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    FAQ by ERopple

    Version: 1.2 | Updated: 08/30/99 | Search Guide | Bookmark Guide

    Jedi Knight: Dark Forces 2/Jedi Knight: Mysteries of the Sith FAQ
    Written by Edward Ropple (IG88_Darinn on Microsoft Gaming Zone)
    Version 1.12, Last Update 8/30/99
    Copyright 1999 Edward Ropple
                              IMPORTANT INFO
      You may not edit this FAQ in any way, except to add HTML code
      for viewing on a Web Page. To be allowed to place this on a
      web page, you must email the author at one of the emails at
      the bottom of this document. You may not sell this for any
      amount of money (That means you, kiddies.) without prior
      WRITTEN consent of the author. These may be waived at the
      author's consent.
                              VERSION HISTORY
      Version 1 - Started the FAQ. A full list of weapons and a
                  full list of Force powers included. Some cheats
      Version 1.1 - Made the FAQ JK and MotS both. Things with a *
                    mean it is MotS only. Things with a + are JK
                    specific. More cheats included, for both games.
      Version 1.11 - Whoo hoo. Added a link to the Cheat Empire.
                               THINGS NEEDED
      - A good ASCII artist for a title.
      - Any tips for playing, either MP or singleplayer.
      - Mission walkthroughs (I don't like writing those :P)
      - Almost anything else.
      To my knowledge, this is the first FAQ on the web for Jedi
      Knight: MotS, and the second on Jedi Knight! Well this is 
      just starting now, so check back every 3 weeks or so and see 
      if I updated. That's all for now so read on!
                                                    ~Edward Ropple
                                WEAPON LIST
      Okay. This is the most fun part of the FAQ. (feral grin) The
      weapon stats are laid out as such (dual weapons are in the
      same entry):
      Weapon: <weapon name>
      Ammo: <ammo type (rails, energy, charges, TDs, power, or none)>
      Effectiveness: <score from 1 to 5, 5 the best>
      Comments: <well duh...>
      So lets get started.
      Weapon: Fist/Lightsaber
      Ammo: None/None
      Effectiveness: 3.5/4.5
      Comments: Most people don't like the fist. They must be on
      crack or something. It works as well as a blaster pistol,
      and in MP does direct damage to the target's health (no more
      shooting through shields if you can get in close). The saber
      of course is better, but is easy to avoid by jumping over the
      opponent, while the fist is quicker and can be used faster.
      Wide slashes rock with the saber--if you can hit with em.
      Weapon: Bryar Pistol/Blastech DL-44 Pistol*
      Ammo: 1 Energy/1-4 Energy
      Effectiveness: 2/3
      Comments: Both are mostly the same. However, you can charge
      up the Blastech and unload one shot with heavy damage. Very
      slow to shoot, but work good against anything that doesn't
      shoot big BOOM attacks like Trandoshans and some Grans.
      Fairly useless in MP :(
      Weapon: Stormtrooper Rifle/Electroscope Rifle*
      Ammo: 2 Energy/3 Energy
      Effectiveness: 2.5/5
      Comments: The stormie rifle is good, but the Electroscope
      rifle is a sniper's (i.e. me) dream. The stormie rifle is
      FAST, but the Electroscope packs MAJOR punch. When you get
      an E-scope, use it from a dark area to get max effect. In MP,
      using an E-scope while being a Scout does not make any noise.
      A regular stormie rifle, while holding down primary, does a
      good job of making saberists not be able to attack, as long
      as you do not attack from a 20 degree arc in front.
      Weapon: Thermal Detonators/Flash Bomb*
      Ammo: 1 TD/1 FB
      Effectiveness: 2/1
      Comments: These suck. TDs are no good except in close where
      you will take damage too. If you need equipment and only have
      these, take two blaster bolts and call me from the grave.
      Weapon: Bowcaster
      Ammo: 1-5 Power
      Effectiveness: 3
      Comments: Not good. The best feature is the Z key boltbouncer.
      Holding primary is good in a situation where you need power
      fast. The thing that is annoying the most is that it is called
      a CROSSBOW ingame! Don't the programmers read their own products?
      By that I mean the books and their own instruction manuals.
      Weapon: Repeater
      Ammo: 1-3 Power
      Effectiveness: 4
      Comments: MUAHAHAHA!!! This baby rocks. Z key is OK, but primary
      is good when you need to thin out a crowd. Watch it though, this
      thing drains ammo quickly. Use it like you would use a chaingun
      in other games. The trick that works with the stormie rifle on
      saberists works here too.
      Weapon: Rail Detonator/Seeker Rail Detonator*
      Ammo: 1 Rail/1 Seeker Rail
      Effectiveness: 4/5
      Comments: Hail to the kings! Regular Rail Detonator is good for
      making "passes" and shooting Z key to stick the rail. A regular
      primary shot is lame. Seeker rails are the same, except primary
      is actually usable.
      Weapon: Automatic Sequencer Charge/Manual Sequencer Charge*
      Ammo: 1 Charge/1 Charge
      Effectiveness: 3.5/3.5
      Comments: Auto is good with Z key for traps and primary is
      good up close - drop and run. Manual is good if you can see the
      targets from a secluded location (cameras are ideal).
      Weapon: Concussion Rifle
      Ammo: 4 or 8 Power
      Effectiveness: 4.5
      Comments: As I prefer sniping, long range is a dream for me.
      Secondary is good up close, where I stay far enough away to get
      a shot off, then sidestep, go forward, sidestep back, walk back,
      sidestep again (forming a square) then shoot again. Rinse and
      Weapon: Carbonite Gun*
      Ammo: Indeterminate
      Effectiveness: 0.5
      Comments: Two words: THIS SUCKS!!! 'Nuff said. Don't even 
                               FORCE POWERS
      I don't know them all, so here they are in no particular order
      and same format as the weapons except Ammo is gone.
      Power: Grip
      Effectiveness: 5
      Comments: Use and abuse, and abuse some more. Combined with 
      Blindness, this rocks. Nothing else to say about this baby.
      Power: Speed
      Effectiveness: 2
      Comments: Doesn't help too much, but it helps somewhat. More
      stars increase duration.
      Power: Jump
      Effectiveness: 3
      Comments: BBOINNGG! Against Grip, this is great. More stars make
      the jump higher.
      Power: Projection*
      Effectiveness: 3
      Comments: Useless, IMNSHO, in single player. The projection
      doesn't go on a lift, so it is kinda lame. Players may not
      always be the brightest bulbs on the tree, but they aren't
      THAT stupid.
      Power: Chain Lightning*
      Effectiveness: 2
      Comments: Not as useless as I thought before (it chains slightly)
      but still pretty bad. You REQUIRE 4 stars to get anything out of
      Power: Destuction
      Effectiveness: 3.5
      Comments: One word: Ouch. Fairly good if you get a good hit.
      Splash damage works though.
      Power: Push*
      Effectiveness: 2.5
      Comments: Only useful in the carbonfreeze multiplayer level,
      and on occasional switches.
      Power: Healing
      Effectiveness: 2
      Comments: It, obviously, heals you. Each star heals you 20
      points, but it sucks up your force power fast.
      Power: Seeing
      Effectiveness: 4
      Comments: It blocks both Persuasion and Blindness. Very good.
      Power: Blindness
      Effectiveness: 3
      Comments: Not too good unless combined with Grip. I think stars
      increase duration, but I'm not sure.
      Power: Persuasion
      Effectiveness: 2
      Comments: Easily blocked by Seeing, and the whine gives it away.
      Power: Absorb
      Effectiveness: 1
      Comments: Not worth the stars. It does not block much power either.
      Power: Lightning+
      Effectiveness: 3.5
      Comments: WHOA! This is tons better than MotS's cheap Chain
      Lightning. Think Palpatine on crack and you have this baby.
      Power: Deadly Sight
      Effectiveness: 4
      Comments: Combine this with Grip and Blindness, and it does heavy
      damage. Otherwise, leave it alone. Only lasts seven seconds :(
      Power: Protection
      Effectiveness: 3
      Comments: Not really worth the stars either, but sometimes it
      Power: Defense*
      Effectiveness: 3
      Comments: If it wasn't for the oppressively high cost (2 stars per
      level) I'd give this a 5. Otherwise, it gets a 3.
      Power: Saber Throw*
      Effectiveness: 3
      Comments: Think boomerang, only it cuts apart anything. Easy kills.
                             MULTIPLAYER TIPS
      - Against a Rail Detonator or a Concussion Rifle, always keep
        moving to the side to avoid possible attacks. You can't 
        outrun a Seeker, so you MUST drop from a very high place to
        avoid it, and hope it blows before it blows YOU.
                                       Submitted by Edward Ropple 
      - In saber fights, jump over other saberists to get a free
        attack at their back.
                                       Submitted by Edward Ropple
      - Against someone using a saber, you can jump over them to
        get away.
                                       Submitted by Edward Ropple
      - Good snipers like me can hit with a Concussion Rifle at very
        long range (completely across an area the size of Canyon
        Oasis) with perfect accuracy. Keep moving and you can avoid
                                       Submitted by Edward Ropple
                               SINGLEPLAYER TIPS
      - Hoard ammo. If you have a choice between a Rail Detonator
        or a pistol against any small-arms foe (Stormtrooper,
        Commando, or Officer) use the pistol unless you have low 
        health and need to avoid getting hit, then Rails are good.
                                       Submitted by Edward Ropple
      - Long range pistol shots do really low damage. Avoid at any
        cost, except when above.
                                       Submitted by Edward Ropple
      I am not gonna discuss the "ethical" implications of cheats.
      Now for your cheating pleasure...hit T to bring the console
      up. Then type in the cheat. These don't work in MP, so don't
      bother :P
                               Jedi Knight
      sithlord - All neutral and dark forces.
      imayoda - All neutral and light forces.
      red5 - All weapons.
      yodajammies - Full mana.
      wamprat - All inventory.
      bactame - Full health.
      thereisnotry - Go to next level.
      jediwannabe on - Invincibility on.
      jediwannabe off - Invincibility off.
      raccoonking - All forces, dark and light.
                           Mysteries of the Sith
      diediedie - All weapons, but lowered force.
      iamagod - All powers and full force
      gameover - Skip to the next level
      boinga on - Invincibility on.
      boinga off - Invincibility off.
      trainme - Go to next force level.
      gimmestuff - All inventory.
      trixie - Full mana.
      I won't add any more cheats now, this is all I know except for
      a few prone-to-crashing codes.
                       PLACES YOU CAN FIND THIS GUIDE
      GameFAQs (www.gamefaqs.com)
      IG88_Darinn's Page of JK (www.angelfire.com/me3/JKMotS)
      Cheat Empire (home.planetinternet.be/~twuyts)
      Edward Ropple's Page of FAQs (www.angelfire.com/me3/ERFAQs)
      |                     Edward|Ropple                          |
      |      Neutron828@aol.com   |          Star Wars             |
      |      Photon828@aol.com    |           Forever              |
      |      Eropple@aol.com      |            !!!!!               |
      |                           |                                |
      | Website on JK/MotS: www.angelfire.com/me3/JKMotS           |
      |                                                            |

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