Star Wars Jedi Knight: Jedi Academy Force Powers/Weapons FAQ v1.3
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Star Wars Jedi Knight: Jedi Academy Force Powers/Weapons FAQ

by NXMT   Updated to v1.3 on
======================================================================
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
(0.0422/d/web7)