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- 1. FORCE POWERS -
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Like all the other games in the Jedi Knight series, you are given a
set of force powers to accomplish your missions with. While not all
are vital, they are there to make things easier. Unlike the previous
two games, you are given a set of default powers to complement your
Jedi status at the beginning of the game. As you finish a mission, you
are given an option to select between powers of the light and dark.
While they do not affect anything major in the game, certain dialogue
will change depending on how strong you are on either side of the
force.
*All force powers have a maximum level of 3
a0. Default Powers
-Default powers are the main core of a Jedi's force abilites. Default
powers cannot be upgraded. They will do so automatically after each
phase of missions.
Force Push
-Knocks enemies down, activate switches or disrupt force grip/drain
attacks. Force push is useful when up against a group of enemies
attacking you at once. When an enemy is down, he will remain
motionless for a few seconds leaving you to give them the killing
blow. When used on Reborn Cultists or Jedi's, you will merely push
them back or worse still, nothing will happen. It depends on the
rank of the enemy you're against. A Reborn master is more likely to
absorb your push. Also, keep in mind that a force push can redirect
an incoming missle and if you're fast enough, a concussion shot.
Upgrades: The range and radius of the push increases.
Force Pull
-Pulls items and enemies towards you. When used against enemies using
range weapons, you will pull their weapon right out of their hand
(does not work on every enemy though. Like force push, force pull can
bring an enemy down. Using it against the Reborn or Jedi's will only
pull them towards you.
Upgrades: The range and radius of the pull increases.
Force Speed
-Slows the world down while speeding up your movements. Use this to
kill off large groups of enemies. Reborn and Jedi's are also affected
but not much as they can also use force speed to even the odds.
Upgrades: Speed increases and surrounding enemies are slowed down
even more.
Force Sense
-When activated, force sense will detect enemy presence by
higlighting them with a green glow. It will also reveal hidden
switches, identified by a glowing symbol. Using force sense will also
improve your defense and even increase your sniper shot dodging.
Upgrades: On higher levels, force sense will highlight useful items
such as health packs, shield powerstations and weapons.
Force sense will also be able to reveal the health of an
enemy and will be able to last longer
Force Jump
-Force jump enables the user to jump higher than normal.
Upgrades: On higher levels you will be able to jump as much as twelve
times higher.
Saber Throw
-Besides slashing around, you have the ability to toss your saber at
an enemy like a projectile. Highly useful even against other saber
users. Keep in mind that your saber can fall if the enemy manages to
deflect your attack. If not thrown correctly or if you move before
the saber can be returned, it might fall down a hole and you will
never recover it until the next mission or if you reload from a save
before it happened.
Upgrades: The length of time that the saber stays in the air as well
as distance is increased.
Saber Offense
-As saber offense grows, so does your ability to make strong attacks.
A strong saber offense also means a higher chance of breaking a
saberlock as well pounding your enemy into submission.
Upgrades: Strength of a saber strike is increased. It also becomes
easier to win saberlocks.
Saber Defense
-Saber defense relates to the ability to defend against saber attacks
and deflecting incoming projectiles. Survival still depends on
personal movement and various saber combat techniques but at least,
your characters moves alot faster to block and deflect.
Upgrades: Succession of lightsaber attack blocks and projectile
deflections is increased.
b1. Lightside Powers
-Like the default powers, lightside powers are supportive. Having a
character who is focused on the lightside will have to rely more on
lightsaber skills.
Force Absorb
-Extremely useful especially in the later stages of the game where the
number of force users are significant. It absorbs a certain amount
of darkside force and replenishes your own.
Upgrades: The damage taken from darkside powers is decreased and the
force absorbed is increased.
Force Protect
-Casting this will protect the user from various attacks such as
projectiles and even lightsaber attacks.
Upgrades: Damage taken is reduced.
Force Heal
-An important force power for a lightside focused character. As the
name implies, it will restore a certain amount of health points.
During the later stages, health packs will become rare. The number of
points restored depends on the level of the power and difficulty. On
the extreme levels such as Jedi Knight and Jedi Master, this power
unfortunately becomes obsolete. A level 1 force heal requires you to
be stationary so try to get it at a level 2 at least.
Upgrades: The number of health points restored is increased while the
cost is lessened.
Mind Trick
-Using this on unway enemies will distract them for a few seconds. If
you use it on a surface, any enemies close by will turn to
investigate it. Even alert enemies will ignore you if you use it on
them.
Upgrades: The length of time that an enemy stays distracted is
increased. On the maximum level, enemies will even fight
for you. On a side note, if you cheat and set mind trick to
4, you can control enemies!
c2. Darkside Powers
-Darkside powers focuses more on attacking rather than supporting the
user. One need not worry much about their own skill with a lightsaber
as the powers in this category alone is enough to get by most places.
Force Drain
-Force drain will absorb the health points out of an enemy. Can be
used with one hand but if you turn off your saber, you can use it
with both for an even more powerful effect. For the full effect
however, you need to do it directly on an enemy where your character
will grab drain him/her. This leaves you vulnerable to other attacks
though and force users can still push you away.
Upgrades: Range is increased. On higher levels, the radius will be
increased, meaning you can absorb health out of multiple
enemies at once. The number of health points absorbed is
also increased.
Force Grip
-Using this will choke your enemy and slowly deplete his health.
Using it alone isn't as useful as it looks but when combined with
other methods, it's the best power in the game.
Upgrades: On higher levels, you can move around with the enemy, using
him/her as some sort of a shield. You can also use the
enemy as a projectile. Best to get this power on it's
maximum level as you can do the following moves that will
are highly effective even against high ranking force users.
Smash: Grip an enemy and smash him to the ground for an instant
kill. It will not work against force users. However,
smashing them on the walls is a different story. It won't
instantly kill them but it at least hurts them.
Toss: Toss an enemy into the air and hope the fall is enough
to kill him. Best used when combined with force jump. This
will also work against force users but you have to be
quick as they push out of it fast.
Throw: If you are fighting on a high level platform or anywhere
where there is a bottomless pit, you can easily grip your
opponent and throw them off for an instant kill.
Sabertoss: Grip an enemy and quickly toss your saber. This move will
instantly kill any enemy including force users.
Force Lightning
-It can clear out a room full of enemies in mere seconds. However,
force point consumption is heavy. Like force drain, to fully maximise
it's power, you need to deactivate your saber so you can use both
hands.
Upgrades: The range, radius and power of the lightning is increased.
Force Rage
-Using this will increase speed, strength, defense and render any
force power used against the user useless... at the expense of some
health. Fortunately however, force rage will not kill you and will
stop after reaching a certain amount of health points.
Upgrades: Length of rage increases and number of health points used
is decreased.
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- 2. WEAPONS -
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Unlike Jedi Outcast, you can't carry weapons over. As you begin each
mission, you will be asked to choose two additional projectile and one
explosive weapon in addition to your default lightsaber and blaster.
Even if you pick up additional weapons in your missions, you can't
bring them back. As you complete each set of mission, more weapons
will be unlocked.
d3. Lightsaber
-Lightsabers require no ammo and can deflect incoming projectiles. It
also has three different stances. Your primary weapon.
*Detailed movesets and information on stances and saber types can be
found in section 3 of this FAQ. Search keys: q16.
e4. DL-44 Heavy Blaster Pistol
Primary: Accurate shots but has a slow rate of fire
Alternate: Click and hold to charge up the shot
Ammo: Blaster Pack
f5. E11 Blaster Rifle
Primary: Moderate rate of fire and moderately accurate
Alternate: Rapid fire/Low accuracy
Ammo: Blaster Pack
g6. Tenloss Disruptor Rifle
Primary: Slow rate of fire. Weak damage
Alternate: Brings up the scope. Increased damage and has high energy
consumption. Click and hold to charge up the shot
Ammo: Power Cell
h7. Wookie Bowcaster
Primary: Moderate rate of fire. Click and hold for a spreadshot
Alternate: Fire a shot that bounces off surfaces
Ammo: Power Cell
i8. Destructive Electromagnetic Pulse EMP2 Gun
Primary: Moderate rate of fire. Stuns humans and damages droids
Alternate: Large blast radius. Damages both humanoids and droids
Ammo: Power Cell
j9. Imperial Heavy Repeater & Concussion Launcher
Primary: Automatic fire
Alternate: Singular concussive round with a fairly good blast radius
Ammo: Metallic Bolts
k10. Golan Arms Flechette Weapon
Primary: Spreadshot rounds that bounces off surfaces
Alternate: Launches two bouncing proximity mines, exploding upon
impact
Ammo: Metallic Bolts
l11. Stouker Concussion Rifle
Primary: Moderate rate of fire. Large blast radius. Stay far away!
Alternate: A more concentrated round with a smaller blast radius
Ammo: Metallic Bolts
m.12 Merr-Sonn P2X-2M Portable Missile System
Primary: Slow rate of fire. Extremely accurate
Alternate: Targeting attack
Ammo: Rockets
n13. Thermal Detonator
Primary: Detonates after two seconds. Click and hold for a further
throw
Alternate: Detonates upon impact. Click and hold for a further throw
Single
-The single saber is your default type. And is no doubt, the weakest
offensively and defensively. Definately not recommended for
beginners. However, the single saber style is the most versatile as
it is the only type that can be used on all threee stances and each
stance has a set of moves each that are exclusive for this type.
Dual
-The dual stance has the best defense. Wielding a saber in each hand,
you are able to toss a saber forward while defending with the other.
The only flaw of this type is it's lack of moves.
Staff
-The staff is the strongest style around. Like than the single style,
the staff has many moves and usually, a mad execution of moves is
more than enough to take an enemy out. The only flaw is that the
staff cannot be tossed. You have to deactivate one end in order to do
so.
r17. Acrobatics
-Acrobatics does not require the user to wield his lightsaber. Only
sufficient amounts of force power.
*Requirments
Force Jump
*Force Jump 1
-Jump + any direction
Force Flip
*Force Jump 1
-Jump + tap any direction
Roll
-Any direction + Crouch
Backflip Off wall
*Force Jump 1
-Forward + tap jump
Sideflip Off wall
*Force Jump 1
-When next to wall, left/right + tap jump
Wall Run
*Force Jump 2
-Jump towards wall + Forward + left/right
Force Pull Slash
*Force Pull 3
-Force Pull + attack
Medium Attack Kata
-Attack + alt attack
Attack Enemy on Ground
-Jump + forward + attack
Cartwheel
*Force Jump 1
-Attack + jump + left / right
Rolling Stab
-Roll + attack
u20. Strong Stance
-This stance is the hardest to master as each swing is slow, but
extremely powerful. Best used when up against a lone, or at the most,
two enemies.