http://www.grawl.nl Star Wars Republic Commando Guide by Grawl grawler (@t) gmail (d0t) com 03/15/05 - Version 0.2 ============================================================================== Donations ============================================================================== It seems thousands of players enjoy my guide, seeing the countless mails I receive. This makes me very happy, since it means my guide actually has some use ;p So I'm asking you, if you're enjoying this guide, could you perhaps donate some money? Heck, I'll be happy with your 2 bucks you were going to spent on a cheeseburger later ;p Thank you! http://www.donategrawl.cjb.net ============================================================================== Introduction ============================================================================== Every question, feedback, comment etc. can be mailed. Put "SQPC Guide" in the subject, so I can pick out the mails easily. Thanks! Also add where you I'm not related to Lucasarts. This FAQ has been made for fun, not to make any money out of it. Don't use this FAQ on your site/magazine etc. without my permission. Copyright (c) 2005 by Grawl. I keep my own list of sites that are allowed to publish this guide. If the site isn't in the list, I'll go after it and get it removed one way or another. To make searching easier, I added search-codes in the TOC. Just press CTRL + F and enter the code to jump to that part immediately. ============================================================================== Table of Contents [SW.00.00] ============================================================================== * Table of Contents.................................................[SW.00.00] * History & Next Version............................................[SW.01.01] * Introduction......................................................[SW.02.01] * Walkthrough.......................................................[SW.03.01] * Campaign 1: Geonosis............................................[SW.03.02] * Prologue......................................................[SW.03.2A] * Extreme Prejudice.............................................[SW.03.2B] * Infiltrate the Droin Foundry..................................[SW.03.2C] * Destroy the Factory...........................................[SW.02.2D] * Advance to the Core Ship......................................[SW.02.2E] * Infiltration of the Core Ship.................................[SW.02.2F] * Campaign 2: Assault Ship........................................[SW.03.03] * Campaign 3: Kastyyyk............................................[SW.03.04] * Weapons & Vehicles................................................[SW.04.01] * Republic........................................................[SW.04.02] * Trandoshan......................................................[SW.04.03] * Geonosian.......................................................[SW.04.04] * Droid...........................................................[SW.04.05] * Wookie..........................................................[SW.04.06] * Explosive.......................................................[SW.04.07] * Turrets.........................................................[SW.04.08] * Vehicles........................................................[SW.04.09] * Enemies & Squads..................................................[SW.05.01] * Your Squad......................................................[SW.05.02] * Enemies.........................................................[SW.05.03] * Cheats and Secrets................................................[SW.06.01] * Console Cheats..................................................[SW.06.02] * Unlockable......................................................[SW.06.03] * FAQ...............................................................[SW.07.01] * Conclusion........................................................[SW.08.01] ============================================================================== History & Next Version [SW.01.01] ============================================================================== Version 0.1 (03/14/05) - First version, everything is new ;p (34,8KB) Version 0.2 (03/15/05) - Fixed some small mistakes, updated the walkthrough with a few chapters. (48,1KB) In the next version(s), I hope to have this added/updated: * Walkthrough * More info about weapons ============================================================================== Introduction [SW.02.01] ============================================================================== "Enter the dark military side of the Star Wars universe as a squad leader of a Republic Special Operations unit. You are a Republic Commando. You must infiltrate deep behind enemy lines and lead your elite team on precision operations - lurking in the shadows, striking at will... 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. Players will step into the role of a Commando performing precision operations deep behind enemy lines in this brutally realistic Star Wars combat experience." That's the description of the game, thank you very much. I noticed how there was a bounty on this FAQ, and because I also didn't do a guide for a while, I figured I might as well give it a shot, and perhaps get some money out of it. Sounds fair enough, doesn't it? Note: Some of the information is taken from the official site. This is because it's the most accurate information available. ============================================================================== Walkthrough [SW.03.01] ============================================================================== * If this is your first time through the game, don't switch the hints off. It'll get you into the game faster. * Go back to a health stand if you're in need a health. This counts for ammo or whatever pops up in your mind. * I'm not going to list every piece of ammo you'll be able to find. They are not hard to see. Keep your eyes open, they're everywhere. * I'm also not going to list every enemy. You're a big boy (or girl). Stating the obvious would be a waste of space and time. * If the game is too hard for you, set the game to easy. * If the game is too easy for you, set the game to medium. * If the game is still too hard for you, set the game to hard. * If the game is still too hard for you, you've played this game too much. ------------------------------------------------------------------------------ Campaign 1: Geonosis [SW.03.02] ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Prologue [SW.03.2A] ------------------------------------------------------------------------------ *Loading* (The Beginning) A very nice and interesting intro. You'll real quick how you turned out to be a commando. You start off as a baby in a tube (you're a clone, remember?), and you'll meet your Delta members etc. Fun fun fun! *Loading* (The Clone Wars) You'll be in a dropship, and your chief will tell your mission. You need to find the other Delta members, and kill Sun Fac at any cost. ------------------------------------------------------------------------------ Extreme Prejudice [SW.03.2B] ------------------------------------------------------------------------------ Geonosian Chief Lieutenant Sun Fac must be eliminated. Delta Squad has been inserted separately intro the war-torn Gladiatorial arena and points beyond. They must rendezvous and effect Sun Fac's removal -- by any means necessary. ------------------------------------------------------------------------------ See the guy in front of you? He'll be taken by a Geonosian Warrior. You'll drop down. Listen to what the chief tells you, and you'll soon take a hit. Follow the path, and use the medical station, which I'll refer to as health stand. The default use button is F, and I'm sure it's yours too. Patch yourself up. Look around at the beautiful scenery too, it'd be a waste if you didn't. Once you patched yourself up, you'll notice your fellow friends are fighting against Drones. Help them out. You'll learn how to use the radar. Follow the radar to your next point while shooting off the bad guys. Pow pow! There are more Droids here, and they were also stupid enough to leave an explosive barrel. Shoot the barrel to get rid of most Droids, and shoot the others yourself. Follow the radar again. Weee! You'll end up in some sort of bunker. Droines will attack, so be sure to help your friends. If you got hurt, which I doubt, you can use the health stand. Now stop hanging around, there's work to do! Continue. More Droines are up ahead, and I'm sure you'll be able to take care of them without my help. You'll soon hear your chief, who tells you about Grenades. You know, the things that explode when you throw them away. Nevermind that, they explode whatever you do. Go pick them up, but first kill the Droines that are standing near. You can throw a Grenade with your right mouse button. You'll see a small bunker of the enemy. Lob a Grenade inside, and watch the stuff explode. Kill the remaining Droines, and continue. You'll have to crawl underneath the debris to continue. You can use the C button for this. Keep going to meet a Delta member. He'll be shooting Droines already. I hate it when people want to have all the fun for themselves. He'll link up with you, and you'll see his info. You'll also learn how to give orders. This time, you'll learn how to let someone set an explosive. You'll just have to find a "tag" that shows you where you can place an explosive. Look around, then hit the F button, and 62 will set an explosive. Once he's ready, which takes 10 seconds, you can press F again to let the thing explode. Some enemies will attack. Kill them, and continue. Some vehicle will be ahead of you, but don't worry, because others will take care of it. Just keep walking, and you'll enter the building. *Loading* (Into the Hive) Grab everything you want, patch yourself up, and keep going. Note the orange containers. They'll explode if you shoot them. Use this against your enemies. Just keep going, and you'll find some Droines. Another Delta member is behind the door. Order an explosive, and blow the door up. The next Delta member will be able to use terminals. Order him to open the shield using the terminal. You'll also get to know the HUD a bit more, because you'll get some info how to check the status of your team members. It's in the lower left corner of the screen. The color of the icon represents their health. Green is good, yellow is ok, red is bad. You'll get to learn how to order them to heal later. For now, continue through the shield. You'll now learn how to heal them. Faster than you suspected eh? Be honest with me! If you aren't near a health stand, you can use F, and order injured members to heal themselves. When this happened, continue up to the stairs. Oh, yes, kill the enemies. Open the door with a nice explosive, and enter the next room. It's full of enemies, but you can easily get rid of them by using those explosive orange things. Clear the whole room, patch everyone up, and then let someone place and explosive next to the airplanes. Enter the next room. It's dark in here, so switch on your vision-mode by pressing X. When that's done, you can see what's going on. Kill the Droids. You can take two paths here. One will lead to the left, and that's where you were shooting the Droids just a minute ago. You can get some ammo here. The right path, however, is where you need to go. Once you got there, you can shoot some more enemies. You'll see a tag to place an explosive. Place one, and blow the stuff up, so you can pass through. Kill the remaining enemies, and enter the next room. Not much to do here. Shoot some things, yadadada. You know the drill. Grab the ammo, and find your way out. At the end of passage is the way that goes down, to the balcony. *Loading* (The Strength of Brothers) You'll find the last Delta member. After your friends killed those annoying bugs, and you got the ammo and health, shoot the glass away. Sun Fac will run away, but don't bother going after him. Some Super Drone will enter the room, focus your team members on that one, by aiming at it, and pressing F. Once you are done, enter the next room. There is another one of those Super Droids here, so focus on that first. When it's killed, enter the door that's behind it. You have to kill Sun Fac. However, he runs away again. Destroy the enemies, and assign a sniper to the balcony. Aim at it, and watch for the tag that shows where you can assign one. Yes, you can do that with the F. Once Sun Fac is killed (well, his ship is destroyed, that counts too), you're not done yet. Another squad was suppose to destroy the Droid factory, but failed. So that's your task now. Head back to the other room, and find the elevator. ------------------------------------------------------------------------------ Infiltrate the Droid Foundry [SW.03.2C] ------------------------------------------------------------------------------ The separatists have hidden their factories deep within the bowels of the planet. Delta squad must penetrate the inner lair of the Geonosians and locate the main Droid construction facility. ------------------------------------------------------------------------------ Your chief will tell you about the next mission. He'll tell you he can't pinpoint the exact location of the main target, because of some jamming device. Short after that, he'll get jammed himself. So guess what, you'll have to destroy the jamming device. Once you reached ground level, and destroyed the warrior. You can find a Sniper on the ground. Pick it up with F, then blast through the door, and enter the next room. You can zoom in with the Sniper by pressing the middle mouse button. If you follow the path, you'll end up in a big room. You'll see various explosive tanks here, mainly on the bridge. If you shoot those, the bugs will be killed, and you won't have to worry about that. Go down into the shaft and kill some more bugs. Continue. If you keep going, you'll find lots of eggs. They'll hatch, so watch out. They shouldn't pose much of a threat though. If you keep going, you'll end up in a new room. Place some to throw grenade, and slowly kill all the enemies in the room. You'll have to find a control panel to lower the shield of the jamming device, and then blow the thing up. If you position your squad members at the three different sniper positions, and then let one use the panel (he'll obviously cancel the sniping), it won't be too hard. Watch out, because more enemies will come once the shield is down. Blow the thing up, and find your way out. *Loading* (The Heart of the Machine) This isn't an easy part. Follow the shaft, and you'll end up in a very big room, with lots of enemies. Position your members at the sniper positions, and grab the ammo you need. When someone gets injured, let them heal right away. Losing them will hurt more than giving him a few seconds to patch up. You'll encounter a new enemy here, which is some kind of advanced warrior. It'll charge its weapon, and shoot a powerful beam. However, when you killed it, you can grab the weapon and use it yourself. I suggest to use it against the stronger type of enemies. First, you'll have to blow up the barricade. Slowly advance over the bridge, and blow the barricade up. There is another up ahead, so destroy that one too. You'll find a room where you can heal, grab armor, and use a turret. Set up your members at the sniper positions, and use the turret yourself. Quickly destroy the explosive tanks, then move away from the turret. You'll need to blow something up in order to create a bridge. Do this. Once the bridge is created, I suggest to just run to the exit, and don't bother with the enemies. It'll save time, ammo and health. ------------------------------------------------------------------------------ Destroy the Factory [SW.03.2D] ------------------------------------------------------------------------------ Delta squad has improvised an entry and penetrated the foundry. But completing its mission will not be easy. Several vital components must be identified and destroyed in order to cripple down the Droid production line. ------------------------------------------------------------------------------ You'll have to find a door, and blow it up. Once you did that, continue through the shaft, until you find your next door to blow up. Shoot all the enemies you encounter. Once that door is blown up, you'll find a few bugs (I'm aware of the fact they have names, but I'm lazy). Use the panel, and you'll activate some Power Droids. Use your beam-weapon you got earlier against them, and it'll be a breeze. Once they are killed, set a charge on the door. Kill the enemies, and enter the next room. There'll be tons of Droids, and a few of those warriors here. Kill them all (throw a Grenade, they'll love it) and use the panel to lower the shield. You can now grab the ammo, the beam weapon once again, and heal. If you're done, follow the path through the door you'll find. At the end, you'll find a Power Droid that's shooting you. Take him down, and continue. Blow up the thing you see, and you'll be able to continue. Another Power Droid is nearby, but so are health stands. Kill the enemies, and take the right path for health. If you enter the door, and go left, you can position a sniper. Do that, grab the ammo and patch yourself up. Don't enter the door you saw yet. Instead, use your beam weapon, and kill the Super Droids before they even got the change to hit you. After that, go through the door, and command a squad member to use the panel. This will lower the shield, but also call in more enemies. Walk through the shield that was taken down, and set an explosive on the left. This will take the factory down. You'll have to flee now. Follow your members, and run to the ship. ------------------------------------------------------------------------------ Advance to the Core Ship [SW.03.2E] ------------------------------------------------------------------------------ Now that the foundries are offline, Delta squad must proceed through hostile territory and gain entry to a nearby separatist vessel. Somewhere aboard are the launch codes for the entire core ship fleet. ------------------------------------------------------------------------------ You'll be outside the building again. Follow the path, and kill the enemies. Blow up the wall, so you can get through. You'll find an crashed ship, with some of your friends. They'll be killed soon though, so don't bother saving them. Let one of your members use the turret, and kill all the enemies. There are quite a lot of them, so watch out. Slowly proceed through the canyon. You'll eventually find a wall you need to blow up. Straight after that is the exit of this part. Don't fight the enemies, just run to that exit. *Loading* (Canyons of Death) Guess what, more enemies. Keep going, and you'll find them. Shoot them off, and find the health stand. Patch everyone up, and put 2 sniper down. Droids will join (yes, including a Super Droid). Once you killed them, continue. This is a hard part. A lot of Super Droids, and just to bug you, normal Droids as well. Set up one person who throws Grenades, and let the others advance through the path. Eventually, you should have all the enemies killed. You might lose some members, but just revive/heal them. When the enemies are destroyed, patch everyone (including yourself) up and grab the ammo. Enter the bunker. *Loading* (To Own the Skies) There are lot of (Super) Droids here. Shoot them off, pang pang! You'll end up in a room with a shut door, 2 health stands, ammo, and a place where you can put a nice explosive. Put the explosive, and blow the thing up. The door will open. Enter the door. Warriors will keep coming unless you do something about it. Let a squad member use the panel, which will shut the window. Continue to the path that leads up. More Power Droids. Fun fun fun! Destroy them, and enter the next room. You can use the panel, you can blow the door up... it's not linear at all, right? In the next room, you'll need to shut down the windows. Yes windows, this time you'll have to take care of 2. Do that, and continue. You'll need to blow the thing up here. Do that, and the door ahead of you will open. Guess what, more Power Droids. Shoot them off, and continue. Once again, you'll find 2 windows here. Shut them, and patch up. Open the door one way or another, and keep going. You'll eventually find the exit of this part. *Loading* (Territory) You'll be outside again. Now the turret is down, a ship will be coming for you. About time, right? Continue, and start killing the Geos. Nothing too hard. Grab the supplies, patch yourself up, and continue. On the other side are Droids. Not only that, Geos will be coming too. How nice of them. Shoot them all off. ALL OF THEM! MWHAHAHAHA! Continue. You'll find a crashed ship, but you can still use the turret. You should use it, because a large army is coming for you. Kill them all off, and continue. Good thing I'm here, right? I mean, could you have guessed that by yourself? You'll find a lot of Super Droids, but also a turret. Use the turret to quickly shoot them off. Enter the building once you killed them, and you'll find out there is no way through. Go back, and pick up the Anti-Armor weapon. You can now blow up the wall. Don't waste your ammo, let your squad solve it. Blow the wall up and continue. Even more enemies here. But there is something worse. You could see it as some sort of boss. It's a big spider robot, that does quite a lot of damage. You'll have to shoot at the red orb in order to kill it. I found a rather handy bug. Basically, you need to get the attention of the spider, and then circle around it. It'll try to hit you, and the others can easily shoot it now. As long as the spider can't see you, this is easy, because he'll only be after you. Once the spider is destroyed, an aircraft will destroy the shield you see. Head that way, and be sure to kill the enemies. You'll end up at a closed door. Guess what. You need to open it. Let someone use the panel, to call for the bridge. Kill the enemies, and then use the next panel. Wave your team goodbye, you won't see them for a while. ------------------------------------------------------------------------------ Infiltration of the Core Ship [SW.03.2F] ------------------------------------------------------------------------------ Delta squad has accomplished the republic's first breach of an enemy capital ship. But the battle is not over. A horde of merciless battle Droids lies dormant, ready to be awakened by a heedless commando. ------------------------------------------------------------------------------ You need to find the launch code, and disable the shop you're entering. Next to that, your part is to disable the Droids. When you arrived at the shop, be sure to sneak until I tell you to stop doing that. With sneaking, I mean crawling. With crawling, I mean that you should press the C button. Crawl past the Droids, and make your way. You'll find some ammo on your way. When you crawled a bit, you'll suddenly see a Droid awoke. Quickly run past him, and go into the area where he just came from. If you're fast enough, you won't get hurt. You'll find some ammo and a health stand here. Continue, and look up. There is a turret on the ceiling, so shut that down. After that, kill the Elite Bug. Place an explosive against the gate you see, and let it explode. Continue to go up even higher. And that's it for now. Stay tuned kids. ============================================================================== Weapons & Vehicles [SW.04.01] ============================================================================== Please note that most information is taken from the official site. ------------------------------------------------------------------------------ Republican [SW.04.02] ------------------------------------------------------------------------------ DC-17m Interchangeable Combat System: The BlasTech DC-17m ICWS is the Republic Commando's standard issue special forces combat weapons system. Attachment components quickly convert the weapon from an Ion Pulse Blaster Rifle to an Ion Pulse Sniper Rifle or Anti-Armor charge launcher. DC-15s Side Arm Blaster: The BlasTech DC-15s Side Arm Blaster is the Republic Commando's standard issue secondary sidearm weapon. Used for close quarter combat situations or when conserving ammo is needed. The Self-Charging Dynamic Energy Cell keeps the DC-15s constantly recharged at a slow but steady rate. ------------------------------------------------------------------------------ Trandoshan [SW.04.03] ------------------------------------------------------------------------------ Accelerated Charged Particle Repeater Gun: Specially manufactured by Arakyd Industries, the ACP Repeater Gun is the standard weapon of the Trandoshan Mercenary group. Used for medium to short distance engagements, it can cut through personal shields, but is not especially effective against droids. ACP Array Gun: The ACP Array Gun is a close-quarters weapon, used when range is not an issue but extreme blast force is non-negotiable. With a robust blast spread, each particle charge in each shell is equivalent to a single bolt from the ACP Repeater Gun. LJ-50 Concussion Rifle: The ferocious BlasTech LJ-50 Concussion Rifle is a heavy field weapon used in medium to long distance engagements. It utilizes a concussive energy charge that implodes on impact and creates an area of destruction in a 500 unit radius. Trandoshan Repeater: The Araykd LS-150 Heavy ACP Repeater Gun is a large, air-cooled repeater, with disintegrating plasma case cartridges. Only slightly more portable than a starship turret, the Heavy Repeater is used by special mercenary units, either defensively to hold a perimeter; or offensively, to annihilate enemy positions. ------------------------------------------------------------------------------ Geonosian [SW.04.04] ------------------------------------------------------------------------------ Geonosian Warrior Force Pike: A devastating close-quarters weapon, the Geonosian Force Pike has alien properties that allow it to deal extraordinarily large amounts of damage when used by a Geonosian warrior. Geonosian Elite Beam Weapon: The Elite Beam weapon is unique in that it sucks ammunition from the internal fluids of the Geonosian Elites. The weapon harnesses these internal fluids and converts them into a highly focused, extremely lethal energy beam. ------------------------------------------------------------------------------ Droid [SW.04.05] ------------------------------------------------------------------------------ Battle Droid E-5 Blaster: The E-5 Blaster is standard attached equipment for all Battle Droids. They are integrated into the Battle Droid weapons system. The power of these blasters is equivalent to the BlasTech DC-17m Blaster fire. Droideka Twin Blaster: The Droideka Blaster is integrated into the armature of the Droideka itself. Its unique Shield Shedding technology allows it to shoot two, twin Droideka Blasters through its shields. Super Battle Droid Blaster & Cannon: The Super Battle Droid Blaster is an overcharged energy displacement blaster. It has a relatively high fire rate for such a large weapon but its draws power from the droid. Due to this high-energy consumption, droid locomotion speed is severely limited. The Super Battle Droid Cannon is a secondary weapon that utilizes a hyper charged High Energy Impulse Generated Blaster bolt. Inflicts maximum damage but takes time to charge up. Grievous MagnaGuard Electrostaff/Twin Missiles: The staff weapon of Grievous' MagnaGuard droids are lethal, with high-energy tips. They are especially effective against Clone Trooper personal shields, penetrating these protective barriers with ease. In addition to the Electrostaff, each MagnaGuard sports a pair of high-yield, low-impact homing missiles. These missiles fire two at a time, homing in on their unlucky target. Spider Droid Cannon & Missiles: Mounted on top of the Advanced Dwarf Spider Droid, this large cannon launches a high energy bolt that has a moderate area of effect. For targets that move faster than the cannon can track, the Advanced Dwarf Spider Droid has twin homing missile launchers. The Advanced Dwarf Spider Droid acquires targets by utilizing a medium ranged sensor. ------------------------------------------------------------------------------ Wookie [SW.04.06] ------------------------------------------------------------------------------ Wookiee Bowcaster: The Bowcaster is the standard weapon of the Wookiee militia. Wookiee crafters individually manufacture each Bowcaster and no two Bowcasters are exactly alike. However, ammunition clips are all uniform and interchangeable between different Bowcasters. A scope on the Bowcaster allows it to be a sniper gun that features a disintegrating, energy-sheathed, physical bolt that can impale targets at great distances. Three rounds are necessary to enable this impaler bolt. Wookiee Guided Rocket Launcher: The Guided Rocket Launcher is a portable, shoulder-held rocket launcher that can be "dumb"-fired or target-locked. Heavy warhead-tipped rockets are jettisoned and then self propelled towards target. ------------------------------------------------------------------------------ Explosive [SW.04.07] ------------------------------------------------------------------------------ Electrostatic Charge Detonator: The EC Detonator is effective against technology-based targets, such as Battle Droids, as well as organics. The EC Det emits an electrostatic charge that renders electronic circuits useless and electrocutes organic targets. Caution should be exercised as it has a large blast radius. Diversionary Flash Detonator: The Diversionary Flash Detonator grenade causes minimal physical damage, but can blind enemies for several seconds. It is highly effective in situations where confusion will help counter superior enemy forces. Thermal Detonator: The Thermal Detonator is an all-purpose grenade, with a large degree of splash damage. Sonic Detonator: The Sonic Detonator grenade delivers a small oscillator-generated sonic blast. It is effective against soft-bodied humanoids as well as mechanized targets. This det can also adhere itself to any surface and has a delayed trigger which allows it to explode in ten seconds or by proximity of a target. Proximity Mine: This land mine has a motion-detected trigger. Within a proximity range, triggering the motion detector will cause the mine will explode. However, the motion detector can be foiled by approaching 'slow and low.' ------------------------------------------------------------------------------ Turrets [SW.04.08] ------------------------------------------------------------------------------ Wookie Dual Missile Turret: Used for defensive purposes against Trandoshan aerial attacks, the Wookiee Dual Missile Turret launches a pair of missiles with heavy warheads that can penetrate ship hulls. EWHB-12 Turret with Seat Option: The BlasTech EWHB-12 Mounted Turret is a tripod-mounted cannon with a seat attachment option. This weapon boasts an extremely high fire rate, medium field range, and medium fire accuracy. Must be transported in sections. Relatively weak against shields but highly effective against organic and droid targets. Geonosian Sonic Turret: The Geonosian Sonic Turret is a much larger, stationary version of the Sonic Blaster. It is able to generate lethal levels of sonic displacement to deal incredible amounts of damage to all organic targets. Wookie Quad Turret: The Quad Turret utilizes four barrels that shoot energy bolts in rapid successive order. This turret can be mounted as a stationary turret, or on tracks to increase its effective range. Trandoshan MMLT: The Trandoshan MMLT is a missile launch system that can deliver rocket propelled munitions with exploding warheads. The MMLT is capable of delivering eight missiles in under five seconds. However, there is a cool-down period between launch bursts. ------------------------------------------------------------------------------ Vehicles [SW.04.09] ------------------------------------------------------------------------------ Republic Drop Ship: The Republic drop ship is a multi-purpose vessel, commissioned for the Grand Army after the outbreak of the Clone Wars. Initially, Republic Cruisers were used to transport gunships through hyperspace and high-orbit, releasing them only when atmospheric conditions were generally more acceptable. However, as the war raged on, cruisers were in short supply, so the drop ship was created as a simple but effective gunship transport. The drop ship can be customized to carry two, four, or twelve Republic gunships, and support their crew for short hyperspace jumps and landings. Geonosian Starfighter: The Geonosians are a territorial lot, and guard their spires and factories with genetically-encoded zeal. They have applied their craftsmanship into the construction of such security assets as the Nantex-class starfighter. The twin-pronged needle-nosed fighter is an effective deterrent to intruders of Geonosian airspace, and unlike their battle droid designs, the Geonosians have not marketed the craft to outside consumers. This is mostly due to the ship's control systems being specificially tailored for a Geonosian pilot. The complex multi-axis control yokes require a Geonosian's dexterity, and vital performance feedback is provided to the pilot via a scent-stimulator mask that exploits the accute Geonosian olfactory senses. The fighter's primary weapon is a turret-orb mounted laser cannon. The weapon orb and engine cluster are modular, and can be swapped out for mission specific requirements. In addition to its primary weapon orb, the starfighter is lined with dozens of independently-aiming narrow-beam tractor/repulsor projectors. These devices provide the ship with increased agility in an atmosphere, but can be used offensively to reduce the maneuverability of target craft. The outer hull of the starfighter is constructed of woven, reinforced laminasteel. The flexible building material allows the starfighter to rebound from impacts that would fracture more rigid vessels. Droid Spider Walker: A large, mobile engine of destruction employed in the Commerce Guild's private droid army, the homing spider droid is specifically geared for anti-vehicular combat. The orb-shaped central body is equipped with sensor equipment, and a powerful dish-shaped laser cannon capable of firing a sustained beam at enemy targets. Moving the droid across rugged battlefields at impressive speeds are four all-terrain stilt-like legs. Battle Droid Dispenser: While the massive MTT serves as a rolling transport and deployment device for the Separatist droid armies, the Battle Droid Dispenser is its stationary corollary. Intended for guard posts, strongholds and other interior spaces, the compact dispenser can roll out twenty to thirty battle droids (depending on the configuration), usually in a four droid set. The dispensers are armored against normal and advanced blaster fire. Super Battle Droid Dispenser: Although not as compact as their battle droid cousins, and not as flexible as their droideka counterparts, the fearsome SBDs can nonetheless be squashed down and fit into the Super Battle Droid Dispenser. The dispenser is deployed at crucial junctions or combat flash-points, allowing a deadly flood of SBDs to enter the fray at any time. The dispenser itself is armored against blaster fire. Droideka Dispenser: Droideka dispensers build off the technology developed for the Separatist battle droid dispensers, with the same purpose in mind. Droidekas are reconfigured into smaller, space-saving forms, transported in the dispensers, then automatically deployed when needed. A frightening number of these deadly droids can be fit in the dispenser, which has been hardened against blaster fire. ============================================================================== Enemies & Squads [SW.05.01] ============================================================================== Please note that most information is taken from the official site. ------------------------------------------------------------------------------ Your Squad [SW.05.02] ------------------------------------------------------------------------------ Delta 38 'Boss': Even among clones, there is a heirarchy. Three-Eight is undisputed leader of the Deltas. Relatively taciturn, when he speaks, it's usually to bark out an order to his squad. Three-Eight has earned the respect and loyalty of his squad, and he repays that dedication in strong leadership. Despite being trained by Walon Vau, Three-Eight somehow inherited Jango's strong Concord Dawn accent and speech patterns. Delta 40 'Fixer': The acknowledged 'second-in-command' of the Deltas is a gruff, by-the-book type of clone. He insists on calling his squad mates by their batch designations, rather than the more colorful nicknames they acquired. In the heat of battle, he's most often the one urging the rest of the group to press onward. Known to the others as 'Fixer,' Delta Four-Oh is the resident technology expert, and often handles computer slicing and code-breaking duties. Four-Oh was a favorite of the borderline sociopathic Vau - as they shared a common obsession with tech and tactics. Delta 07 'Sev': Some soldiers fight because they have to; others fight because they like it. Oh-Seven is definitely one of the latter. Most of the time he's a coldly efficient killer with a grim sense of humor. But when things get hairy, he gets scary. Other members of the squad suspect that someone spiked his cloning vat. Delta 62 'Scorch': War does funny things to people. Similarly, some people do funny things with war. Six-Two is the Delta's resident wiseacre, regularly dropping a world-weary bon mot into the stew of violence and destruction that serves as the Deltas' steady diet. A competent soldier, and an excellent explosives technician, Six-Two has an overdeveloped sense of irony that could be mistaken for fatalism. 'Scorch' earned his nickname after an ordnance accident that left him and Sergeant Walon Vau without eyebrows for a short time. ------------------------------------------------------------------------------ Enemies [SW.05.03] ------------------------------------------------------------------------------ Geonosian Warrior: The first line of defense, Geonosian Warriors pose a threat for intruders. Their flight abilities give them air superiority while their brutal Force Pikes deal immense amounts of damage. One of their favorite strategies is to swarm an intruder with multiple attacks, rendering enemies confused and vulnerable. Weapon: Geonosian Warrior Force Pike Geonosian Elite: The Geonosian Elite are the fiercest warriors in their caste. They wield a unique weapon which uses bioenergetic fluids tapped directly from the Elite Warrior’s arms. The fusion of warrior and weapon yields an extremely deadly foe. Weapon: Geonosian Elite Beam Weapon Geonosian Drone: Drones are relatively helpless members of the worker class, whose sole task is to serve the ruling caste. They are hatched in separate chambers throughout the underground colony, always separate from the caves of the higher castes. Although small and wingless, drones can be quite dangerous in numbers to intruders. They can spit highly-toxic substances through their mouths and possess formidable sets of claws. Trandoshan Heavy Assault Mercenary: The largest and strongest of all Trandoshan Mercenaries sign up for heavy weapons duty, relishing the bragging rights that accompany the biggest hand-held weapon in the Republic. Not only are they able to carry this huge weapon, but they can also lunge with the rifle's bayonet, or simply stand and apply sustained fire with no sign of fatigue. Weapon: LS-150 Heavy Accelerated Charged Particle Repeater Gun Trandoshan Mercenaries: The Trandoshan Mercenaries are brutal and violent fighters. They can go claw-to-toe with the best Republic clone troopers. They are well-versed in tactical maneuvers, open field operations, and close-quarters combat. These Mercenaries favor guerilla warfare techniques and will ambush their enemies at any opportunity. Trandoshan Mercenaries carry a variety of devastating weaponry, and it is said that many of them sleep with one eye open and one arm on their rifle. Weapons: Accelerated Charged Particle Array Gun, LJ-50 Concussion Rifle, Thermal Detonator Trandoshan Slavers: Only the strongest Trandoshans become Wookiee slavers. These fierce creatures show no mercy or compassion. They carry a variety of weapons and wield them with skill and ferocity. Weapons: Accelerated Charged Particle Array Gun, Slaver Blades, Thermal Detonator Battle Droid: The standard fighting unit of the Trade Federation, battle droids are weak but plentiful and, in large numbers, can deal an astonishing amount of damage. Their custom-built blaster is powerful and accurate. Weapon: Battle Droid E-5 Blaster Super Battle Droid: Created as a response to the Trade Federation's loss during the Battle of Naboo, the super battle droid is a reinforced version of the standard battle droid. The internal software and hardware is based on standard components, however, its outer armor shell and plating are much improved. It is also much larger in size and has an incorporated weapons system, including a blaster arm and cannon. Weapons: Super Battle Droid Blaster, Super Battle Droid Cannon Droideka: Droidekas are heavy duty war machines with shield capability. The shield protects them from various energy weapons including standard blaster fire. They wield a formidable set of heavy blaster weapons integrated into the twin armatures that serve as their arms. Weapons: Droideka Twin Blaster Advanced Dwarf Spider Droid (A-DSD): Built for heavy combat engagements over uneven terrain, the Advanced Dwarf Spider Droid boasts heavy armor plating and multiple weapons systems. Larger and more destructive than the standard dwarf spider droid, the A-DSD is able to launch dual target seeking missiles once a target has been acquired through its advanced targeting system. It can also deploy a super high energy bolt that carries a frightening destruction radius and explosive power. Weapons: A-DSD Cannon, A-DSD Twin Missiles Grievous' IG-100 Series MagnaGuard: As General Grievous' personal guards, these droids possess exceptional offensive power and strong defensive capabilities. They are equipped with an electrostaff melee weapon that can deal a tremendous amount of damage against unshielded aggressors. They also have twin guided missiles launched from internal magazines on their back plating. The MagnaGuards also have the ability to jump and seemingly fly long distances, making them very difficult targets to destroy. Weapons: MagnaGuard Electrostaff,MagnaGuard Twin Missiles ============================================================================== Cheats and Secrets [SW.06.01] ============================================================================== ------------------------------------------------------------------------------ Console Cheats [SW.06.02] ------------------------------------------------------------------------------ Press ' during gameplay, and enter any of these cheats: loaded: All explosives, full ammo, and almost all of the secondary weapons appear below you. Fierfek: Unlimited Ammo Ghost: Fly and Walk through everything PlayersOnly: Freezes everything but you AllAmmo: Gives you 999 ammo Fly: Gives you the ability to fly TheMatulaakLives: God mode God: Makes you Invincible Darman: next level Slomo #: Where # is put a number to speed up or slow down the game Source: GameFAQs ------------------------------------------------------------------------------ Unlockable [SW.06.03] ------------------------------------------------------------------------------ You can unlock a few features by completing a campaign, without losing any team members. Foley Feature - Complete campaign 1. Spec Ops Feature - Complete campaign 2. Temvera Morrison Interview - Complete campaign 3. ============================================================================== FAQ [SW.07.01] ============================================================================== Q: I have a question... A: Mail them to me. Q: What are the system requirements? A: Operating System: Windows 98SE/ME/2000/XP Computer: 100% DirectX 9.0c compatible computer required. CPU: Pentium III or Athlon 1.0 GHz or faster CPU required. Memory: 256MB RAM required. Graphics Card: 64MB 3D Graphics card with Vertex Shader and Pixel Shader (VS/PS) capability required. Sound Card: 100DirectX 9.0c compatible Audio Device. CD-ROM: 8X Speed CD-ROM or DVD-ROM Drive required. Input Device: Keyboard and Mouse required. DirectX: Microsoft DirectX 9.0c (included on this CD). NOTE: Your system may require the "latest" drivers for your particular hardware. ============================================================================== Conclusion [SW.08.01] ============================================================================== I hope you enjoyed my guide, since I put a lot of work in it. If you encounter problems, feel free to mail me. Also suggestions, feedback, comment etc. are accepted, the mail addy is on top of this file. Thanks-list: N/A And especially you, for reading this. For other guides, you can check this link: http://members.home.nl/grawl/guides/ http://www.gamefaqs.com/features/recognition/13739.html ============================================================================== Copyright (c) 2005 by Grawl. All rights reserved.