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Lightsaber
The primary weapon of the Jedi,
lightsabers have been described as an elegant armament of
a more civilized time. As one of the most powerful weapons
in Kyle's arsenal, this weapon can be used for both offensive
and defensive moves. The lightsaber can also damage anything
it comes in contact with. The better the Jedi, the better
this weapon can become. |
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Bryar
Pistol
Kyle Katarn's weapon of choice,
the Bryar pistol may be slow to fire, but it is also incredibly
accurate. The primary attack fires a deliberate, single shot
that causes great damage. Secondary Fire is initiated by holding
the fire button down to charge the blaster round in the chamber,
creating a highly damaging bolt.
Primary
firemode: Releases
a laserblast with a medium rate of fire. One shot costs you
2 energy-units.
Secondary
firemode: Holding
the secondary firekey will charge up the weapon after which
a large bolt of deadly energy is unleashed. Needless the say
the greater power comes at a price, as using it maximally
charged will cost you 9 energy-units. This bolt moves somewhat
slower than the laser blaster from the Bryar blaster pistol
and E-11 Blaster rifle.
Already the most underestimated
and under used gun in JK2. It's primary function has a medium
rate of fire and does a reasonable amount of damage but it's
secondary fire is where the weapon really shines. This mode
is great for taking out snipers or people who are otherwise
caught unaware, since it does a large amount of damage. It's
useless against people at greater distances, safe for getting
a few lucky kills when multiple enemies are fighting and don't
pay attention to you. This is because you can only fire a
bolt every few seconds and because the traveling speed of
the shot is slower, which makes it relatively easy to evade
if you see it coming at you. It is also nearly useless against
people who use lightsabers since they should have no trouble
deflecting any shots you fire at them. The maximum amount
of ammunition for the Bryar Pistol, in the form of blaster
packs, is 300 units
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E-11
Blaster Rifle
Used as the primary weapon
of the Imperial forces, the E-11 is a sturdy and deadly rifle
that packs a large amount of damage into a small weapon. Its
compact size makes it easy to carry and conceal.
Primary
firemode: Releases laserblasts with a medium rate
of fire that do a good amount of damage. A single shot will
cost you 2 energy-units.
Secondary
firemode: This firemode does the same amount of
damage as the primary one, yet the rate of fire is significantly
higher and the accuracy decreases somewhat. A single shot
in this mode costs 3 energy-units.
The standard weapon of the
Imperial Stormtroopers, the E-11 has already seen many years
of service and continues to be a well balanced weapon. In
secondary firemode, when used properly, it can be lethal against
gun toting or saber wielding enemies alike. However, keep
an eye on your ammo counter. Since the shots cost 3 energy-units
and since it has a very high rate of fire you'll run through
your total amount of ammunition faster than you would expect.
The maximum ammunition quantity and type are similar to that
of the Bryar pistol.
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Tenloss
Disrupter Rifle
The tenloss rifle is outlawed
by the New Republic but is still produced on the black market
and used by some criminal elements. The primary fire produces
a single fast-moving shot with a medium rate of fire. The
secondary mode can be charged up and disintegrates living
targets. It allows scope activation and zoom.
Primary
firemode: This mode enables you to fire the weapon
unzoomed. It has a decent rate of fire and does a medium amount
of damage. Although the rate of fire is relatively slow compared
to for example the E-11 Blaster rifle, the shot moves at high
speed making it difficult to evade and it cannot be stopped
by the lightsaber!! Firing the weapon once will lower your
ammunition reserves with 5 units.
Secondary
firemode: Pressing the secondary fire button will
make the weapons scope zoom in. The longer you hold the fire
button, the further you'll be able to zoom in. While in zoom,
holding the primary fire button will charge up the weapon
(indicated by a meter at the top). Release the primary fire
button to fire the rifle or press secondary fire mode to go
out of zoom. Any movement while in zoom will cause you to
go out of zoom as well by the way so stay crouched and stationary
when you want to aim for a target!! In this fully charged
up mode the gun can also shoot through multiple enemies and
those unbreakable glass windows and ramps (like in the streets
of Nar Shaddaa map). However, loading up the gun to its maximum
power will cost you 27 powercells so you'd better make those
shots count.
This gun can dominate a large
open map or a map with long hallways etc. when used properly.
However, it takes time and patience to become skilled at sniping.
When you are discovered and people start coming at you don't
panic. Just sit still, charge up the weapon and take your
time to aim. You may get hurt a little while sitting still
but if you miss due to impatience you won't get a chance for
another shot. This is due to the fact that charging up the
weapon takes quite some time. Unless your attacker has full
health and a lot of shields, a fully charged Disrupter shot
is lethal. This rifle can hold a maximum amount of 300 powercells. |
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Bowcaster
It might look archaic, but
this weapon fires powerful bolts of metal enveloped in energy
pockets. A self-cocking attachment allows creatures weaker
than Wookiees to fire them.
Primary
firemode: This allows
you to fire energy enveloped arrows at your enemies. The rate
of fire in this mode is very slow but you can charge up the
weapon by holding the primary fire button. Doing so will unleash
either 3 or 5 arrows at the same time in a wide spread. Due
to the spread a charged Bowcaster is useless at medium to
long ranges, yet in close quarters combat it can be lethal,
even to saber wielders. The energy used for this weapon is
that same as that for the Disrupter rifle. A single shot consumes
5 powercells, a 3-arrow blast uses up 10 and a 5-arrow blast
requires 25 powercells. Energy arrows can be deflected with
a lightsaber.
Secondary
firemode: This mode does not have a charge function
like the primary mode. However, arrows can bounce of surfaces,
and as such you can use floors, ceilings and walls to fire
around corners or to hit enemies who think they are safe by
the way they move. The rate of fire is slightly faster than
with the primary firemode yet still slower than for example
the E-11 Blaster rifle. However, the damage a single Bowcaster
shot does is larger than that of the E-11. The Bowcaster truly
is a specialists weapon, and takes time to master. Once a
good feel for the weapons playing style has been acquired
it can be turned into a very lethal instrument of death.
This weapon can, when sufficiently
mastered, rack up a lot of kills in maps where there are enclosed
hallways, ramps and rooms (such as the Bespin Streets, Trial
Pit and Stardestroyer maps). Use the various walls, ceilings
and floors to shoot around corners using the secondary firemode.
Be careful however not to hit yourself, as the bolts that
bounce of of walls and the like can possibly ricochet back
at you and do quite some damage. Also a good tactic is to
simply run around constantly charging up the primary firemode.
Especially in crowded servers you'll have no lack of possible
targets to unleash the powerful blast upon. Charging up the
primary mode is also great when firing at groups of people
who are entangled in combat and who therefore don't notice
you. You can carry the maximum amount of 300 powercells for
this weapon. |
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Heavy Repeater
This deadly and destructive
projectile weapon fires a rapid stream of metal bullets, capable
of covering an entire area with deadly suppressive fire. Primary
fire discharges a rapid succession of bolts while the trigger
is held and secondary fire launches a concussion explosive
from an under the mounted barrel which throws enemies around
causing extensive damage.
Primary
firemode: Firing the primary firemode of this weapon
results in a stream of metallic bullets that travel at high
speed yet are somewhat inaccurate beyond medium range. The
rate of fire of the Heavy Repeater is better than that of
any other weapon, even that of the E-11. The bullets from
this mode can be deflected by a lightsaber but cannot be manipulated
by Forcepowers such as Push or Pull!! Despite the fact that
a single bullet from this gun does little damage is made up
for nicely by its very high rate of fire. The gun uses metallic
bolts as ammunition and pressing the fire button once results
in one bullet being fired.
Secondary
firemode: The Repeater rifle has a grenade launcher
that is mounted below the barrel. It fires explosive energybased
grenades at a medium rate of fire that, allthough energybased,
are regarded as projectiles. They have a large blast radius
in which everything receives splashdamage. Since the grenades
are projectiles they can be pushed back by using Forcepush.
However, they cannot be deflected by the Lightsaber!!! Firing
a grenade uses up 8 metallic bolts of ammunition.
This weapon is particularly
suited against large groups of enemies, due to the primary
mode's high rate of fire, or against one or a few enemies
who are wielding lightsabers. The primary firemode is nearly
useless against a player using a saber as he should be able
to deflect the bullets with relative ease. The secondary fire
however is great against saberists as they cannot use their
saber to deflect the energyprojectile and because the impact
of the explosive does a lot of splashdamage. However, care
must be taken when in a Full Force game, as the explosives
can be pushed back with Forcepush and might hit you instead
of the target that you aimed for. The maximum amount of ammunition
for this gun is 400 units. |
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Destructive
Electro-Magnetic Pulse 2 Gun
Commonly referred to as the
DEMP 2, the primary mode of the pulse rifle shoots out a concentrated
energy ball which is very effective against droids, probes
and other mechanical devices. The DEMP 2 also has a secondary
fire mode which produces fast attacks that cause radius damage
to droids and living things.
Primary
firemode: The primary
firemode fires ion bursts at a medium rate of fire that do
a decent amount of damage to enemies. The speed of the energybursts
is somewhat slow though, which makes them relatively easy
to evade. Firing a single shot will deplete your ammunition
with 8 powercells. The shots from the DEMP2 can not be deflected
by the lightsaber.
Secondary
firemode: This mode
will charge up the weapon, similar to the secondary firemode
of the Bryar Pistol and the primary firemode of the Wookie
Bowcaster. Upon releasing the firebutton a large shockwave
of energy will allmost instantaneously explode on the position
aimed at. This mode requires significantly more energy than
the primary mode, 30 powercells compared to 8 to be exact.
Allthough charging up the weapon
in this mode is quite expensive, in terms of both ammunition
and time needed to reach a full charge, the effect is devastating.
It's a great weapon to fire in small rooms when there is little
room for your enemy to manoever out of the shockwave's blast
radius (like on the Bespins Streets, Stardestroyer or Deathstar
maps) or on open maps when large groups of people are fighting
close together (Massassi Temple, Nar Shaddaa Streets). Since
the blast of the secondary firemode can knock people abouts
the DEMP2 is a great weapon to blast people of ramps and ledges,
like in maps such as Nar Shaddaa Streets, Bespin Exhaust Shafts
etc Also, In Capture The Flag/Ysalamiri games it is exceptionally
useful because you can use it to destroy/push back/scatter
defenders or, once your team has acquired the flag/Ysalamiri,
to keep attackers away from your flagcarrier. The weapon can
hold a maximum of 300 powercells for ammunition. |
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Bespin Security
Guard
Officially known as the Cloud
City Wing Guard, these troopers not only police the streets
of Cloud City, but they also serve many other official capacities:
firemen, customs agents, meteorologists, and bomb disarmers.
In the past the Wing Guard served corrupt, totalitarian leaders
of Cloud City, but Lando Calrissian changed all that when
he became baron-administrator. After he left Cloud City to
join the Rebel Alliance, the Wing Guard continued to serve
the best interests of people of Cloud City for the most part.
Small pockets of corruption have invaded their ranks in recent
years, caused by the overflow of criminal activity in the
lower levels of Cloud City.
Primary
firemode: Using this
firemode makes the FC-1 behave like a shotgun or flakgun.
Metal shards will be hurled towards your target at great speed.
It is only useful at short and medium range, as the metal
pieces spread out rapidly decreasing the chances of inflicting
damage upon your enemies. However, when fired at short range
it can do massive damage. The weapon uses metallic bolts for
ammunition and firing the weapon will cost you 10 units of
the weapons ammunition.
Secondary firemode: This
mode will enable you fire spherical mines. These mines travel
at high speed, can bounch against solid surfaces and only
explode upon impact with an enemy. If they don't hit any targets,
they will explode after a duration of 3 seconds. Using the
secondary firemode consumes 15 metallic bolts.
The FC-1 is both great in a
defensive and offensive role. You can use it to carpet a hallway/ramp
with mines, preventing any enemies from getting through thus
for example protecting your flagroom/flagcarrier. As an offensive
weapon it is great both at short range such as in close quarters
combat (primary firemode) and at medium range in both close
quarters and on open maps (secondary firemode). Using the
secondary firemode does take some practise as you can easily
damage yourself due to mines bouncing back at you. Also, on
open maps you have to learn to get a feel for the weapons
maximum effective range and how long it takes the mines to
hit the target. This way, you can fire mines in the targets
pathway, making him/her run into the projectiles. Care must
be taken in games where use of the Force is permitted however,
as the metal shards and mines are regarded as projectiles
allowing you to use Forcepush on them. The maximum amount
of ammunition you can carry for this weapon is 400 units. |
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Thermal
Detonator
Famous throughout the galaxy,
a thermal detonator releases a barrage of energy and heat
that disintegrates everything around it.
Primary
firemode: Pressing the primary firebutton makes
you throw a thermal detonator that will bounce of of walls,
ceilings and floors and explodes either upon contact with
an enemy or, when no target has been hit, after a 4 second
delay. The longer you hold the firebutton the futher you will
throw it.
Secondary
firemode: In this mode you'll throw a thermal detonator
that explodes upon impact with any solid surface such as walls,
ceilings, floors and enemies. Again, the distance you can
throw is determined by how long you hold the firebutton.
Allthough not as powerful as
described in the Starwars Encyclopedia (here thermal detonators
are described as having the power of a small nuclear device,
capable of desintegrating everything into a 30 meter radius
including whole buildings) they still pack a vicious punch.
The splashdamage they can cause is extensive, tossing enemies
about and thus makes them perfectly suited for carpeting hallways,
ramps etc Also, throwing some thermal detonators at fighting
groups of enemies can get you quite some kills. Remember that
the thermal detonator is a projectile weapon so enemies with
Forcepush can push the explosives back in your direction.
Also, bear in mind that the range of this weapon is short
to medium, so make sure that your desired target is within
range or he'll have no trouble evading the explosives and
taking you out. You can have a maximum of 10 thermal detonators
at any given time. |
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Laser
Trip Mine
Trip mines consist of a beam
projector affixed to a shaped explosive casing. The laser
activates once the trip mine is placed, extending a beam from
the charge to the nearest surface that intersects its path.
If this beam is broken or the charge is fired upon, the mine
will detonate and damage anything caught within its radius.
Primary
firemode: Using this mode enables you to attach
the triangular shaped explosives on walls, ceilings and floors
after which a laserbeam is emitted from a projector on the
casing. Any enemy breaking the laserbeam will set of the explosive,
causing a large amount of splashdamage. The trip mines will
also explode when fired upon.
Secondary
firemode: In this mode the trip mines dont function
as such any more. Instead, when positioned on walls, ceilings
and floors the device will automatically detonate after a
3 second delay. Again, firing on the casing will cause it
to explode aswell.
Laser trip mines make great
weapons for ambushes. Make an enemy follow you and rop a few
on a wall when you go around a corner. 9 out of 10 times the
player following you will run around the corner and be unable
to stop before detecting the mines. On Capture The Flag maps
the laser trip mines are an excellent weapon for defensive
strategies. You can place them in primary mode in the hallways
leading to your flag or drop them in secondary mode to slow
down or kill any enemies following you or your flagcarrier.
Be careful to remember where you dropped the mines though,
as you wouldn't be the first player to get killed by your
own explosives. The maximum amount you can carry with you
is 10 mines. |
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Det Pack
A detonation pack is a small
explosive with a remote activator that can be triggered by
the user. The pack is set in place or thrown and is then detonated
whenever the user desires. Typically this is used to ambush
enemies or blow open doors that are otherwise sealed to the
user.
Primary
firemode: Pushing
the primary firebutton will drop 1 pack at a time. Detonation
packs, similar to the laser trip mines, can be attached to
walls, ceilings and floors. You can drop as many detonation
packs as you have with you. As with the laser trip mines,
the detonation packs explode when fired upon.
Secondary
firemode: Activating the secondary firemode will
detonate any packs you have attached to walls, ceilings and
floors. If you haven't detonated the packs within a certain
amount of time they will selfdestruct.
Detonation packs, just like
laser trip mines, make great weapons for ambushes and defensive
tactics. However, allthough their blastradius is somewhat
larger than that of the laser trip mines, enabling them to
deal out more damage, logically they are only useful when
you stick around and detonate the packs when an enemy approaches.
This in contrast to the mines, that will auto-detonate when
an enemy breaks the beam or comes too close while the mines
are in motiondetection mode. Therefore, the packs are more
suitable for defending key positions such the flagroom in
CTF-games where you are bound to be in the vicinity anyway,
for example because you play as a defender. Also, running
through a large group of enemies while dropping and detonating
these packs can cause a lot of havoc and can get you kills
easily. Again, you can carry 10 units with you. |
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