====================================================================== Star Wars Jedi Knight: Jedi Academy Force Powers/Weapons FAQ v1.3 Written By: NXMT E-Mail: nxmt01 (at) gmail (dot) com ====================================================================== UPDATES: 13th May 2006 Cleaned up the faq. Removed and added necessary comments and info. Updated e-mail address. Added a credits section. 1. Force Powers a0. Default Powers b1. Lightside Powers c2. Darkside Powers 2. Weapons d3. Lightsaber e4. DL-44 Heavy Blaster Pistol f5. E11 Blaster Rifle g6. Tenloss Disruptor Rifle h7. Wookie Bowcaster i8. Destructive Electromagnetic Pulse EMP2 Gun j9. Imperial Heavy Repeater & Concussion Launcher k10. Golan Arms Flechette Weapon l11. Stouker Concussion Rifle m12. Merr-Sonn P2X-2M Portable Missle System n13. Thermal Detonator o14. Detonation Packs p15. Trip Mines 3. Lightsaber Guide q16. Saber Types r17. Acrobatics s18. Fast Stance t19. Medium Stance u20. Strong Stance v21. Dual w22. Staff 4. Credits 5. Legal Stuff ------------------- - 1. FORCE POWERS - ------------------- 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. -------------- - 2. WEAPONS - -------------- 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. Primay: Slash Alternate: Throw Secondary: Change stance Ammo: N/A *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 o14. Detonation Packs Primary: Sets charge Alternate: Detonates charge p15. Trip Mines Primary: Sets mine on a wall. Detonates when beam is crosses Alternate: Sets mine on the ground. Detonates when radius is crossed ----------------------- - 3. LIGHTSABER GUIDE - ----------------------- q16. Saber Types 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 Long Jump *Force Jump 3/Force Speed 1 -Force Speed + jump + forward Wall Grab Jump *Force Jump 3 -Jump in the direction of wall + tap jump + direction of wall Run Up Wall + Backflip *Force Jump 3 -Run towards wall + tap jump + forward + jump Jump Up from Knockdown *Force Jump 1 -When knocked down, hold jump Jumpkick from Knockdown *Force Jump 1 -When knocked down, hold forwards/backwards Roll from Knockdown -When knocked down, hold left/right s18. Fast Stance -What this stance lacks in power, makes up with it's high speed. Best used when surrounded or when up against non Jedi's. Stab Back -Attack + back Lunge Attack -Crouch + foward + attack Force Pull Impale *Force Pull 3 -Force Pull + attack Fast Attack Kata -Attack + alt attack Attack Enemy on Ground -Jump + forward + attack Cartwheel *Force Jump 1 Attack + jump + left / right Rolling Stab -Roll + attack t19. Medium Stance -The basic saber stance and your default. The most balanced out of the three. Slash Back -Attack + back Flip Attack *Force Jump 2 -Tap jump + forward + attack 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. Slash Back -Attack + back Jump Attack *Force Jump 2 -Tap jump + forward + attack Force Pull Slash *Force Pull 3 -Force Pull + attack Strong Attack Kata -Attack + alt attack Attack Enemy on Ground -Jump + forward + attack Cartwheel *Force Jump 1 -Attack + jump + left / right Rolling Stab -Roll + attack v21. Dual Slash Back -Attack + back Flip Forward Attack *Force Jump 2 -Tap jump + forward + attack Dual Saber Twirl -Crouch + forward + attack Attack Eenemy on Ground -Jump + forward + attack Dual Saber Barrier -Attack + alt attack Dual Saber Front & Back -Attack + forward / backward Dual Saber Left & right -Attack + left / right Cartwheel *Force Jump 1 -Attack + jump + left / right Rolling Stab -Roll + attack w22. Staff Stab Back -Attack + back Backflip Attack -Attack + jump + backward Saber Staff Twirl -Crouch + forward + attack Attack Enemy on Ground -Jump + forward + attack Spinning Kata -Attack + alt attack (when move is finishd, press any direction to roll) Kick -Alt attack + direction of enemy Jump Kick -Jump + alt attack Split Kick -Alt attack (when enemy is on the left and right) Spin Kick -Alt attack (when enemy surrounds) Flip Attack -Alt kick (when enemy is in front and behind) Butterfly Attack *Force Jump 1 -Jump + forward / left / right + attack Rolling Stab -Roll + attack -------------- - 4. CREDITS - -------------- Thanks to all those who have e-mailed me regarding my error on the saber staff not being able to be tossed. Sorry but I lost all your addresses :( ------------------ - 5. LEGAL STUFF - ------------------ This FAQ is free and should not be distributed for any amount or used on any other site other than: neoseeker.com (c)NXMT