Items
/ Power-ups
Here
you will find specific descriptions and strategies for using
the various items and power-ups in JK2.
Click
below to skip to a specific section:
***WARNING!
Read this before proceeding!***
Players
new to JK2 should realize that the Multiplayer mode is substantially
different from the Single Player mode. In particular, the
weapons, items, power-ups, and other features are different
in many ways from their offline counterpart. We strongly recommend
playing against Bots (AI simulated multiplayer opponents)
as training for internet or LAN games, as they represent the
type of gameplay you will experience online. However, there
is no substitute for the unpredictability and inventiveness
of human opponents, so eventually you must venture out if
you expect to master the game! Players migrating over from
other FPS games will have many new challenges ahead, including
learning Force Powers,
the Lightsaber, as
well as the different nuances of the game. Even veteran players
of other Dark Forces series games (JK, MotS, etc) will
have many new things to learn. In short, you must "unlearn
what you have learned," to quote a wise Jedi Master.
; )
The
site will be presented with the assumption that players have
already read over the official JK2 manual (that comes
with every legitimate copy of the game) and the readme
documentation. Some material from these sources may be covered
in more detail however.
Items and Power-ups are very important, as they can provide
all sorts of needed replenishments to your health, ammo, and
Force, as well as provide temporary enhancements and abilities.
These items respawn (repear after a certain amount of time)
just like weapons, and so you should know where items are located
in a map, and how long it takes them to respawn. If possible,
knowing which ones your enemies have taken may also help you.
Some
items, when picked up, are added to your personal inventory.
They are used by selecting them in your inventory (using the
inventory next/previous keys) and activating them by pressing
the "use item" key. A "hotkey" can also
be bound to the specific item, to use it instantly, without
having to fumble through the menus (which is why I highly
recommend binding keys to all your frequently used items).
Other items are activated instantly when you contact with
them with your body. Be aware of the effects of each item,
so you can use them effectively.
Remember
you start each game with only the Lightsaber
(or Stun Baton if you didn't assign any Force Points
to Saber Attack), the Bryar pistol (with 100 Blaster Pack
ammo units), 25 shield points, and a full mana pool. Look
for items immediately!
"Instant"
Med Pack
These
small white boxes instantly restore your health points (the
red numbers featured on the lefthand portion of your HUD)
when you run over them. Each box restores up to 25 lost health
points, but will not go over your maximum of 100.
Know
where health packs are and when they will respawn, so you
can always be assured of full health, saving yourself the
need to use the Force to restore health lost in battle. Since
health packs are so sought after, they are also excellent
targets for setting traps (see Weapons
section for details!).
Health
of course is the sustaining element that keeps you alive.
Being hit by dangerous objects that are thrown at you by your
opponent or environmental hazards deplete this precious commodity.
If your health goes to zero, you die, instantly! Be ever watchful
of your health, and always be thinking about where to get
more (or how to get more) when you are injured.
The
ground somersault (hold crouch while running, while holding
the Lightsaber) is an excellent
way to grab Med Packs quickly (by rolling over them). This
is applicable to all pickup items. Remember your enemies are
after them too! It may also be advantageous to guard health
pickups for your teammates.
You
begin the game with 125 health points. However, this total
counts down at a constant rate until you are at the standard
maximum of 100. Also notice how when a character "spawns"
into a game, he or she is surrounded by a white bubble for
a few seconds. This and the extra health are meant to prevent
people from dying right away if they spawn into a dangerous
situation, before they have time to react.
Small
Shield Booster (small Armor pickup, shield battery)
This
small rectangular object will restore up to 25 points to your
Shields meter (the green numbers located on the lefthand side
portion of your HUD) but not go over your maximum of 100.
Shields
are important in that they absorb the damage you sustain from
attacks.
Note
that Force Powers and impact damage (from long falls, or being
knocked into walls by Force Push) do direct damage, making
shields useless against them. Shields are drained by damage
from energy weapons, projectiles and explosions.
When
a player recieves damage to his shields, his body will give
off a brief green flash or glow. If there is no glow when
he is hit by conventional weapons or explosions, then you
know he has no shields left!
By
default, you begin the game with 25 shields, barely enough
to protect you from harm, so it is vital to find more as soon
as you can.
Large
Shield Booster (aka "Personal Shield Generator")
The
"big" version of the Shield Boost (aka "Super
Shield"), this back-pack like object will instantly grant
you 100 Shield points when touched. It is possible to fill
your Shield total over 100 by picking it up (for a maximum
of 200 Shield points, if you grab it when your shields are
full). However, the extra points over 100 will slowly count
down (about 1 per second) until you are at 100 again.
This
item is of incredible value, and the locations of these should
be paid careful attention. Do your best to deny your enemies
access to these valuable power-ups!
Ysalamari
This
tan, dog-sized lizard-like creature can be picked up like
an item, and instantly projects a transparent golden sphere
around the player that touched it. Whilst enveloped by this
bubble, you cannot use any Force powers (including jump) and
Lightsaber special abilities (such as the Wall-Walk, ground
somersaults, etc), but you also are protected from the direct
effects of Force powers used against you.
After
a certain period of time, the anti-Force bubble wears off,
leaving you once again in possession of your faculties and
vulnerable to enemy Force powers. Note that the anti-Force
properties of the Ysalamari do not begin until it is picked
up by someone. If the holder of this item is killed, the anti-Force
bubble dissipates, and the animal is dropped to be picked
up by others (with the remaining time left subtracted from
the original 30 seconds).
Capture
the Ysalamari (CTY) games are identical to CTF (Capture the
Flag) games, except that the flags have a Ysalamari atop them,
and create a permanent (as long as they are held) anti-force
bubble. The bubble in this gametype is the color of the Flag.
See
the bottom of the Capture the
Flag page for some tips on playing Capture the
Ysalamari (CTY).
Biotech
Bacta Canister
You
can only hold one of these blue cylinders at a time. When
used, it will restore your health points to maximum. It is
good for only one use per canister. This inventory item is
best bound to a hotkey.
It is a good idea to keep one of these items with you at all
times, in case of emergency. If you have one and need health,
but Med Packs are handy, I would use those instead. It may
also be wise to use Force Heal if minor wounds are needed
to be healed (while in relative safety) and save the Bacta
for more intense situations where health is needed (ie: open
combat). However, you may wish to conserve your force mana,
and Bacta will heal you excellently, while your mana recharges.
Arakyd
Mark VII Inquisitor / Seeker Drone
A
more aggressive version of the "training remotes"
used for Jedi practice, the Seeker will follow you very closely,
once activated. The Seeker will automatically target and fire
upon nearby enemies (with a somewhat weak built-in blaster
weapon). The Seeker will automatically manuver out of the
way of your own attacks and you needn't worry about destroying
it by accident. After sustaining a certain amount of damage,
it explodes. It will also self-destruct after a certain amount
of time, regardless of use. Listen for the distinctive sound
when it is about to bust! You can carry only one Seeker in
your inventory at a time and can only have one "live"
at a time. If the player using the Seeker is killed, his Seeker
self-destructs.
The
Seeker Drone is not fooled by Force Mind Trick and will begin
to fire upon enemies that come within range, regardless of
whether or not they are visible. Unfortunately, sometimes
the Drone will malfunction and start firing at a wall for
no reason (even if no enemies are anywhere near it). This
is simple a bug in the game, but doesn't negate the usefulness
of the item in general.
Stationary
Shield
This
flat metallic item when picked up, is added to your inventory.
When used, it places itself directly in front of you and converts
itself into a horizontal blue wall of flickering shield energy
(red or blue in team games, corresponding to team color).
This
shield will immediately lower and then extend itself again,
to allow passage by the person (or team) who placed it, but
will stop enemies in their tracks. The projected shield is
very large, and can overlap walls and other structures, cutting
off entrances and exits. Shots and explosives will impact
the shield and deal it damage. After sustaining a certain
amount of damage (either from enemy or friendly fire) it will
disappear and cannot be used again (another shield must be
picked up and placed). Also, the shield will lower itself
after a certain amount of time, automatically. Only one Stationary
Shield can be held at a time, but each player can have several
active at once.
The
shield does NOT seem to be damaged by an "idle"
Lightsaber (ie: simply touching it with the blade without
swinging).
Active
Enemy Stationary Shields can be Wall Walked/Wall Jumped off
of (see Lightsaber
section for details on these moves).
Shield
Power Converter
This
small green fire hydrant-like object is immovable, but when
touched and the "use" key is pressed, it will restore
Shield points to the user. Every press of the key restores
about 2 Shield points, and if the key is held down, they come
at a rapid rate.
The
Converter (found only in CTF/CTY games) has a limited store
of Shield Points, and it must recharge in order to get more.
It will make a distinctive sound when it is restoring shields,
and another when it is drained. It seems to restore itself
at about the same rate as it is drained (about 2 points per
1/5 second). These generators seem to hold roughly 50-60 Shield
points at full charge, and are most often found strategically
placed near Flag bases in Team maps (providing vital sustaining
protection for defenders, or replenishing fuel for returning
Flag Carriers).
While
sucking the Shield power from a Converter, you can crouch,
without interrupting the flow of energy, however if you look
away from it, the flow stops. Be aware that you are vulnerable
while stocking up on Shields, and the enemy may try to set
a trap for you! Due to the slow nature of the Shield restoration,
it may be better to grab nearby Shield Generators or Shield
Boosts before using the Converter.
Portable
Assault Sentry
This
inventory item is a placeable Auto-gun that automatically
assembles itself on the flat surface directly in front of
you. It will auto-target nearby enemies and fire rapid blaster
bolts at them.
The
Sentry will self destruct (with an explosion big enough to
harm you or others) after sitting around for a certain amount
of time, regardless of the amount of use. It can also be destroyed
after sustaining a moderate amount of damage from enemy fire
or your own fire. In Team games it will only auto target members
of the enemy team. One Sentry can be held in your inventory
at a time, and you can only have one Sentry "live"
at a time.
These
can be great to provide supporting firepower in CTF games,
and to make passing checkpoints more difficult for the enemy
(especially with multiple Sentries placed within a small area).
Use them to guard important power-ups (such as the Personal
Shield Generator) as well. Placing them at corners, and in
high places can help make them more difficult for enemies
to spot and destroy before they are fired upon. You will notice
that if you switch teams, your placed Sentry will vanish.
These
auto-guns have limited range, so if you encounter enemy Sentries,
it's a good idea to take them out with explosives or powerful
shots from a distance, as hitting them with the saber is difficult
(although blocking the shots with the lightsaber may be a
good idea, if your goal is to distract the Sentry from your
Teammates). The Sentry will not pause in its assault (unless
you get out of range) however, so again, the best technique
is to destroy from a distance, or to Speed by it before it
can track you.
Not
affected by Force Mind Trick or Force Lightning.
Force
Boon
This
Holocron (a floating, box-like device that imparts Jedi wisdom
to the one you picks it up) is generated by a holographic
projector, much like the various Weapons
in the game. Once touched, it automatically activates and
a "sunburst" icon appears in the upper right corner
of the player's screen, with a number that counts down, showing
the amount of time before it wears off. It also imparts a
slight glow to the user.
While
the Force Boon is activated, the user's Mana pool will recharge
itself much more quickly than normal, (but it will not recharge
your Mana when certain toggleable powers are activated, such
as Speed or Seeing).
If
a player that posseses this item is killed, before their Force
Boon wears off, the item will pop out of their corpse, and
can be picked up by another player, with the time remaining
on it available to them for their own purposes.
Even
though the Force Boon accelerates your mana regeneration,
it doesn't help with toggleable powers (such as Speed, Seeing,
Absorb, Mind Trick, etc). When you grab one of these, make
use of instant powers like Heal instead. Be prepared to become
a sought after target once you pick up one of these.
Force
Enlightenment (Dark and Light versions)
Much
like the Force Boon, this item is also a Holocron, holographically
projected, however there are two versions, one for Dark Jedi
(Dark Enlightenment) and one for Light Jedi (Light Enlightenment).
As one might expect, the Dark version is darker in color than
the Light version. When grabbed, this item maxes out the levels
on all Neutral Powers and Lightsaber Enhancements, as well
as maxed out versions of all your side specific (Dark or Light)
powers. This means that you have every power on your side,
at Level 3, for the duration of the item!
This
power is incredibly valuable, as it can give you powers you
did not select, and temporarily enhance all of your powers.
While it is active, an icon with the same color as the Holocron,
with a picture of an eye on it will appear in the upper righthand
corner of your HUD, with the time remaining before it wears
off.
As
one might expect, this is an incredibly valuable power, so
hoard it if you can, from your enemies!
Like
the Force Boon, when a player that posseses this item is killed,
before it wears off, the item will pop out of their corpse,
and can be picked up by another player, with the time remaining
on it available to them for their own purposes. Keep in mind
that a Dark Jedi cannot pick up the Force Enlightenment of
a Light Jedi, and vice versa. In fact, the version opposite
of your side (dark or light) will appear "gray,"
signifying that you can't use it. Note that if you lack a
Lightsaber, picking up this power-up will not grant you one
(you're still stuck with the Stun Baton).
Combined
with the Force Boon, a player becomes super powerful, and
will be a sought after target (to gain the power-ups). Know
ALL of the Force powers on your side of the Force, so that
when you pick up this item, you can make full use of its abilities.
Flags
(Red and Blue, for CTF games)
In
the teambased CTF (Capture the Flag) game mode, these
Flags will appear in the base corresponding to their color
(Red for the New Republic team; Blue for the Imperial team).
Running
over the enemy team's flag picks it up (your character is
shown with a huge flag attached to his back, and a flag icon
appears in your HUD). You are now a "Flag Carrier"
and your job is to take the flag and make contact with your
own flag at your own team's base, in order to score. Killing
a Flag Carrier makes them drop the flag they are carrying,
and tagging (by touching it) the dropped flag of your team,
you automatically return it to your base.
Note
that if you suicide (for example by typing 'kill' in the console)
while you are a Flag Carrier, the flag will automatically
be returned. The same applies if you fall into a bottomless
pit!
In
CTY (Capture the Ysalamari) the Flag will contain a
branch for a Ysalamari and will have the same Force negating
effects, for as long as the Flag is held.
Click
here for a page
with tips on playing Capture the
Flag.
Force
Power Holocrons
Available
only in the Holocron Deathmatch (FFA) gametype, these
Holocrons are inscribed with an icon, respresenting the Force
Power they contain. When picked up, they impart upon the holder
the ability to use that Force power at level 3 strength. If the player is killed,
he drops the Holocron(s) he has picked up for others to use.
You can only hold three Holocrons (default, the server can
choose a number from 1-3 or "unlimited" but only
three holocrons will be shown swirling around the player)
at a time, and picking up another one, will cause you to drop
the first of the three that you picked up in favor of the
new one.
Dropped
holocrons only last for a short time (20-30 seconds) before
disapearing. They will of course respawn in their usual spots.
In
addition to the usual Neutral, Dark and Light Side force powers
(which you can mix and match) there are also holocrons for
the various Lightsaber Enhancements.
Some
interesting combinations appear. Of note is that Absorb or
Protect cannot be combined with Dark Rage (either power forces
Dark Rage to go into recovery immediately). In this game mode
mana recharges at an accelerated rate as well.
See the section Force section
for details on individual powers.
Click
here for a
page with tips on playing Holocron
Deathmatch.
Lightsaber
The
Lightsaber as a pickup item
is only seen in the Jedi Master gametype. The brightly
glowing handle when picked up, transforms the force-less players
in this gametype into the "Jedi Master" who possesses
nearly all the force powers (by default all except for Absorb
and Drain) as well as all the lightsaber enhancements, and
all at maximum level (this can be very difficult to manage
effectively, which is why I recommend creating a CFG file
specifically for this gametype and Holocron FFA). He can ONLY
use the Lightsaber as a weapon (no guns), though his items
still work. He also gets 200 health (which counts down slowly
until it reaches 100 where it stays until he's injured). The
Jedi Master can only pickup health, items, and armor.
The
Lightsaber itself glows gold through walls (much like Force
Seeing) and the Jedi Master himself glows blue to others players,
also through walls.
When
killed, the former Master drops his saber handle, which the
next person can pickup to become the new Master. There is
only one saber per Jedi Master level, and it always respawns
in the same place, when the previous Jedi Master is killed
and his dropped handle isn't picked up.
Click
here for
a page with tips on playing Jedi
Master.
Weapon
Ammo
All
weapons, except for the Lightsaber
and Stun Baton require ammunition to be used. There
are several different types of ammunition (Blaster Pack Ammo,
Energy Cells, Metallic Bolts, and Rockets) and not all weapons
use the same types. See the Weapons
section for descriptions of each weapon and its ammo types.
These ammunition restoring items are picked up by running
over them and instantly restore a certain portion of your
ammo count, for the appropriate weapon(s). By default, all
players begin with the Bryar Pistol and 100 Blaster Pack units
in addition to the Stun Baton or Lightsaber. Note that once
you have a certain gun in your inventory, you cannot pickup
an additional gun except those dropped by killed players or
by Force Pulling them away from enemies. These guns will restore
the amount of ammo that was in the enemy gun to your own totals.
Rocket
Ammo |
|
Energy
Cell Ammo |
|
Blaster
Pack Ammo |
|
Metallic
Bolt Ammo |
|
Item
Name |
What
you get |
Thermal
Detonator Belt* |
4
Thermal Detonators |
Trip
Mine stacks* |
4
Trip Mines |
Det
Pack pack* |
4
Det Packs |
Merr-Sonn
Missile Launcher* |
3
Rockets |
Rocket
Ammo |
3
Rockets |
Bowcastor* |
100
Energy cells |
Disruptor* |
100
Energy cells |
DEMP
2* |
100
Energy cells |
Energy
Cell Ammo |
100
Energy cells |
ST
Rifle* |
50
Blaster Pack units |
Blaster
Pack Ammo |
100
Blaster Pack units |
Heavy
Repeater* |
100
Metallic bolts |
Flechette
Launcher* |
100
Metallic bolts |
Metallic
Bolt Ammo |
100
Metallic bolts |
*
See Weapons page.
Thermal
Detonator Belt
|
Det
Pack pack
|
|
Trip
Mine stack
|
|
Note:
If you already have a certain gun, you cannot "pick up"
another one to get ammo, unless it has been physically dropped
by a dead player (in which case you get whatever ammo they
had left when they died). Remember that players that are killed
only drop the weapon they were holding at the moment of death
(all their other weapons and items disapear) except the Stun
Baton, Bryar pistol or Lightsaber.
Explosives
(red) all have their own type of ammo, and you can always
pick up more, until you max out your units.
Maximum
Ammo Units Per Weapon
Weapon
Name |
Max
Ammo |
Thermal
Detonators |
10
Thermal Detonators |
Trip
Mines |
10
Trip Mines |
Det
Packs |
10
Det Packs |
Merr-Sonn
Missile Launcher |
25
Rockets |
Bowcastor |
300
Energy cells |
Disruptor |
300
Energy cells |
DEMP
2 |
300
Energy cells |
ST
Rifle |
300
Blaster Pack units |
Bryar
Pistol |
300
Blaster Pack units |
Heavy
Repeater |
300
Metallic bolts |
Flechette
Launcher |
300
Metallic bolts |
For
more information on how many units each weapon uses, head
on over to the Weapons
page.
Once
you have become familiar with the various Items and Powerups
in the game, you should move on to the Weapons
and Force sections. |