenser in the last window room, so try to let your squadmates do most of the damage to prevent you from expending too much of your grenade ammo. Lead the charge and clear out any SBD's in the area with your anti-armor gun before commanding one of your peons to place the explosive, then cover him with EC grenades, if you have any, before setting the explosives off and getting out of this hellhole. Rendezvous With Squad Now that you've all completed your individual objectives, it's time to get your squad back together and get the launch codes for the ship before the whole place goes sky-high. As you walk down the corridor leading to the camp, you'll be trapped by falling walls behind and in front of you. There'll be plenty of ammo for it in the hangar, so feel free to use it on any Trandos you see, but be aware that you can be hurt by your own fire if the projectile lands too close to you. They're easy enough to deal with, though, so dispatch the troops there, then head to the end of the level. He'll start running, of course, after seeing the badasses that are on his tail, and you can't do much to catch him at the moment, so don't feel compelled to run after him. If you can restrain yourself to firing once a second or so, then you can keep up such a pace indefinitely, but the sidearm is never going to match the damage output of your blaster rifle or other weapons. In the latest Star Wars-themed first-person shooter, you take on the role of an elite Republic commando, tasked with going behind enemy lines and causing a whole bunch of mayhem. When they've been blown, though, you'll be able to move another soldier to the sniping spot in the hallway, giving your third squaddie plenty of cover while he slices the forcefield leading to the power conduit. Luckily for you, each spider droid encounter will occur somewhere where there's multiple positions for your teammates to maneuver. Replied by crosire on topic Star Wars: Republic Commando crashes on level load Fixing the game shader manually solves the crash, game loads fine then. Kablooie! Soon afterward, you'll hit anti-armor and grenadier positions. Nobody captures Kashyyyk on my watch, bub. This still won't prevent them from coming out, though, so feel free to trip the crate charge you laid earlier when an SBD is standing near it, and use your anti-armor charges on the baddies, as well; there's another box full of ammo for your AA attachment near one of the snipe spots in the middle of the hangar which you can use for refill duty. Speaking of doors, the right hallway has a mine in it; set the unassigned trooper to disable it while the snipers are busy killing everything in sight. With a soldier tasked to laying charges, you can focus on taking down the SBD's themselves with the grenades. When Fixer gets through the door, follow him through to end the level. They're going to take fire while they run across the room--there are three or four other SBD's around here--but they should be able to survive the trip, especially since they'll outrun the thermal detonators that the Trandos are going to be chucking at them. Keep in mind that a single sniper round to the head of a Trandoshan will end its adventure in piracy immediately. #1. The Wookiees should get close enough to start engaging the SBD's as they pop out, letting you save your grenades and ammo for the rest of the ramp. When you have two of your squaddies in position there, you'll be able to take the third and round the bend leading to the bunker. At this point, flashbang grenades and your sniper rifle are the only weapons capable of taking down a HAM. Now that the jammer's out of the picture, your goal is to incapacitate the droid factory and prevent it from making more droid troops. You'll eventually come to another squadron of droids at an intersection that have 40 and 62 pinned down. You'll eventually come to a trooper who'll open another vent for you, just before he meets an untimely end--apparently there are mechanical killer drones on board. After the initial pair of Trandos here, you're going to come into a large room where more Trandos insist on taking up positions directly next to explosive barrels. A single soldier in the sniping spot here can hold off the oncoming SBD's while you take turns healing up. Hold Position For Gunship Support After the Spider Droid's been dispatched, you'll be able to move up to the shielded doorway elsewhere in the area to trigger a conversation with Advisor that'll lead to the approach of a gunship. There isn't much your snipers can do against it, and it's only vulnerable in a small designated target area. This is kind of a running theme in the game, if you haven't noticed: let your teammates snipe while you run forward and trigger an influx, then wait until all the enemies are dead before moving on and repeating the process. If you haven't locked on to a target (by floating the targeting cursor over something), a single rocket will dummy-fire straight ahead, resulting in a large explosion wherever you were aiming. An ambivalent ending leaves a few questions unanswered: What was Grievous doing on Kashyyyk? To do so, crawl out of the small tunnel, shoot out the spotlight, and place your squaddies in the two sniper spots in the area. After a couple of hallways full of droids, you'll come to a nasty surprise: an interior spider droid. After the droidekas are gone, then three SBD's will likely charge out of the door behind them, so use any remaining AA ammo and EC grenades on them. There is one drone within the corridor, as well as another one outside the exit, but taken solo, they shouldn't be much of a problem for you. Luckily, one of them will trip the second mine here, allowing you to proceed forward afterwards. If you would like to ne notified if/when we have added this answer to the site please enter your email address. Luckily, these guys don't all come at once, but it's still going to be a difficult fight to survive. Eventually, you'll notice some droidekas moving around the hallway nearby. After both of them are dead, you should start running towards the door; the death of the second droideka will have caused a pair of SBD's to spawn in in the far room, but the remaining grenades can be used to stun them while you form up your squad and charge through to the gun control station. Take down these turrets from the overwatch position to avoid having them fire on you. Where you are going to want to use an EC grenade is in the hallway beyond the door behind the SBD; there's a small army of battle droids here who'll become sitting ducks if you hit them with a grenade at the right time. When the two droidekas are down, start taking out the rest of the droids further down the hallway and move on. There's no bacta here, so if you're wounded, you'll just have to grin and bear it. At about this time, the field coil charge should be about ready to go, so blow it and start the retreat. Email news@gamespot.com. When you reach the terminal, you'll be out of view of all of the concussion rifleists, who'll start wailing on your two snipers instead. Star Wars Republic Commando will present a dramatic military-style action experience from the point-of-view of an elite squad member of a Republic Special Operations unit. Nab ‘em with an EC grenade, and they'll be rendered immobile for a while. When you advance close enough to it, you'll find that the turret on its side is usable, so quickly send a trooper into it, and another one to the snipe spot nearby; they'll be able to handily disable all of the SBD's and battle droids that are coming your way. You know, if they were werewolves. Locate The Elevator to the Bridge When you've cleared out the brig, you'll be able to slice the console here and locate 62's cell, which is just around the corner from your location. The underbridge in the next room is apparently being held by a single Wookiee, and he's doing a good job of it, by the look of things. These SBD's will be resistant to your blaster fire, so use EC grenades to take them on. After that threat is taken out, breach the door near the bulkhead, kill the Trandos inside, then heal everyone up before moving to the exit. If you stand back well away from the dispenser and command the rest of your squad to hold position near the guy placing the charge, then the scavs should target them instead of you, allowing you to zoom in with your blaster rifle and harry them from a distance. You will have the opportunity to refresh your health after this fight, though, so heal up before moving into the Wookiee room. After moving on a bit, you'll come to a large open room. One of the droid dispensers will quickly come out to play at this point and will spit out an infinite number of battle droids if you don't take it down. When the charge is set, blow it and move around the landing pad to find the base's lower level. When the coast is clear, set a soldier to slice the far terminal, which triggers the appearance of more Scav droids. With all of your soldiers grouped together in one little circle, the guard should take the bait and start moving in, baton wailing. When the dust has settled, you'll be able to heal up with the bacta dispenser nearby and refill your ammo, as well. Soon after, you'll lose Sev; he'll take off and man the first dual missile turret. At any rate, you should be sure to grab the EC grenades and the extra anti-armor ammo from the small platform across from the console; this will come in handy quite soon. Now, technically, if you want, you can just let your sniper and your turreteer continue to fire on the dispenser until it blows up. Let Tarfful kill them off while you send soldiers into the sniping and anti-armor spots here. Although the anti-armor position doesn't look like it'll be firing at anything, the soldier there can hit things behind him with his AA gun, so quickly tap him off and back onto the spot after each time he fires, and he'll deal with the rest of the SBD's on the ground floor. Leave them be, and command your teammate to slice the terminal while you cover him by blasting the Trandos that'll appear in the nearby window. For Star Wars: Republic Commando on the Xbox, a GameFAQs message board topic titled "At which level do you see a LIGHTSABER? Revive any wounded soldiers, if possible, then get them all back to the opposite side of the bridge and start healing them. They start on the planet of Ord Mantell. Although this is called a rocket launcher, it's actually a homing rocket launcher; when you press the button, nothing will happen until you release it. For now, just get yourself healed up and help the nearby troopers in their battle with the droids atop the walls. Before you enter the corridor, take stock of any ammo supplies in the room. When the charge is completely set, though, immediately blow the dispenser and sprint back to the ammo room to heal yourself and your teammates up. This site is not affiliated in any way with Microsoft, Sony, Sega, Nintendo or any video game publishers.Privacy Policy | Terms of Service. You should attempt to snipe away any of the SBDs in the area, as well, before you move the rest of your squad up and into the grenadier and sniper spots along the walled corridor leading to the bunker. Destroy First Power Conduit After the computer's been sliced, you'll be able to blast through the far door of this room; another SBD is awaiting beyond, but you shouldn't need to use an EC grenade on it if you place a soldier at the sniping point. After passing through a long maintenance tunnel, you'll come to a small room with some anti-armor shells and EC grenades; you'd be wise to make a full save here, since the upcoming fight can be rather tricky. Two more Trans will attack as you head down the ramp, so kill them quickly before heading further down the ramp for a resupply of Thermals and blaster ammo, then move on. Your snipers can easily handle any enemies that appear from the far side of the room; when the coast seems clear, form up and make sure the other rooms there are empty before returning to the barricade in front of the other door and blowing it. If you start slowly moving down the ramp, you'll notice that the door on the far side will open up, causing a number of normal battle droids to spill out, and that more battle droids will start using the turret off to the left, near the SBD dispensers (which are thankfully dormant at this point in the fight). Killing them will trigger the appearance of a droideka in the same place, so concentrate your fire on it and take it out before moving your troops up and into the hallway. Watch the side hallways for more Trandos as you proceed. After the transport is safe, another path will open, leading to a little tunnel system. (Alternately, you can slice the door, then return to the viewpoint from which you sniped the turrets and command one of your teammates to get the mine. One of them should be assigned to the snipe point just inside the room's entrance, while the other two will follow you to the other side of the room. If you want to beat a spider droid, you'll need to get your teammates into anti-armor and sniping positions as soon as you spot it. Lots of grenades. At its most basic, though, the regular blaster rifle is a versatile weapon for any circumstance. Thermal detonators, although ineffectual against most droids, can destroy multiple battle droids when thrown into the middle of a group. After placing Fixer in the snipe point near the door, sweep through the room and kill off every Trando you find. Proceed to Rendezvous Point Next up are (guess what?) 10 Battlefront Republic Commando With Star Wars: Republic Commando getting re-released on the PS4 and Switch, now is a great time to hop into Battlefront Republic Commando . ... level 2. Advance To The End Of The Bridge Now that the Separatists have been cut off from the main part of the Wookiee city, it's time to press on and rout their forces. Again, lure this one back to the dropship for an easier kill before finally cancelling your squad's orders and forming up. Detonate Fuel Line When the spider's dead, move into the doorway, kill the droids blocking your path to the window, and fire a rocket at the highlighted spot underneath the bridge. This all kind of begs the question of why, if the other side of the bridge is so important, didn't the Seperatists just land there when shuttling down from space? Before you start picking it up, though, you'll want to start rotating around the spider droid and unloading whatever ammo you brought into the fight on it, so that you don't waste any when you grab the ammo refills. Destroy Second Power Conduit After the destruction of the first power conduit, you'll have to move on and destroy another one before the factory is shut down for good. Luckily, the WRL you just got will take off the bulk of its health, allowing you to place your squaddie in the anti-armor position near the door and whittle off what remains with AA rounds and grenades. One of the side effects of this level of caution is that the mine that prevents you from accessing the first turret will likely be tripped by Trandoshans, obviating the need to pull it up yourself while you're under heavy fire. Another drone will be attached to the ceiling as you walk down the corridor, so look around when your visor goes fuzzy and blast it. Detonating this will let you through the nearby door, but be sure all of your squadmates are fully healed before you blow it. Concentrate Fire: When you press your use key while you have an enemy in your crosshairs, you'll instruct your squaddies to ignore all other targets and concentrate all their fire on your chosen target. Apparently the Separatists are attempting to destroy a Wookiee ammo cache; your goal is to get there and protect the ammo, and hopefully kill any Separatists in the area at the same time. A LOT. Speculation. It never gets old! The best opportunity for taking down a HAM is by stunning it with a flashbang grenade; if you can do that, then you should be able to take your time aiming and firing your sniper rifle and finish the beastie off. Trandos will drop in while you slice, so you may want to just set all of our troopers into the two sniper positions and the turret while you yourself do the slicing. For example, they've set up grenadier positions in the trade concourse. Disregard the placement positions on the balcony, as well; when everyone's healed, tell them all to form up and head down the ramp on the far side of the balcony to reach the lower level of the room. Anyway, after you take down six or eight Trandoshans, and the pair of droids, you'll be able to slice the core here unmolested and retrieve the data that you're looking for. A twisted web, indeed! Sometimes discretion really is the better part of valor, etc., etc. If you're in the habit of telling your soldiers to stay behind with Secure while you scout ahead for maneuver positions, you may want to also get in the habit of tapping either the S&D or Form Up button immediately after cancelling their commands. In it, you take on the role of RP-1138, an elite member of a commando squadron of the Republic Army. Star Wars: Republic Commando released more than a decade ago, but a recent interview with the shooter's lead developer has revealed details of what a sequel could have been. Mostly, this is because we just liked to be in front of our squad, scouting for dangers and enemies in the path and assigning them to positions as we saw them become available. We decided to discipline him the old-fashioned way--with a bullet to the head--and then repeated the treatment for all of his squad, just to teach them a lesson. Luckily for you, you've got a multitude of sniping and anti-armor spots to choose from. Of course, you can also attempt to place a charge on the dispenser, but this is difficult to do while covering it with anti-armor. We got therm grenades, we got EC grenades, we got no fewer than three separate ammo packs for your anti-armor gun. They'll trip their own mines, thankfully enough, but will still need to be taken out before they deal too much damage to your teammates. Advance to Gun Control Station As with the escape from the Coreship at the end of the Geonosis levels, you're going to be on a timer in this level, as the Federation battleship is attempting to destroy the Prosecutor by firing on it directly. We're pretty much set on ammo. Mercenary Although theoretically military-trained, Trando mercs aren't that much more dangerous than their slaver brethren. Guess the separatists are beginning to appreciate the threat you pose to their little operations here. They'll also come in for a kamikaze attack when they've taken enough damage, or can attach to your helmet like a good little headcrab and damage you from close range. It'll take 20 seconds to place the charge on the coil; when it's ready to go, hit it immediately, then start running out of the hangar into the corridor leading to the next one. If you head inside, you'll notice a bunch of Trandoshans assaulting a trooper. You're going to have to deal with the scavs in the meantime, and although your snipers are good shots, they're not always going to hit, so keep your blaster by your side and shoot down any scavs that manage to get behind your teammates.