The Unofficial Jedi Knight Force FAQ v1.6 by Dan Thompson (firstname.lastname@example.org) Table of Contents: - What's new in this version - Introduction - General Force Information - Character Rank - Sound Effects - Force "Cheaters" - The Force Powers - Neutral Force Powers - Force Jump - Force Speed - Force Pull - Force Seeing - Light Force Powers - Force Healing - Force Persuasion - Force Blinding - Force Absorb - Force Protection - Dark Force Powers - Force Throw - Force Grip - Force Lightning - Force Destruction - Force Deadly Sight - What's still missing - Special Thanks ------------------------------------------------------------------------------ WHAT'S NEW IN THIS VERSION (1.6, 7.13.99) - New strategies for Blind and Protection - New Star Effect for Throw - General updating, ranking adjustments (1.51, 7.30.98) - Corrected number of Stars available to different Ranks (1.5, 7.26.98) - New strategies for Speed, Absorb, and Blind - New Star Effects for Blind and Speed - New rankings for Absorb and Persuasion - New counters for Grip (1.0, 12.10.97) Everything! ------------------------------------------------------------------------------ INTRODUCTION Unlike many 3D first-person shooters out there, Jedi Knight has an aspect that drastically alters the gameplay, and keeps it from being yet another Quake clone: Force Powers. These powers can easily help you best anyone who tries to play you in a traditional 3D "run to the rocket launcher" way. This FAQ is intended to help you use the Force in the most effective ways possible. Note that most of the information in this guide is useful in multiplayer play, and may not be applicable to a single player game. ------------------------------------------------------------------------------ GENERAL FORCE INFORMATION -=Character Rank=- When you create a new multiplayer character, the rank you choose impacts you in three ways: First, what Force powers are available to you; second, how many stars you have to assign to those Force powers; and finally, your maximum mana limit in battle. I have found that for the most part, only two ranks are really useful. Those ranks are 8 - Jedi Lord and 6 - Disciple. The advantages of being a Jedi Lord are that you have access to any Force power (including Protection and Deadly Sight), you have the most stars possible to assign to force powers (24), and that you have the maximum mana limit in battle. The only drawback is that you must choose either light or dark side; you cannot have any mix of both. The advantage of being a Disciple is that you can pick both light and dark side powers. The drawbacks are that you cannot use Force Absorb or Force Destruction (or, by matter of elimination, Protection or Deadly Sight), you only have 18 stars to assign to Force powers, and you have a lower maximum mana limit. Personally, I consider the ranks about equal; each has it's advantages in a given situation. However, I usually use Disciple about 85% of the time. Note that your rank has nothing to do with how effective your Force is; that is completely dependent on the number of stars you have assigned to that Force. -=Sound Effects=- Knowing the sound effects of the different forces is a really important part of playing Jedi Knight. For example, when you hear the Persuasion sound (a low-pitched hum), that should clue you in to use Seeing. If you hear the high-pitched scream of Blinding a lot, you should be using Seeing to avoid a possible Blinding. -=Force "Cheaters"=- There are ways to edit certain files so that you may use combinations of forces not normally allowed, such as Grip with Absorb or Seeing with Protection. Basically, I watch for these things: If they use Absorb or Destruction, they should not be using any opposite side powers. If they use Protection or Deadly Sight, they should not be using any opposite side powers or any neutral powers. Please do not become one of the many (ignorant) people who think Disciple is cheating. I have played quite a few people who scream, "Cheater!" simply because I used Grip and Persuasion together. I can tell you from experience; telling people over and over again about the Disciple exception gets really old, really fast. ------------------------------------------------------------------------------ THE FORCE POWERS Here's the format for the Force power descriptions: Force Name Cost* Overall Effectiveness (on a scale of 1 to 5, with 5 being the most effective) Star Effect (what having more stars assigned to this power does) How to implement it How to defend against it *Note: The value for Cost is out of the .cog file. To put it in perspective, a Force Boost is equivalent to about 100 mana. -=Neutral Force Powers=- -Force Jump- Cost: 20 mana Overall Effectiveness: 2 Star Effect: More stars = Higher jump How to implement it: You can use it as a way to access otherwise inaccessible areas, as a shortcut, or as a way to help escape Grip. I wouldn't be caught without at least 1 star on this. Force Jump is also variable. If you only tap the button or hold it down until the sound is at it's highest pitch, you will get the maximum height out of your jump. If you let go somewhere in between, you'll get a slightly lower jump. How to defend against it: You can't stop it in any practical way, but all it is is a high jump. -Force Speed- Cost: 20 mana Overall Effectiveness: 3 Star Effect: Duration- 1 star = 8 seconds, 2 stars = 11 seconds, 3 stars = 13 seconds, 4 stars = 16 seconds; More stars = faster speed How to implement it: You can use it to run over mines without taking damage, for more maneuverability in battle, or to help you escape or chase someone down. Also, you can use it for a faster firing rate. How to defend against it: Again, not really applicable. -Force Pull- Cost: 20 mana Overall Effectiveness: 4 Star Effect: More stars = Longer targeting range How to implement it: This is the bane of the Quaker. Any time you see a person, and they do not have a lightsaber in their hand, use this on them. They will lose their weapon, at which time you move in for the kill. This power is extremely effective vs weapon-users, as the only weapon that can't be pulled is a lightsaber. Also, you can use this to pull items toward you, which can be useful if you and an opponent are racing towards, say, an armor vest, or a force surge. You can also use this to pick up an item that you cannot get, such as a armor vest if you have full shield, or a light surge if you are dark. This has the effect of taking the item (even though you actually don't), making sure that no one else can get it until it respawns. How to defend against it: An opponent cannot use this if they are Blinded. Also, if you have Persuasion active, and they do not have Seeing activated, they cannot target you. Finally (and most importantly), Pull will not work if the target has Absorb active. -Force Seeing- Cost: 30 mana Overall Effectiveness: 3 Star Effect: Duration- 1 star = 10 seconds, 2 stars = 15 seconds, 3 stars = 20 seconds, 4 stars = 25 seconds; also, on the map, 1 or 2 stars lets you see all players, 3 stars lets you see players and items, and 4 stars lets you see players, items, and projectiles, while activated. How to implement it: Use it whenever you hear the Persuasion sound, so that you can see them. You can also use it to avoid being Blinded (note that this will not un-Blind you; you must use it *before* you get Blinded). It can also help in low light situations. Beware, though, you lose all form of stealth when you use this; the sound it makes while active is quite loud. How to defend against it: If you hear that they don't already have it active, go ahead and Blind them. After they are Blinded, it will be too late for them to use Seeing. Other than that, there isn't much you can do. -=Light Force Powers=- -Force Healing- Cost: 200 mana Overall Effectiveness: 2 Star Effect: 20 HP healed for each star How to implement it: It heals you. That's it. There is about a 1 second delay between the moment you activate it and the moment you actually receive the HP, though. How to defend against it: Try to take off HP faster than they can heal it. This isn't too hard, especially given the healing delay. -Force Persuasion- Cost: 250 mana Overall Effectiveness: 3 Star Effect: Duration- 1 star = 10 seconds, 2 stars = 20 seconds, 3 stars = 30 seconds, 4 stars = 40 seconds How to implement it: Use it to snipe, or to use weapons in general. Use it to gain the element of surprise in an attack. I use this particular Force a LOT. In fact, I usually Never Leave Home Without It. It is extremely helpful in multiplayer DM games. However, it's damn near useless in a 1 on 1 DM. This Force can be very nasty when combined with Grip or Pull, or for best results, all three. I'll suffice it to say that 90-95% of the time, if I Grip someone while I have Persuasion active, and they don't already have Seeing activated, I kill them in that encounter. If they have a weapon armed and I Pull that too, kick that percentage up to about 98%. Additionally, this will prevent you from taking damage from Deadly Sight. How to defend against it: Persuasion is probably the third most whined about Force in Jedi Knight. However, Seeing stops it in its tracks. I have found that there are two methods of using Seeing to beat Persuasion. The first is to continually have Seeing activated. This is good in 1 on 1, but can be hard to implement in a multiplayer DM, especially if there is only one other opponent using Persuasion and you have other things to worry about. The second method (the one I prefer) is to TURN UP THE SOUND ON YOUR SPEAKERS and ACTUALLY LISTEN for the Persuasion sound, and then activate Seeing. This second method seems to be difficult for several people, because I constantly hear whining about "Persuasion is cheap," "Let's see how good you are without Persuasion," etc; yet Persuasion seems fairly simple to stop for me. I have never yet to this day been repeatedly victimized by anyone using Persuasion against me. -Force Blinding- Cost: 100 mana Overall Effectiveness: 3 Star Effect: Duration of target's blindness- 1 star = 5 seconds, 2 stars = 8 seconds, 3 stars = 12 seconds, 4 stars = 16 seconds; More stars = Longer targeting range; More stars = more effective blinding (whiter screen) How to implement it: You can use this Force to stop any target-aimed force (Pull, Throw, Grip), as they cannot target while Blinded (with the exception of Blinding; you can still Blind while Blinded). This will prevent Seeing from being used with any kind of real effectiveness. This power works best if you don't use Persuasion a whole lot, because then they are less likely to have Seeing activated. This will also stop Grip and Deadly Sight from doing any more damage. In addition, if you are a Light Jedi Lord, and your opponent is using a lot of Seeing to stop your Persuasion, start using Blind instead. If they are listening for the Persuasion sound, you can Blind them before they get the Seeing off. How to defend against it: If you have Seeing active when the opponent attempts to use this on you, you will not be Blinded. Also, you can see somewhat through the blindness, but it can be difficult to aim. -Force Absorb- Cost: 200 mana Overall Effectiveness: 5 Star Effect: Duration- 1 star = 5 seconds, 2 stars = 10 seconds, 3 stars = 15 seconds, 4 stars = 20 seconds; Damage lessened from Dark Force attacks- 1 star = 25% of the attack absorbed as a mana boost, 2 stars = 50%, 3 stars = 75%, 4 stars = 100% (does not work vs Force Throw). How to implement it: This Force is extremely effective on any map with a lot of weapons (such as Canyon Oasis), simply because you can grab weapons and use them without fear of Pull. It also protects against Destruction, Grip, and Lightning damage. This is probably the top Light Force. How to defend against it: This does not protect them from Force Throw. Also, Grip can still immobilize them, making it easier for you to get in some shots. -Force Protection- Cost: Up to 300 mana (you can activate it with less than 300 available, but it will use up all you have, up to 300) Overall Effectiveness: 3.5 Star Effect: N/A How to implement it: This will protect you completely from everything but Sequencer Charges, Thermal Detonators, Rail Detonators, Concussion Rifles, Force Lightning, Force Destruction, Force Deadly Sight, and Lightsabers. Those attacks will wear down Protection (see below). Just don't use it in an area with a lot of Throwable Objects. If you tend to fight against Dark Jedi on maps like Battleground Jedi or Valley of the Jedi (maps with no guns), using Protection (in combination with Absorb) is EXTREMELY effective. How to defend against it: Protection is THE single MOST COMPLAINED ABOUT Force in Jedi Knight, and doesn't really deserve it. Grip is much better (or worse, depending on how you look at it). All Protection is is a 200 HP shield that lasts 53 seconds. In other words, if you can take off 300 HP in 53 seconds (200 HP + presumably full HP), they WILL DIE. And since you know they don't have Seeing or Pull, Light Jedi can easily take out Protection users by simply using Persuasion and a Concussion Rifle or Rail Detonator. Let me spell it out for you. A concussion rifle blast does 80 naked damage points, and a sticky rail charge does 110. So, assuming they have 100 HP and 100 Shield, it would take approximately 5 shots of the concussion rifle or 4 shots of the rail detonator to kill them. It's not that hard, especially while you have Persuasion activated and are Blinding them at the same time. Also, you can use punches or Force Throw through the Protection for full, instant damage. -=Dark Force Powers=- (Note: All the damage amounts listed below are used on a stationary point-blank opponent.) -Force Throw- Cost: 30 mana Overall Effectiveness: 1.5 Star Effect: More stars = Longer targeting range; More stars = Longer range for objects you are Throwing; Number of objects Thrown- 1 star = up to 4 objects, 2 stars = up to 5 objects, 3 stars = up to 6 objects, 4 stars = up to 7 objects How to implement it: This Force will do direct damage to opponents with Absorb or Protection activated. You can also use this Force to snipe, as they will not be able to tell where the hits are coming from. You must be in an area with free-moving objects (rocks, drums, containers) in order to have something to Throw at them, though, and the objects you wish to Throw must be in your line of sight. Any additional strategies on how to use this Force would be appreciated. How to defend against it: There is no Force that can directly stop this, save Blinding (which would make them unable to target you). It's much easier just to be aware of the areas that have a lot of loose objects that can be Thrown and try to avoid those areas if you are fighting a Dark Jedi who likes to use Throw. -Force Grip- Cost: 50 mana Overall Effectiveness: 5 Star Effect: Duration- 1 star = 2 seconds, 2 stars = 3 seconds, 3 stars = 4 seconds, 4 stars = 5 seconds; Damage- 1 star = 8 HP, 2 stars = 24 HP, 3 stars = 48 HP, 4 stars = 80 HP How to implement it: Grip is the best Force in the game, IMO. It uses comparatively little mana, does good damage, and holds them somewhat stationary to make it easier for you to supplement your attack. It stops opponents from running away from you. I use it all the time. If they have Absorb activated, they will take little to no damage directly from Grip, but their movement is still restricted, so you can still take the opportunity to step back and fire off a few rails, or run around them and slash them in the back. The only case where Grip is truly ineffective is when they have Protection. If that happens, see the above sections on how to deal with Protection. How to defend against it: Grip can be stopped in one of 4 ways. 1) Use Absorb (not too effective), 2) Use Protection (pretty effective, but it leaves you open to a whole lot of other things), 3) Blind them (works 100% as long as they don't already have Seeing active), or 4) Cause damage to the person initiating the Grip. In other words, if the person that is Gripping takes any damage, the Grip is broken. This is a lot easier to do on a level with weapons. A good strategy is to Force Jump up and shoot the ground with a rail charge or concussion blast, and try to hit the Gripper with the splash damage from the explosion. -Force Lightning- Cost: See Star Effect Overall Effectiveness: 1 Star Effect: Mana Cost- 1 star = 40 mana, 2 stars = 35 mana, 3 stars = 30 mana, 4 stars = 25 mana How to implement it: Lightning does 13 damage per bolt, so if you have a dark surge, I suppose you could jam the button and try to kill people really quickly. I don't really use this power, so any input would be appreciated. How to defend against it: Absorb will protect you from this. Other than that, you can try to get out of the bolt range and shoot them. -Force Destruction- Cost: 200 mana Overall Effectiveness: 4 Star Effect: Damage- 1 star = 35 HP, 2 stars = 50 HP, 3 stars = 65 HP, 4 stars = 80 HP How to implement it: Destruction has a pretty big blast radius, so you can fire it into a crowd and it will do mass damage. You can also use it to blast people off edges or walkways. You can also fire it into the floor and create a kind of damage shield, dealing out damage to everyone near you. A good way to aim it is to fire at a wall or floor right next to your target instead of directly at them, so you don't run the risk of missing them completely. How to defend against it: Absorb works quite well against Destruction. If you don't have Absorb, treat Destruction like a rail charge, and try to make them miss their shot. -Force Deadly Sight- Cost 300 mana Overall Effectiveness: 0.5 Star Effect: N/A How to implement it: Deadly Sight is the most useless force in the game. It lasts for only 7 seconds, does 14 damage per hit at a rate of about 2 hits per second, and uses a boatload of mana. The only things remotely good about this is that you don't have to aim it that precisely and that you can do damage to a crowd. Once people see that you have Deadly Sight, though, they will kill you vigorously and repeatedly, simply because they know all the Forces you gave up to get this one worthless Force. How to defend against it: Where to begin.... They can't have Seeing, so you can simply Blind them and that's that. It also won't work on someone with Persuasion active, so you could use that. They can't have Pull, so you can bring out a weapon and shoot them, and you'll usually win the damage tradeoff. However, the easiest thing to do is wait for the 7 seconds to expire, and go kill them, because they will have no mana left, due to the fact that Deadly Sight uses so much mana. ------------------------------------------------------------------------------ WHAT'S STILL MISSING -Strategies for Throw and Lightning (are there any)? -Adding the Mysteries of the Sith Forces (Force FAQ v2.0) ------------------------------------------------------------------------------ SPECIAL THANKS My good friend Chip, for letting me use his computer to test a lot of this stuff ObiTwo of DarkSaber Clan, for giving me some info on the .cog files Luke of DarkSaber Clan, for showing me the power of Grip Enigma, for some good anti-grip strategies Chris Haze (Hiss), for some info on Speed and Blinding Kurgan, for correcting the amount of Stars availble to a Rank Jediknight.net, for providing a Server board and Chat room that allowed me to find games to put this into practice Last but not least, LucasArts, for having the balls to make a game that is actually unique and one in which the rocket launcher is not God. If you ever see me around, tell me what you think of the FAQ. I go by SpiderDan [SL] in multiplay, so feel free to drop me a line. Information content copyright (c) 1999 Dan Thompson. All rights reserved. All other copyrighted and trademarked information is property of their respective owners.
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