Confessions of a Light
JediKnight Multiplayer Strategy Guide Version 2
Notes on Version 2
(1.0) Who is Eddy
Ready for Multiplayer
(3.0) The Weapons
(10.0) Let's Go!
Chart for kicking cheaters!!!
(0.0) Notes on Version 2
Yep, I finally got around to revising this thing. I
fixed up the HTML and incorporated some comments and updates, mostly to the force, lag,
finding games, and references sections, and I added my ASCII chart (it's organized by
character instead of number). Thanks to all who provided comments, especially: Aristotle
(for the original HTML conversion), LikWid (I haven't tried Blaster Tag yet, but I will),
Praetorean (the first of several to point out that Throw does indeed go through
Protection), H (for a bunch of things), Ace (the Protection expert), and of course my
clan, Destiny of the Jedi
for comments and testing. Version 3? Probably not, unless someone points out a glaring
error, I have put way too much time into this already....
(1.0) Who is Eddy Currents?
A Star Wars fan who enjoys playing Jedi Knight (JK)
multiplayer. My credentials? Why would you listen to me? I am not the best JK player
around, but I am pretty damn good. I don't lose very often. I have been playing for a long
time, and I play a lot.
(1.1) Why Are You Writing This?
There should be a lot more JK games out there. JK
is not as popular as Quake, for example. I have played both, and of the two, I prefer JK
because it has much more to it. So I hope when people read this they will want to play
more, so there will be more players out there for me to play against.
Also, it is getting harder to find good
competition. :-) Sometimes I and other Jedi get accused of cheating (more on that below)
because of our high degree of skill. This is annoying because I have never cheated, and I
never will. I have defended other Jedi accused of cheating when I could tell they were
not. So after reading this you should be able to tell superior skill and strategy from
cheating or lag (more on that too, below).
(1.2) JK versus Quake
Compared to JK, Quake is one dimensional -- run and
gun. Don't get me wrong, Quake is a blast, and Quake II is even better. I have played my
share, and I am awestruck by the realism of Quake II. But most games become a race for the
biggest weapon, and can get ruined by campers who sit there and protect them. JK has two
other dimensions, Force Powers and Light Sabers. Dark Jedi can kill campers with force
powers, and Light Jedi can blind campers and relieve them of their weapons. Either can go
in flailing with a light saber and cut the camper in half. In fact, many Jedi use nothing
but saber, because it is very powerful and kinda fun to use. Saber dueling is a popular
There are other little things that I like. Most
weapons have two firing modes, and there are sequencer mines, which are even more fun than
the laser tripmines of Duke Nukem (really!). You can actually see the weapon your opponent
has in his hands, so you know whether to be worried or not. Also there are many, many
distinctive sounds for weapons, force powers, running, jumping, etc, and the ones you hear
everyone else can too. So you use your ears as much as your eyes to find out what your
opponents are doing and where they are. Also, JK is more tolerant of lag, making internet
games less painful for those joining (more on that later).
To be fair though, Quake and Q2 are more stable,
more popular, and far better supported. That is the fault of LucasArts, not the user
community. Can't have everything.
(2.0) Getting Ready for
I am assuming you are familiar with the basic game,
and have played it in single player. If you haven't, do so, it is a lot of fun (up to the
last few levels). Now you are ready for the big challenge -- real Jedi. Realize that many
of your strategies for beating the computer will not work against real people. You must
unlearn what you have learned....
When you start the game you have to create a
Player. You have to give it a name, which is what the other players will see when you are
playing a multiplayer game. That player has different saved games and control
configurations and stuff. That is useful if you share your puter with other people, or if
you want to play different persona -- I use a different player (and different name) when I
play Dark Jedi. Changes in configuration are saved with the player, and you can save your
favorite control configuration to share between players.
Before you join or host a multiplayer game you need
a multiplayer character. From the player screen, select Multiplayer, then select
Multiplayer Characters. Select New for a new character. You must type in a name for this
character (no one else sees this name, so I simply use a descriptive like "Jedi
Lord") and select a Rank (force power level). Then you pick a skin, which is what you
will look like in the game, and a look for your saber. Then you select Force Powers so you
can assign stars to your Force Powers. It is a good idea to create one Jedi for each
level, so you won't have to just before you join a game. See below for a full discussion
on Force Powers. The levels are: 0 (Unitiated); 1 (Initiate); 2 (Learner); 3 (Apprentice);
4 (Journeyman); 5 (Charge); 6 (Disciple); 7 (Jedi Master); 8 (Jedi Lord). You get no force
stars at level 0, and 3 stars for every level you go up, for a max of 24 at force level 8
(Jedi Lord). Only neutral force powers are available up to level 3. You can mix Light and
Dark powers up to level 6. At levels 7 and 8 you must choose either Light or Dark side,
and at level 8 if you assign no stars to the neutral powers and max out the Light or Dark
powers you will get Force Protection for Light, and Deadly Sight for Dark.
Click Ok and Save your character. You can edit him
later if you decide to change something (and you will). You can also get or create new
skins and sabers, like the BFP in the References section, and really personalize your
Jedi. However, only Jedi with the same skin as you will see yours (and vice versa).
This is a good time for an aside, where I say how
much I hate political correctness. In the English language we are not supposed to use
"him", which in any other language is understood to mean someone of either sex.
No, we are supposed to use "him or her", which is a pain in the tuckus, or
"they", which is plural and WRONG. So when I say "he" or
"him" I am not slighting the female gender, which I am wildly fond of, or
suggesting that female Jedi out there do not exist, 'cause they do. I am just saving space
and refusing to contribute to the ruin of the English language.
(2.3) Light versus Dark
One of the big choices you have to make is whether
you want to be a Light or Dark Jedi. As the title of this collection of ramblings
suggests, I prefer the Light Side. I play the Dark Side occasionally, just for fun, but if
I really want to win a game I play a Light Jedi. The Dark Side is awesome for offense, but
weak (actually almost nil) on defense. The Light Side is strong on defense, but weak
(actually almost nil) on offense.
But really, it all comes down to style and
preference. I use guns for offense, and shield, force, and speed for defense. That works
for me. Darkies use force for offense (and their offense is awesome to an unprotected
Jedi). Many guys only use saber for offense. That is one of the best things about JK, its
versatility. If you get bored of one style, you can try a radically different one.
I have noticed that when I play a group of Dark
Jedi I don't always win, but I almost always have the lowest number of deaths. That tells
me the darkies are getting their kills from each other, not me. Also, I have noticed that
most of the best Jedi I have fought are Light, and I would rather fight Dark Jedi than
Light any day. The main reason is I have Force Absorb, and they don't.
Force Absorb (see below for full description)
almost completely negates the Dark Side powers, and stops other Jedi from Force Pulling
your weapon. Understandably, Dark Jedi hate this one. I was in a game once where I was the
only Light Jedi, and the host told me I couldn't Pull anyone's weapons because I had
Absorb and they didn't. I couldn't believe it. I asked if there were any restrictions
against them using Force Grip and Force Destruction against me. No answer. The host then
kicked a guy who joined who had Force Protection, then another guy with Deadly Sight. I
finally got fed up with his silly rules and left too. These were obviously a bunch of
Quakers who didn't understand JK. JK was designed with play balance, and when someone
keeps upsetting it to make it easier for him to win, it's time to leave. Quakers need to
learn how to defeat Jedi with different Force Powers, or go back to Quake. In my games,
anything goes, so long as it is part of the original game (no hacks).
Dark Jedi do have a real advantage in the following
scenarios: (1) games with Force levels of 5 (Charge) or 6 (Disciple), because Light Jedi
can't get Absorb but Dark Jedi can get Grip; (2) games with a lot of lag, especially saber
games, because weapons can't hit squat but Grip and Destruction still can; (3) maps
without a lot of Force Boosts or Light Surges lying around, because Light Jedi can't build
up enough Force for Absorb but Dark Jedi can get enough for Grip. In these scenarios, it
is best to be a Dark Jedi or find another game, or go as a Light Jedi anyway and enjoy the
(2.4) Setup for Multiplayer
There are a couple of setup changes you should
make. Under General, I check "Enable rotation on overlay map" since I use the
map constantly. The rotation shows you where you are relative to everyone else, very
important in multiplayer. Under Gameplay, you will want to "Enable aiming
crosshair" and probably "Enable lightsaber auto-camera", since most Jedi
agree dueling is easier in 3rd person view. Under the MP column on the right, you will
want to uncheck "No dangerous weapons". If it is checked when you pick up
explosive weapons the game will not automatically put them in your hands. That setting is
for wimps -- leave it checked if you wet your pants under fire.
(3.0) The Weapons
Even with force powers and light sabers to spice
things up, JK is still weapons based, like Quake. Familiarity with the weapons is a must,
even if you only want to use saber. All weapons and ammo regenerate after 30 seconds,
except for the railgun and concussion rifle, which take 60 seconds to regenerate. However,
if the railgun and concussion rifle are Force Pulled instead of picked up, they only take
30 seconds to regenerate (don't ask me why). I suppose this could be useful -- if you want
to be able to come back and get the railgun again for more ammo, use Force Pull to grab it
instead of running over it and come back in 30 seconds.
You always have these. But don't use 'em, unless
you are fooling around or trying to irritate people. If you run out of ammo use saber
instead. Actually fists do okay damage (20 health), and like falling they go right through
shields and even Force Protection (see below). Unfortunately, it is hard to hit with fists
and you won't get many chances. Secondary fire is same as primary. There was some talk
when JK was in the works about making secondary fire kicking, or maybe ear biting, but it
(3.2) Bryar Pistol (pistol)
You start with it, and, well, it's there. Does
bugger all for damage, and has a low rate of fire (2 per second). Strangely, it has
tremendous range, much better than the stormtrooper rifle. Good for sniping at someone
from a distance who is otherwise occupied and low on shield, but not much else. If you
have no other weapon use saber instead. Takes energy cells, 1 per shot. Secondary fire is
same as primary.
(3.3) Stormtrooper Rifle (blaster)
Double the rate of fire of the pistol (4 per
second), and does more damage, but still not that much. Takes energy cells, 2 per shot.
Range is terrible, medium at best. It has one redeeming feature which makes it, IMHO,
better than the repeater rifle and the crossbow for tight spaces -- when you are shooting
someone, he is stunned for a bit and has a hard time moving. So if you back a guy into a
corner you can keep shooting and he can't escape. And there is the psychological effect:
it is sooo embarrassing to be killed by the blaster.
(3.4) Thermal Detonators (TDs)
These are a weapon of last resort. You usually have
collected a few by the time you run out of ammo with everything else, so you can use
these. Primary fire lobs a TD which explodes on contact with something. Secondary fire
lobs a TD which explodes after about 3 seconds, or immediately on contact with an
opponent. For both, the longer you hold the fire button down the further you will throw
the TD. Max range is amazing, but you can't hit squat that far away. The only way to know
how far you are going to throw one is through experience. The biggest problem with them is
they are so hard to hit with, and the second biggest problem is you tend to do more damage
to yourself then anyone else. They also have a low rate of fire, and the longer you want
to throw them the slower your rate of fire. They do good damage though, so rolling a few
into a crowd who are otherwise occupied can produce good results. :-)
(3.5) Crossbow (xbow)
This one is kinda fun. Takes power cells, 2 per
shot. Primary fire creates a spread pattern of lime green shots, and the longer you hold
the primary fire button down the more shots in the spread, from 3 to 5. This sounds great,
like you can clear a room with it, but it doesn't work very well. It takes too long to
charge the thing up to 5 shots (about 2 seconds), and the spread is so great you tend to
miss everyone at medium to long range. At point blank, though, if you can get close
enough, and let them all go into one guy, you can get an instant kill. But that hardly
ever happens. The crossbow makes a loud warbly sound when it's charging and while it's
charged, so they can hear you coming a mile away.
The fun part is the secondary fire. It fires a
single shot that rebounds off walls, floors, ceilings, etc. Holding down the secondary
fire button gives you a good rate of fire (2 per second). One shot does pretty good
damage, and with multiple shots and all the bouncing you can get a lot of surprise kills.
Of course, you can bank them around corners to get into those hard to reach places. Also,
it works great in narrow tunnels where your opponent can't dodge the shots. Hehe.
You can also surprise saber users by bouncing shots
off walls behind them, to hit them in the back. I have even killed saber dudes by bouncing
shots off the floor under their saber. Of course, with all that bouncing you can easily
get yourself, and it really hurts, so don't use it in confined spaces unless you have more
shield than your opponent.
Finally, it has great range, and is my weapon of
choice for sniping if I don't have a railgun or concussion rifle.
(3.6) Repeater Rifle (repeater)
JK's answer to the chaingun. Uses power cells, 1
per shot. Primary fire sends a stream of yellow pellets at your opponent at about 8 per
second, secondary fire sends a trio in a pyramid pattern at about 3 per second.
Surprisingly, this one is not that useful in multiplayer (never found it useful in single
player either, actually), because the individual shots do little damage, and no one sits
still long enough for you to get enough of them in for a kill. Also the stream of pellets
make it harder to see your opponents as they jump and dodge, so they become harder to
track. The repeater doesn't have the stun effect of the blaster, so if you back a guy into
a corner he can still escape. The repeater has great range for sniping, but the stream of
pellets points a big finger back to where you are, and again the stream gets in the way
and you can't see what you're shooting. I see lots of guys using it and I don't know why.
Secondary fire is a little better for close quarters, because it has a good rate of fire
and you can see what you're doing. However, it still doesn't do that much damage, so I
still find the crossbow and blaster far more useful. Give this one a miss.
(3.7) Railgun (rails)
Does the most damage of all the projectile weapons
for a direct hit, but its awesome damage is offset by a slow rate of fire, about 1 per 2
seconds. Uses rail charges, 1 per shot. It does some splash damage, and has tremendous
range. Primary fire is a single shot which explodes on contact. Secondary fire sticks a
rail in the nearest wall, floor, ceiling, or opponent. It does only a little damage on
impact, and then a whole bunch when it goes boom after about 3 seconds. If you sneak up on
an opponent you can get two into him before the boom. Sometimes you need a third shot to
finish him off, which can be difficult when he scurries off. I like to use two sticky
rails, then step back and fire a regular one into the cloud.
When you shoot a rail it hisses as it goes by, and
leaves a trail of particles. So it is pretty easy to tell where they are coming from.
However, you don't want to spend much time looking. Rails do some splash damage, so if you
time it right leaving sticky rails in walls or floors for guys to run into can give you
some easy kills. They don't beep when they go off like mines do (though they do sit there
and steam), so you usually get a "wtf was that?" message. :-D Also, leaving
sticky rails in the floor as you run away is a great way to cover an escape.
One other problem with the railgun is ammo is
usually scarce, and you can only store up to 30 charges. They go fast.
(3.8) Sequencer Charges (mines)
Definitely the most fun of them all. Mines do great
damage, and good splash damage, and have a decent rate of fire (about 1 per second).
Primary fire drops a mine which explodes after about 2 seconds. Primary fire is good for
covering an escape, or for offense when you can't find anything else. Just run up to a
guy, drop a mine at his feet, and keep running. When you hear the boom, turn around and
run back. If you have Force Speed on he will have a really hard time hitting you, and most
guys will just stand there and keep shooting, trying to hit you. Two or three flybys and
you will usually be rewarded with a kill, and maybe even a "wtf?". =) You can
also Force Jump over him and drop one on his head. That is safer, but harder to pull off.
Secondary fire sticks a mine on the floor, wall,
door, box, piece of debris, whatever, which arms after a couple of seconds with a
"beep beep". The combinations and fun you can have with these things is truly
endless. They go off when someone runs close to them. You can hear someone laying mines
nearby, because they go "clunk" when he drops one. When someone sets one off, it
goes "beep beep beep BOOM".
The best way to defeat mines laying in wait is to
use Force Speed to rip over them. There is a slight delay before they detonate, and by
that time you are out of range. You will take no damage at all. If you don't have Speed
you can run and jump over them and take reduced damage. You can also set them off with
explosive weapons, like TD's, the railgun, the concussion rifle, or Force Destruction.
Just don't stand too close when you do that.
One mine will not give you an instant kill. For
that, you can lay a string of them, which is very popular but not very effective, because
not many people will walk obligingly over more than one mine. Better to stack a bunch of
them. Just hold secondary fire down for a while, then back away verrry carefully. The
stack looks like one mine, but it causes a truly impressive launch when someone runs over
it. Only Force Speed beats it. I like to leave clumps of mines lying around in stacks of
threes. This can put a hurt on several Jedi at once, because one stack will set off the
others and the whole area goes up. How do you get the time to drop all these mines? You
use the map and Force Sight (see below) so you know when there is no one around. That is a
must because many guys will take great delight in shooting you or running through your
minefield and setting them off while you are setting it up. Boom. Whee. Ouch.
In multiplayer games mines go off on their own
anyway after about a minute. This is probably to stop the map from becoming choked with
mines and increasing lag.
(3.9) The Concussion Rifle
Now we're talkin'. This one does almost as much
damage as the railgun, and the primary fire does massive splash damage. A direct hit can
often give you an instant kill, and the splash damage means you only have to be close two
or three times to get a kill. Again, the awesome damage is offset by a slow rate of fire,
about 1 per 2 seconds. The primary fire shoots a bright white streak at the target, which
impacts with a satisfying BOOM and a huge white semicircle. It also has great range, and
it is the ultimate sniper weapon because you only have to be close, and you can kill
several guys together. It is no good in tight spaces though, where you do as much damage
to yourself as everyone else.
You can really rack up the kills with this one. It
can unbalance the game, so most maps make the concussion rifle hard to get and easy to
pick off while you are getting it. However, it is less of a dominant factor in maps
without large open spaces. Another limiting factor is it really chews up ammo. It uses
power cells, 8 per shot. However, you can store up to 500 power cells, so if you get the
time to store up enough ammo, you can go on a serious rampage. This can cause guys to
dominate maps like Canyon Oasis. The best way to stop these guys is with the Force Powers
(see below). You can also try to get them chasing you around tight corners where they tend
to blow themselves up, but this doesn't work with experienced Jedi.
A good technique to combine with the c-rifle
primary fire is use Force Jump to leap up, then look down and shoot at your opponents'
feet, or at a wall behind them. You are mainly counting on splash damage for the kill. A
lot of Dark Jedi will combine this with Force Destruction for serious offense. The main
drawback is all that Jumping uses a lot of Force in a short time, and in the heat of
battle you won't notice until you run dry. Also, you can accidentally leap off a catwalk,
or shoot into a wall (oof), or mistime your shot and shoot the ground when you land
(double oof). This technique is best for wide open areas, like in Canyon Oasis, and when
you have a lot of Force stored up.
Secondary fire is good too -- it does the same
amount of damage, but does no splash damage. You need a direct hit, or you get nothing.
This is what you use in close quarters, or when you sneak up behind someone standing
still. It is also useful for sniping undetected, because it leaves a spiral of gray
particles which is much less noticeable than the bright white streak of the primary fire.
It also uses power cells, 4 per shot.
(3.10) The Jedi Light Saber
(saber, or sabre for us Canadians)
Rocks as the default weapon. It truly helps restore
game balance to have a powerful weapon, with no range, as the default. As soon as you
appear in the game, you are dangerous. And it comes with all those cool Star Wars saber
If you just stand there and face your opponent, and
you will deflect fire from the pistol, blaster, crossbow, and repeater, and send the shots
back to the shooter. It is truly embarrassing to die from your own fire. You will also
block attacks from other sabers (doesn't hurt anyone, just makes a cool sound). And the
saber is the only weapon that can't be Force Pulled from your hands (see below). It
doesn't block explosive weapons though, so don't get cocky.
Primary fire does good damage, and is pretty cool.
You can attack moving in, with a downward slash, backing up, with an upward slash, or
turning to the left and right with a sideways slash. You can combine all of these for
multiple attack combinations, and immediately after the attack you are ready to block
Secondary fire creates a double figure eight swing,
and does awesome damage. It is often enough to kill with one blow. The disadvantage is you
need a couple of seconds to recover, during which you can't attack or block.
For saber strategies, see the Reference section
(far) below. I don't use saber much, only as a last resort or in tight spaces where I
flail away with the double swing hoping for an instant kill. Saber dueling can be pretty
fun though, and many guys do nothing but. However, saber dueling is totally ruined by lag
(see below), where you can't hit worth a crap and only the double swing is useful because
you may get lucky and actually hit someone with it. If you want to be a saber guy, avoid
games with high ping times (above 450ms or so) or you are in for a lot of frustration.
(4.0) Force Powers
When you create a character, you must assign force
stars to your Force Powers. The higher the Jedi force level, the more stars you get to
assign, up to 24 for Jedi Lord. Even then, you don't get enough stars to max out every
power, so you have to make some choices to suit your style. See section 2.2 above for a
list of how many stars you get when.
Your Force Power does run out, and some powers are
more expensive than others. Your Force level is shown by the little orange-red cup in the
bottom right corner of your screen, beneath your ammo meter. It goes from black (no force
power) to an amount of orange depending on your Jedi level. You recover force power over
time, or by grabbing Force Boosts or Surges (see below).
Force power has a nasty habit of running out when
you need it most. You need to keep an eye on it, and leave a little bit (a few dots) for
Force Speed or Jump in case you need to make a quick getaway. That also means you should
think twice before using an expensive force power that will completely drain your force
level. If there are a few hungry Dark Jedi Gripping and casting Destruction to and fro you
may want to go grab a Boost or Surge before going in.
Also, you should also get used to playing without
the Force at all, just in case you do run out. Playing the occasional no-force game
(Unitiated or Level 0) is good practice. Too much like Quake though to hold my interest.
(4.1) Neutral Force Powers
There are four neutral force powers, and these are
available to Light and Dark Jedi, unless they pick Protection or Deadly Sight. The neutral
powers are cheap to use, available at lower force levels, and incredibly useful. If you
aren't using them constantly, you are dying too much.
(4.1.1) Force Speed
Makes you run like hell. Good for escape, avoiding
enemy fire, getting to good stuff quickly, etc. The more force stars you assign the faster
you go, and the longer it lasts, starting at 7 seconds for 1 star and increasing by 3
seconds for each additional star. However, it can be hard to control all that speed. At
three and four stars you can kill yourself by slamming into a wall, or by sailing off a
catwalk into space. I assign one star here, because that is fast enough for me, and it is
cheap enough that I can just turn it on again when it runs out. In wide open maps like
Canyon I have speed on most of the time, especially when fighting a good Jedi one-on-one.
You can tell someone has Speed on, not just by the blur as they go by, but also by the
distinctive hissing sound.
(4.1.2) Force Jump
Makes you leap tall buildings in a single bound.
Good for escape, avoiding enemy fire, taking shortcuts, etc. The more force stars you
assign the higher you jump. Tap the key for max jump, or hold it down to start small and
work back up to max. 1 star is pretty much useless. I assign 2 stars here, because there
aren't many places you can't get to with 2. 3 and 4 stars can allow you some terrific
shortcuts, but you take damage when you land unless you land somewhere higher than you
started. I see some Jedi who love to make impressive leaps, but most of them also die a
lot from falling. Like Speed, you can get too much of a good thing. Also, watch those low
ceilings, they can be really hard on the ol' noggin. Force Jump makes a "whoosh"
sound that rises in pitch.
(4.1.3) Force Pull
Lets you pull things to you, including yanking
weapons out of your opponents' hands. This is a great game balancer, as you can pull that
concussion rifle out of that Jedi God's hands and use it against him, or just disarm him
long enough to go get some ammo. It is a camper-fighter because it is hard to protect the
best weapons when someone can always pull them away from you. The only defense against the
disarm is Force Absorb (see below), which is only available to Light Jedi. More stars give
you greater range and pull accuracy. When you hold the key down, little circles appear
after a slight delay around the nearest item centered in the screen. The smaller the
circles the more accurate your pull will be. I put 4 stars here. Even with 4 stars the
range is not that great, so you usually need to sneak up or use Force Speed or Force Jump
to get close enough to disarm someone. Don't forget you can also do a double pull, if the
first pull didn't bring the item you want right to you. Force Pull makes a
"whoosh" sound that falls in pitch.
(4.1.4) Force Sight
Allows you to see in the dark, see Jedi using Force
Persuasion (see below), and prevents Force Blind (again, below). The downside is it turns
everything a pukey green, which you get used to but it ruins depth perception, and it
makes a whiney sound that all can hear while it is on. The more stars the more stuff you
can see and the longer it lasts, starting at 10 seconds for 1 star and increasing by 5
seconds for each additional star, up to 25 seconds. At 4 stars, this Power gives you a
tremendous advantage: you can see opponents, mines, items, and even shots on the overhead
map. Opponents are big red circles with a line pointing the way they are facing, items are
yellow dots, and mines and opponents' shots are white dots. Once you learn a map you can
tell where your opponents are and the way they are facing, watch them shoot and pick up
items, and therefore get a pretty good idea of what they are doing. Good bye campers! I
put 4 stars here, and I constantly toggle the overhead map on and off so I can keep tabs
on my opponents. This is also really useful in team games (like Capture the Flag) because
Jedi show up in their team color, which helps stop you from blazing away at your
teammates. In Capture the Flag, it is indispensible, because flag carriers even have a
flag-colored marker to point them out.
(4.2) The Light Side
The Light Side is strong on defense, with nothing
for offense. One could argue that Blind is offensive, and anyone who gets blinded
certainly feels offended, but it doesn't actually do any damage. Light Jedi must rely on
guns or saber for kills.
(4.2.1) Force Healing
Handy in a pinch, but expensive. There are usually
better ways to heal, like health packs, bacta, or medical droids, so save your Force
Power. However, it can really save your butt in an emergency, like when you are at 2%
health and there is a Dark Jedi lining you up for a Grip. The more stars the more healing
you get, for the same amount of force power, starting at 20 health for 1 star and
increasing by 20 health for each additional star. Obviously you want to use as many stars
as you can, but I only use 2 because I need the stars elsewhere. I use Healing mostly when
I get a Light Surge, then I pound on the key until I am all healed up. Saves on bacta.
It's pretty obvious when someone uses Healing. He is surrounded by a thick cloud of green
dots and you hear a warbly sound.
(4.2.2) Force Blinding
Definitely the most irritating force power.
Everyone hates being blinded. It doesn't kill, but it removes you from the action for
about 15 seconds, and by the time you can see again you are either hurting or dead, and
weaponless. Blind is relatively cheap, and has good range. The more stars the better the
Blinding, but with anything less than 4 the opponent can still see well enough that it is
useless. So if you want to use Blind, use 4 stars or don't bother. I use 4.
You can tell when someone has Blind used on him by
a little spray of green dots that flies from his head, and a kind of a high pitched chime
sound. Force Sight completely negates Blind, but only if you have it on already. You can
still blind someone when he has Sight on, it just doesn't work (but you can't tell, and
usually he doesn't even know you tried). If you do get Blinded, your best defense is to
pull out your saber, put on Speed (and Absorb if you can) and run and jump around waving
your saber like a madman. You may even get a lucky kill because other guys think you are
helpless. Even with a 4 star Blind you can see enough that you can sorta tell where you
are going. Try to run somewhere safe. After a few seconds make sure you turn on Sight so
you don't get Blinded again right away.
Blind also has a pretty good rate of fire (almost
one Blind per second). So when you get a Light Surge you can make yourself real popular
and go Blind everyone. :-) If you use Blind too much, though, everyone will just keep
Sight on all the time and it becomes completely useless.
(4.2.3) Force Persuasion
Makes you almost invisible, detectable only by a
little cloud of white dots. Seems like a great idea, and it works great against newbies.
However, just like Force Blinding it is completely negated by Force Sight, and if you use
it too much everyone will keep Sight on all the time and it becomes completely useless. It
is also very expensive. The more stars you put on it, the longer it lasts, starting at 10
seconds for 1 star and increasing by 10 seconds for each additional star. I only put 3
stars against it. Like Healing, I would put more on but I need the stars elsewhere. Makes
a loud "owooo" when you turn it on, but it is almost silent after that for
everyone but you (you still hear fairly loud background "oooo", but others can
only really hear it if you are on top of them).
I don't actually use it much, only when I get a
Light Surge and it's free. It is really hard to tell whether you are being detected or
not, because the sound of your Persuasion partially covers up the sound of opponents'
Sight. Also if you use Speed or Sight yourself opponents will hear you and you will give
yourself away anyway. You can never assume you are invisible.
(4.2.4) Force Absorb
The best light power, and arguably the best Force
Power in the game. You take no direct damage from the Dark Side's Force Grip, Lightning,
and Destruction; in fact you absorb the force power used against you and make it your own.
For a gunner, it rocks because no one can pull your weapon when you have it on. It
constantly surprises me how few Dark Jedi know this. You can see them pull and pull, all
the while you are shooting at them, and then when they die they whine
"cheater!". You have to patiently explain to them how absorb works (often while
they are shooting at you, some guys have no scruples).
The more stars against it the longer it lasts,
starting at 5 seconds for 1 star and increasing by 5 seconds for each additional star. Use
all 4, obviously. However, even with 4 stars it only lasts about 20 seconds. It is also
very expensive, so you have to get in the habit of scooping up Force Boosts and Light
Surges regularly to keep Absorb on as much as possible. The more Dark Jedi around, the
more you need Absorb on, but fortunately that also means there is less competition for the
Light Surges, and the darkies keep charging you up anyway. :-) Light Jedi using Absorb can
really dominate maps with lots of Force around.
Absorb goes on and off silently. The only way
anyone knows you have it on is when they can't pull your weapon (after repeated attempts,
hehe) or by a little cloud of green dots and a chiming sound when Grip, Lightning, or
Destruction is used against you.
One caution though, Force Grip will still slow you
down, though it won't actually hurt you. And of course, Absorb doesn't stop damage from
weapons, falling, or flying objects. So Force Throw will still injure you, and if
Destruction knocks you off a catwalk, you don't take any damage from the blow, but the
(4.2.5) Force Protection
No, this isn't a really thick Trojan. The top Light
Side power is simply a very strong shield that also completely blocks all direct attacks
from Dark Force powers. It doesn't stop falling damage or debris thrown by Force Throw or
Force Destruction. It also doesn't stop fists (see above). It reflects shots from energy
weapons, so the only weapons that work against it are explosive ones (TDs, the railgun,
c-rifle, and mines). You can tell someone has Protection on because they are surrounded by
a cloud of little green dots and a little "ahhhhh" sound follows them around. It
lasts for almost a minute, or until everyone has finally pounded it away. The cost of it
varies. If you turn it on will full Force power left, it will use most of it, but if you
turn it on with less, it will just use whatever you have left. The more Force power used
to invoke it, the stronger the shield. Weaker shields will let some damage through,
however, even the weakest shield is still near perfect protection. So the best strategy is
to turn on Absorb, then Protection, rather than turn on Protection first (since you won't
have enough Force left for Absorb).
Protection sounds terrific, but to get it you have
to give up all the neutral powers. For this reason, it isn't worth it. Think about it: no
Speed, Jump, Pull, or Sight. Light Jedi who use Protection tend to walk around with
nothing but saber, because everyone pulls their weapons and they go too slowly to get new
ones. They are basically invulnerable, but they can't do much other than Blind and Heal.
They become handy target drones.
One on one they have no chance -- Light Jedi can
Blind 'em, Pull their weapons, then stand back and pound away with railgun or concussion
rifle until the shield is gone. Dark Jedi have a tougher time against them because their
Dark Powers are almost useless, but they can still Grip them to slow them down, Pull their
weapons and then pound away. Sticky rails are useful here, since you can stick a bunch on
the guy and you know (even with lag) you got a hit. For some reason, they can't
immediately renew their shield once you have pounded it away, even if they have enough
Force, so you get a second or two for a final kill shot. With no Speed or Jump they can't
get away, no Sight they can't stop Blind, and no Pull they can't take your weapon. Keep
stealing the Force Boosts and Light Surges so they can't use Absorb, and have less Force
for renewing Protection. It takes a while to kill a Protection user, but it isn't that
In a game with more players, though, Protection
users can do fairly well. They wander around with saber in hand, slashing at everyone
going by, getting the occasional kill. They hang around the Light Surge so they can keep
Persuasion, Absorb, and Protection on, and they don't die much because no one Jedi can
spend enough time pounding away at their shield. You get a couple of shots in and someone
else shoots you in the back, and then the Protection guy gets time to renew his shield.
The most successful Protection guys I have seen are always moving and ducking around
corners and doubling back on their pursuers, or even charging people head on. They never
stay in the open where someone can snipe at them, and they try to keep close to people so
they can use their saber, and cause attackers with the c-rifle and railgun to damage or
kill themselves. But I have only once seen anyone with Protection get anywhere near enough
kills to win a game. Often they get no kills at all.
The one time Protection is truly powerful is in a
laggy saber game, because it is hard enough to get a hit in the first place, and it is
near impossible to hit the guy enough times to kill him before he can renew his shield.
Dark Jedi can Throw stuff at him to kill him, but the dark Jedi won't get any points that
way. Light Jedi can Blind him, but that doesn't help much in killing him, only in not
being killed. It gets boring fast. Whenever I meet a Protection user in an open saber
match I generally keep Blinding him and just go after the other guys. Two guys dueling
with Protection would be a real exercise in futility.
(4.3) The Dark Side
The Dark Side is more fun, though IMHO a bit less
powerful on most maps. The Dark Side is very strong on offense, with nothing for defense.
One could argue that the best defense is a good offense, but of course that only works
while you have enough Force for offense. A Dark Jedi can do tremendous damage in a short
time, but carefree use of Dark Force Powers will leave the Dark Jedi helpless against a
Light Jedi's Blind or Persuasion. And of course, Dark Jedi have no defense against Force
Pull, or the killing powers of other Dark Jedi.
A successful Dark Jedi will hit hard with Dark
Powers and weapons to try to get an instant kill, but reserve enough Force for the neutral
powers to escape if necessary. Retreat when you take damage, to find healing or shields.
Use Grip whenever close up, and wanton Destruction whenever you get a Dark Surge.
(4.3.1) Force Throw
Throws nearby objects at hapless passersby. It is
of limited usefulness simply because if there is nothing to throw, it does nothing. In
maps where there is lots of debris, it can be deadly, because like falling damage it goes
right through shields, and Force Absorb and Force Protection. You hold the key down to
target someone, and he will be surrounded in little red circles, then when you let go all
hear a "whooshing" sound and nearby debris instantly flies at the poor guy who
was targeted. Anyone in between him and the debris also can get hit (including you, oops).
With 4 stars and lots of stuff to throw around in a nice open area (like the one end of
Nar Shaddaa Loading Terminal near the Surges), you can do impressive furniture
The more stars against it, the more damage the
thrown stuff does, but even with 4 stars and lots of debris around it rarely gives you an
instant kill. However, it has good range, a good rate of fire (about 1 per second), and is
fairly cheap, so you can often stand back and keep throwing stuff around until someone
finally drops. Also, other Jedi near your target often don't realize what is happening,
until its too late, so you can sometimes get two kills in one. However, someone moving
(even without Force Speed) is very hard to hit, so the defense is simple -- don't sit
still in areas with lots of debris. If you do get hit get the hell out of there and shoot
back (you don't need more shields, 'cause they weren't affected, but you might want to
heal up anyway in case a Gripper is around).
The debris does more damage if it starts farther
away from the target. Makes sense. So you tend to do more damage with the first Throw than
subsequent ones, because the debris is closer or touching the target Jedi after the first
one. So there is another defense against Force Throw that works if there is only a few
boxes around -- after you get hit once, just stand there and shoot back. You probably
won't take much more damage from Throw, and you may kill the Thrower while crap and
corruption is flying all about you.
If your target is still in view and you are close
enough, sometimes after the first Throw you can keep pounding on the key for an
unbelievable rate of fire, something like 10 per second (!). Strangely, though tons of
stuff is flying in all directions you often don't get a kill. The target only has to move
around a little bit and all that stuff keeps missing him completely. Also, without a Dark
Surge you completely run out of Force in seconds. But it sure looks impressive, and if the
guy ever stops, he's dogmeat.
Throw can be a lot of fun, but against experienced
Jedi it isn't very effective. It doesn't work quickly enough, and maps don't have debris
everywhere, and debris tends to disappear over time -- it either gets stuck in dark
corners, or blown off into space. Also, when you kill someone with it you don't get credit
for it, he gets a self-kill instead (-1 off his score). Most Dark Jedi don't bother with
this one at all. I think it's neat, so when I play Dark Jedi I put 4 stars on it.
(4.3.2) Force Grip
Agggh! The Grip! Every Light Jedi's nightmare, to
be caught in the open in a Grip, without enough force for Absorb or Jump. Grip is a
relatively cheap power, and the more stars against it the more damage it does. All the
Dark Jedi I know go for the full 4. Damage goes right through shields. To use it, come in
close and hold the Grip key down for a second or so while keeping the target centered in
your view. Wait 'til little red circles appear, then let go. You will be rewarded with
your victim spasming back and forth holding his throat, and making gagging noises (and
hopefully collapsing, hehe).
At 4 stars, Grip does a total of 80 damage (!), but
it takes about 7 seconds to do all that, and it is usually broken long before then. Once
the Grip starts, you don't have to keep the victim in sight, but you do have to stay in
range, or the Grip will stop. Your Grip is also broken if you get hit. The best part of
Grip, though, is it partially immobilizes the victim, making him ripe for a sticky rail or
saber slash, or another Grip. Grip is especially deadly for a victim in the water, because
it becomes nearly impossible for him to get away.
If you are a light Jedi and you get caught in a
Grip, hammer on Absorb (if you can), then either Force Jump and Speed out of his range, or
turn around and attack him with whatever you've got. If you are a Dark Jedi, fire off a
Destruction nearby to break the Grip (if you can), or use Force Jump and Speed to try to
get out of his range, or sometimes you can get him with a Grip of your own. After using
Force Grip it takes a few seconds before the Dark Jedi can use it again. So you can use
Force Healing or bacta to ride out the Grip, then shoot back or get the hell out of there
and heal up. For a true feeling of helplessness try getting caught in a double grip -- two
Dark Jedi Gripping at once. Not so bad if you have Absorb on, because you take no damage
and your force meter charges up fast, but you can't move at ALL.
(4.3.3) Force Lightning
Sends bright white lightning out wherever the Jedi
is aiming, for as long as he holds the key down or until he runs out of Force. It makes a
sizzling sound, like an electric arc. The more stars against it the more damage it does,
and it goes through shields. With 4 stars it can give you a kill in 3 seconds, and it is
relatively cheap to use. However, it is really hard to hit with Lightning, because the
range is really short, and you have to be right on to do any damage. Light Jedi can Absorb
it, it is easy for all Jedi to dodge or back out of range, and lag will make a hit nearly
impossible anyway. You hardly ever see it in use. Most Dark Jedi don't bother with it. I
put no stars against it when I play Dark Jedi.
(4.3.4) Force Destruction
This one makes everyone stand up and pay attention.
Force Destruction goes out in a big ball of blaze orange and a sound like a jet taking
off, and leaves little twinkling orange lights in its wake. The more stars assigned to it,
the more damage it does. At 4 stars it is better than any weapon, because it does 60
damage directly to health (and even a bit to shield), and it does more splash damage than
even the concussion rifle with none at all to the caster -- nasty in small spaces, with no
chance of a self-kill.
I have seen Dark Jedi get three kills at once with
this thing. Fortunately for its victims it is expensive and has a very low firing rate (1
per 4 seconds), and one shot is not usually enough to kill you, unless you are already
wounded. It is big and easy to see, but it moves fast, so if you have time you can jump or
dodge it. Light Jedi can use Absorb to completely negate Destruction damage. However,
Destruction also knocks everyone in the area around, often causing Jedi on catwalks to
plunge to their deaths. Many times Destruction combined with my own Force Jump has sent me
extra high up in the air, and I died from falling damage when I landed. I had Absorb on
too! I have also died when Destruction combined with my own Force Speed slammed me into a
wall, and from boxes and other stuff that Destruction sent flying. Flying debris can also
damage the caster. Destruction is such fun.
A fully powered-up Dark Jedi Lord can cast two of
these before running out of Force, so always be prepared for a second blast 4 seconds
after the first. Of course, with a Dark Surge he can cast a whole bunch, so if you don't
have enough force for Absorb and you see these things going by, it's best just to make
like a hockey player and get the puck out of there. I put 4 stars against it when I play
(4.3.5) Force Deadly Sight
The top Dark Side power is another one that sounds
nasty but isn't really all that bad. Deadly Sight does a lot of damage to everyone the
Dark Jedi can see in a short time, killing anyone caught in the open in less than 5
seconds, and it lasts for about 7 seconds. Like the other Dark Powers it goes through
shield (I have heard it can even burn through Force Protection, but it didn't in my
tests). But it is very expensive, and like Force Protection for Light Jedi, to get it you
have to give up all the neutral powers. For this reason, it also isn't worth it. No Speed,
Jump, Pull, or Sight. Dark Jedi who use Deadly Sight tend to walk around with nothing but
saber, because everyone pulls their weapons and they go too slowly to get new ones.
When you use Deadly Sight, it makes an awful scary
noise, and you see steam rising from everyone's heads. When someone uses Deadly Sight on
you, you hear a hiss and start taking damage (and see the warning in text at the top of
the screen). If you are a light Jedi, the best defense is to hammer on Absorb and gain
boatloads of Force, the next best is to immediately sprint or jump out of the Dark Jedi's
view, then heal up. Because they can't have Sight, you can use Persuasion to make yourself
invisible and impossible to target, and if you know who your attacker is, you can Blind
him (and then blind him again and again and again, woohoo). Unless they have been lucky
enough to get to a Dark Surge, they probably won't be able to use Deadly Sight again until
they die and restart, because they won't live long enough to get enough Force together.
These Dark Jedi can get a lot of kills, mostly off
other Dark Jedi, but they also die constantly. In the hundreds of JK games I have played,
I can count the number of times I have been killed by it on one hand, and the number of
Jedi I have seen using it on two. I experimented with it once in Canyon Oasis, and I was
able to win the game (and really piss everyone else off), but I shouldn't have. When I
used it no one ran for cover, they just ran around in the open and died, and no one had
Absorb. I could grab the Dark Surge, turn on Deadly Sight, then drop into a crowd and cast
Destruction, then Grip anyone left standing. I would kill three guys at once. =) Then they
would come back and kill me immediately because I had no defenses whatsoever. But it was
fun while it lasted.
Items which increase your or your weapons' power in
some way. You activate them by running over them, or by Force Pulling them to you. Learn
where the ammo and powerups are so you know where to go when you need them. The health
packs, shields, and force boosts take 30 seconds to regenerate, all the other powerups
take 60 seconds to regenerate. However, if you Force Pull them to you instead of picking
them up, they only take 30 seconds to regenerate (just like the railgun and concussion
rifle, see section 3.0). This strange behavior could be useful, in that if you want to
keep grabbing the super shield use Pull to get it instead of running over it, then it will
reappear in 30 seconds instead of 60). Get a feel for how long it will take before the
item you want will appear again, and remember to keep circling back to grab it.
You can also watch when your opponents go for
stuff, to learn their habits and know when to attack them (going for health? aha!) or run
from them (super shield AND power boost? later dude). Note that you can always Pull items
that you don't need, they just go shooting by you, and then they will disappear after a
few seconds. That will stop other Jedi from getting them.
(5.1) Health Pack
Gives you up to 15 health, to a max of 100. Looks
like a white and red striped cube. Learn where they are for when you need them.
(5.2) Bacta Tank
Gives you up to 30 health when you use it, to a max
of 100. Looks like a little gray tube. You can hold up to 5 at once, and it's a good idea
to keep a few handy. You should assign Bacta to an easy key to hit in an emergency.
Gives you up 20 shield, to a max of 200. Looks like
a green and brown belt. Grab one whenever you see one.
(5.4) Armor Vest
Gives you max shield (200). Looks like a gray and
black vest. If you see one, grab it, or pull it so no one else can.
Gives you max health (100) and shield (200). Looks
like a backpack with a red cross on it. If you see one, grab it, or pull it so no one else
can. Not many maps have these.
(5.6) Force Boosts
Gives you a shot of Force. Looks like a little
blue-gray diamond. Light and Dark Jedi can pick these up. Learn where they are and make a
habit of scooping them up or Pulling them to you as you go by.
(5.7) Light / Dark Surges
Surges give you infinite Force Power for about 20
seconds, and they turn your Force meter a bright yellow-white for that time. This is the
time Light Jedi can turn on everything and wade into a fracas, and when Dark Jedi can
start Gripping and Destroying everyone in sight. Light Surges are two little crossed white
hoops, and Dark Surges are little red six pointed stars. Only Light and Neutral Jedi can
pick up Light Surges, and only Dark Jedi can pick up Dark Surges.
Note that though you can't pick up a surge of the
opposite side, you can still Force Pull them, they just go shooting by you. They then
disappear after a few seconds until they regenerate again about a minute later. This is a
good technique for stopping Dark Jedi from racking up kills, or to stop that pesky Light
Jedi from renewing his Absorb (ooh, that would be me).
Of course, a Light Jedi can benefit from a Dark
Surge. Wait 'til a darkie grabs one, then turn on Absorb and let him send some Destruction
your way. After a couple he will probably get frustrated and try to Grip and shoot you, so
pull his weapon and return fire. Make sure you are not near an edge that he can knock you
over, and watch for debris in case he has Force Throw.
(5.8) Power Boost
This one is simply too much fun. It doubles the
rate of fire for all weapons except TD's and mines, for about 30 seconds (shown by making
your ammo number glow bright yellow). It looks like a little orange tube. I can imagine
the evil grin spreading across your face. You are thinking this will be better than an
orgasm and last much longer (ok, so that comment was male oriented). The first temptation
is to use the concussion rifle and lay waste to everything around you, but this is not as
effective as you might think. All that noise and conflagration makes it harder to track
your opponents, and they will usually get the hint and run like hell. You go through ammo
at a furious rate, and all that recoil spoils your aim and knocks you over ledges or
through doorways. And in your excitement it is really easy to make yourself more powerful
than you could possibly imagine. So only use the power boosted c-rifle in wide open areas.
For smaller areas, my favorite weapon for power
boost is the railgun, if I have a lot of ammo for it. You can use secondary fire to fill
someone up with sticky rails, and they look like a steaming porcupine for about 3 seconds
(then ka-boom! hehe). Just remember to get out of there before they go off (and spin
around and keep shooting, just to make sure). A power boosted crossbow is great fun too.
Using secondary fire (only) you get an excellent rate of fire, good damage, and a lot of
kills. All that bouncing makes it extra deadly, but unfortunately it's pretty hard not to
catch a couple yourself.
For really tight spaces you can't beat the
stormtrooper rifle. The lowly blaster becomes a truly awesome weapon, and it's safe to use
(unless you charge someone with a saber out, in which case you will become one with the
force in a real hurry). You generally have a lot of ammo for it, since nothing else uses
energy cells, so you don't have to worry about running out. I love to wade into a group
and cut loose. I have gotten three kills in a row this way, leaving stunned corpses
(5.9) Super Shield
Makes you completely invulnerable to everything
including all Dark Side Powers, but not from falling damage. Lasts for about 30 seconds.
Looks like a yellow and black vest. This is a bit of a game unbalancer, so few maps have
one, and it is generally somewhere hard to get or dangerous to get to. When you have one
activated, your health and shield numbers glow bright yellow. You can tell someone has SS
on because there is no shield "splash" sound when you hit him. Note: sometimes
even with SS on you can still die from a mine stack, a concussion rifle blast, or even a
double saber slash. I don't know if that is a bug, because it happens rarely, or if the SS
isn't perfect and sometimes lets attacks through (Achilles Jedi?).
(6.0) General Strategies
Following are some general strategies that you can
use in addition to the above.
(6.1) Your Own Worst Enemy
Watch those self kills! Your score is calculated by
your kills minus your self kills (the number of times you get killed doesn't affect your
score). In busy games it can take 2 minutes to get one kill, then 2 seconds to wipe it
out. So: (1) be careful with Force Jump and Speed, especially if you have more than 2
stars on them, and don't use Force Jump where there are low ceilings; (2) be careful
around catwalks and high ledges, and don't use Force Speed there unless you have to; (3)
switch to secondary fire when using the c-rifle or railgun in close combat; (4) remember
where you laid mines so you don't walk over them, and when you lay a stack always back
away from them; (5) stand back when you use Force Throw so you don't get in between your
debris and your target; (6) don't get reckless with Power Boosts; (7) stay calm, cool, and
collected at all times (unless, of course, you are having fun and don't care about the
score, because it's just a game, remember?).
Framerate is very important. This is how often the
screen is updated, in frames per second. A framerate that is acceptable in single player
can really cramp your game in multiplayer, because other Jedi move a hell of a lot faster
than computer players. If your framerate is low your opponents don't move smoothly, making
it harder for you to track them. You can check your framerate by typing T,
"framerate" in single player, or T, Tab, "framerate" in multiplayer.
For comparison, the framerate of a movie is 24, and a TV is 30. For an average framerate,
you want at least 15, and the higher the better. A low framerate is caused by a maxed out
puter, so you increase your framerate by taking it easier on your PC's video. Reduce your
screen size and resolution, or get a 3D card. When I got a 3D card my framerate doubled.
However, framerate will always go up and down depending on what is happening with the
game. For example, I get an awesome framerate in tight corridors when there is no one
around, but whenever there is transparent water on the screen my framerate is cut in half,
and a lot nearby action with lots of sounds also reduces my framerate considerably.
(6.3) Hidden Treasures
When a Jedi dies, he leaves behind a backpack.
Whenever you see one, grab it or Pull it to you. You get whatever weapons and ammo he was
carrying. Even if he didn't have much for weapons, in games with several people the extra
ammo is a lifesaver. So obviously if you died with lots of good stuff, restart quickly and
run for your own backpack.
(6.4) Know the Terrain
Learn the map you are going to play. I considered
having a section on map-specific strategies, but I decided against it because it would be
far too difficult and time consuming to explain without pictures and hand waving. So do
what I did, host a Serial or TCP/IP game (you don't actually have to have a connection up
to do this), don't invite anyone, and explore. Learn the basic layout, how the special
stuff works, where the weapons and ammo and powerups are, figure out a few shortcuts to
the good stuff, see what jumps you can do, and maybe even practice your movement and
shooting and some saber attacks when no one is around.
(6.5) Watch and Learn, Young Jedi
Here is one obvious strategy that so few Jedi use:
stand back occasionally to watch other Jedi to see what makes them good. If someone is
winning, try to figure out why. Does he use Force powers, if so, which and when? Does he
camp and protect a certain weapon or powerup? Is he a really good shot? Does he have great
movement skills? Does he have any special strategies he likes? Is there an area he
prefers, and why? Does he have a special route he follows to get weapons or powerups, or
to regain healing and shields? That last one has allowed me to balance the scales a bit
against superior Jedi -- I watch to learn their habits and try to break their routine. And
you can always ask! Most Jedi will be willing to give you a tip or two, especially if you
butter them up a bit first (damn you are good! how did you do that?).
(6.6) Keep an Eye on Your Gauges
Another obvious one that is hard to remember in the
heat of battle: keep your shield and health up. Like defensive driving, make it a habit to
check your dials and idiot lights occasionally. Before you join a furball make sure you
have enough shield to survive a direct hit (at least 140), enough health to survive a
Destruction or a couple of quick Grips (no reason not to have 100 in most maps). Also,
take a look at your ammo. If you only have a few power cells left maybe you want to get
some more or use the railgun instead, assuming you have more than a few rails. Then if you
do take a direct hit, don't play the hero, get the hell out of there (you did save some
Force for Speed, right?) and heal up.
(6.7) Circle of Pain
Circle strafing is a technique Doomers and
Quakers will know well. Slide shift to the left or right while constantly turning inward,
toward your opponent. You circle the opponent, making you very hard to hit, while shooting
at him. This technique can make a wimpy weapon more effective, and is best for semi-small
spaces where the opponent can't simply back out of the circle. With a lowly blaster, I
have attacked guys with concussion rifles or railguns and won, because their low rate of
fire only gives them a couple of chances to hit. You just stay close, keep circling, and
keep picking away until they run away or drop. Then grab their backpack and go hunting.
(6.8) Water is Good for You
Water is your friend, especially when you need to
escape. Some Jedi avoid water because you move slower in it, and they think you become a
sitting duck. Not true -- when you are in water, shots from outside the water get
deflected when they enter the water. So if someone shoots directly at you they won't hit
you. This change in direction is almost impossible to predict, so you are quite safe from
Jedi outside the water. If they jump in after you, then they get slowed down too. Keep
moving up and down as you swim, stay away from walls, and you will be very difficult to
hit. Also, sabers are much less powerful because the double swing doesn't work. You get 20
seconds in the water before drowning starts, and then you take damage at 10 health per 2
seconds, so you can stay underwater for a long time. If you just want to get across a pool
of water, you will go faster if you skip across the surface. Simply keep jumping as you go
across, timing each jump just as you touch the water.
(6.9) A Word on CTF
Capture the Flag (CTF) games can be a lot of fun,
but most people don't understand how to play. CTF is *different* than deathmatch. First of
all it's a team game, so you don't want to blast anyone in sight because it may be a
teammate (you can use Force Sight to help tell friend from foe, see above). Secondly, CTF
is supposed to be protecting your flag or running and grabbing the opponent's flag, not
hunting down opponents who don't have your flag. You get points by taking the opponents'
flag, capturing the opponents' flag (returning it to your base when your own flag is
there), or killing an opponent holding your flag and touching it. You get bugger all for
killing an opponent without your flag, so don't bother.
Lag is always there, whether you play over serial,
modem, LAN (IPX), or internet (TCP/IP). LAN connections generally have such a low lag that
it is not noticeable. With two good 28.8 bps modems lag is not noticeable for two people
either. I haven't played over a serial connection, but I expect the lag is low there too.
So when people talk about lag, they are talking
about internet connections, and the less lag the better. The most commonly used indicator
of lag is the ping time of a player to the host. Everything over the internet happens in
packets, where the information at one end is cut up and put into packets and sent into the
void (just like snail mail envelopes). The true magic of the internet is it figures out
for you the best way for your packets to get to the far end, where the packets get
reassembled and the information you are sending is thaumaturgically recreated.
All this takes time. So a ping is just a little
internet packet that you send out to a host somewhere, and measure the time it takes
before you get a response back. That simulates playing a game, because players communicate
with the host with similar little packets. Ping is measured in milliseconds, or
thousandths of a second.
Another indicator of lag is packet dropout. This
means some packets get lost along the way (just like snail mail envelopes!), which means
those packets have to be resent. In a real time game like JK, lost packets are generally
ignored because it would take too much time to resend them. High packet dropout and high
ping times often go together. The higher either one of them are, the worse the connection
between you and the host.
(7.1) Ping Time
Your ping is not something you can improve easily.
The most obvious factors are the same 5 that affect all your net surfing: your modem
speed, your ISP, the host's modem, the host's ISP, and everything in the internet between
you and the host. You can better the first two to some extent, but only so much (buy a
faster modem, or get a better ISP, but you may already have the best you can get or
afford). You should also shut down or offline anything that uses the net in the
background, and so robs your net connection of precious bandwidth (like NetMon, Kali,
ICQ). You obviously can't change the next two factors, except by finding a faster host.
You can't do anything about the last one, except by playing during off-peak hours (which
can make a biiig difference BTW). Other usually less important factors are the overall
speed of your PC and the overall speed of the host's PC, since if a PC is struggling
running the game it has less time to handle internet packets. This can be more of a
problem on maps where there is a lot of weird stuff to render (like transparent water or
lava), or when you have a lot of players (like 6+).
When you join a game, you can test your ping time
to the host by typing T, Tab, "ping". The host can ping everyone by typing, T,
Tab, "ping all", or individual players by typing T, Tab, "ping <player
name>". A good ping time is below 500 ms, and obviously the lower the better. JK
can be playable with ping times up to 700 ms or so, but lag really changes the game. Above
that lag takes over and it isn't worth it. More players increase the overall lag in a game
as well, because the host's connection starts to become overloaded with packets (just like
snail mail at Christmastime).
With Quake the host and players with low ping times
are generally unaffected by other players joining with high ping times. This is because
Quake is server based, where one puter acts as a server and always has the latest and
greatest player and item info. The players with the lowest ping times to the server get
the smoothest game. This good because it doesn't "penalize" players with fast
connections, but it's bad because those players and the host get a big advantage over
everyone with slower connections (game won by technology). With JK, there is no server,
just a host which acts as a post office for the other players' puters to message each
other. The latest position info for a player is actually on the players own puter, and the
other puters have to keep asking for it. The exception is the latest position info for the
items (only) is on the host, and all the other puters have to ask the host for that. So
one slow guy gets a lag to everyone else, and everyone else gets the same lag to him. This
levels the playing field a bit more, but the one slow guy slows everyone down a bit, and
he becomes hard to hit (see below for why). In this case, it is the host's responsibility
to say to the guy, "sorry man, your ping is too high, you gotta go" and then
kick him from the game if he doesn't leave voluntarily. To kick, you type t, Tab,
"kick <player name>".
(7.2) Effects of Lag
Lag can cause some weird effects, and they are
quite different for JK than for Quake. The most basic one is the guy you are shooting at
is not really there. This often causes a cry of "cheater!" because everyone
keeps whomping on a guy and he just won't die. That is because they are attacking a ghost,
and the real Jedi is a little further forward. So the solution is to lead him more, and
the more lag, the more lead. This is kind of a hit and miss thing, but you can get used to
it. One way to tell if you are really hitting him is to listen -- you get a little
"tss" sound when you hit someone, and a different "splash" sound when
you damage his shield (or a grunt if he has no shield left). This is the same sound you
hear when someone damages your own shield (or you). When you do actually hit a guy, you
get the "tss" immediately, then shortly after you hear the "splash".
The time between the two sounds is the lag time. You then learn which players in the game
have more lag than others, and you must tailor your lead for their lag.
This is where the concussion rifle is handy because
of its splash damage. And Dark Jedi get a real advantage here, because Force Destruction
has huge splash damage and Force Grip targets the real Jedi instead of the ghost (so does
Force Pull and Blind, but they don't get you a kill). So they end up getting more kills
from their Force powers than their (or your) weapons. Dark Jedi rule laggy saber games,
because getting a hit with your saber with high lag is nearly impossible.
Note that it sounds like the lagger gets an
advantage, because everyone has a hard time hitting him, but the lag actually works both
ways -- he is finding it hard to hit everyone else. In fact, he is at a disadvantage
because he also has a delay in picking up items and opening doors (see below).
Another common lag effect is a slight to severe
delay in Force powers acting on you or others, and in picking up items. This can be a real
problem when you are being chased by a Dark Jedi and you desperately need that Light Surge
you are trying to grab. Similarly, you can see a slight to severe delay in opening doors.
This can be real problem when you are being shot at and that damn door just won't open, or
it opens then slams shut immediately. Another effect is elevators that go down and back up
right away, and won't let you off. As the lag gets worse, you can fall through the floor
of an elevator if you look up while you are on it (aaaaah, crunch, "wtf??"). You
will see elevators arrive a second or two before the Jedi on it, or the elevator goes by
then a Jedi floating in midair follows after it. This happens with rideable ships and
magic carpets too, for the maps that have them. Another common effect is when you open a
door, partial images of the door stick around before you get to see the scene on the other
side. Often by the time the scene appears, you are dead. }:-(
Maps without doors or elevators (like Canyon Oasis)
are therefore better when there is lag, because it's less noticeable. A lot of level
authors are staying away from elevators and doors and using stairs and airlifts instead,
for this reason. The lag is still there, of course, but you don't really notice except for
when you try to pick up stuff or discover you have a frig of a time killing anyone.
Another nasty effect: lag can cause one self-kill
to become two. If you restart right away after dying from the fan in Blades of Death or
the lava in Volcanic Valley, you die again, because the host thinks you are still there.
Similarly, if you die by a Grip, if you restart right away sometimes the grip is still
there for a second or two. The way to stop this is simply to wait a couple of seconds
Packet dropout causes a hopping-around effect,
which IMHO is worse than the above high-ping effects, and fortunately less common. This is
where guys will be running along and suddenly stop, or vanish, then instantly leap ahead
(or disappear around a corner). Packet dropout means someone has a poor net connection,
and some of their movement and position information keeps getting lost on the way to the
host. When packet dropout is really bad these guys become impossible to hit or even
follow. The host should explain, and ask them to leave (then kick them if they don't).
Note though, this is not the same as a drop in framerate, which happens when new players
join, or if your PC starts doing something in the background (like disk caching), or when
the game gets busy and your PC starts getting overloaded. A low framerate causes
*everyone* to hop around a bit because your puter can't keep up with all the action.
(7.3) Ahhh Laggggg!!!!!
So the moral of the story is to find games with low
ping times if you can. When you want to start a game, try to find the guy with the fastest
modem first and fastest PC second. Then be prepared for the above lag effects just in
case, and learn to compensate.
This is the biggest problem with Jedi Knight, IMHO
(the second biggest problem is dismal tech support from LucasArts). Like just about every
other 3rd person shooter out there, you can modify the basic game with patches or hacks to
modify or enhance the game in some way. Some are really cool, and there are a lot of them
out there. I see a few modified games out there (I have never tried one, but someday I
will), where the host will let everyone know which patches to bring. Sometimes the host
will simply say, "hacker game, bring your favorite hack" and it's wide open.
Those are more games of technology than skill, but that's ok too.
However, cheaters are guys who use hacks where they
aren't supposed to. Most Jedi want a "clean" game, no hacks. Cheaters will come
in and start slaying everyone with them anyway. They refuse to leave the game, and use
ASCII characters in their name, making it much more difficult for the host to kick them
(but not impossible, see the References section). Cheaters tend not to use
"cool" hacks, just ones that give them super powers. Unfortunately, with JK
there is no way to ensure a clean game. There is an antihack patch out there (see the
References section), but it isn't perfect. The best advice I can give is to try to play
only with people you trust, and as a host be vigilant for those who may be cheating. If
the game is open, keep the maximum number of people in the game low (like 4) so cheaters
are less likely to get in. You can password protect the game, but that is not helpful
unless you can let everyone but the cheater know what the password is.
Generally it is obvious when someone is cheating:
they are impossible to kill, or their Force Powers do ridiculous things, or their weapon
does stuff you have never seen before. Most cheaters I have seen are only interested in
screwing up other people's games and being assholes, and they don't bother hiding it.
These are undoubtedly the same assholes who go downtown to smash windows and slash tires
for an evening's entertainment.
Sometimes it can be difficult to tell when someone
is cheating. You would immediately suspect anyone who is doing anything that is not part
of the basic game as I have outlined it above. BUT! Don't immediately assume someone is
cheating just because he is winning, or because he is hard to kill. Get your facts
straight first. A strange happening (like when someone pulls your weapon even when you
have Absorb on, or when someone kills you with one shot when you have max shield), may
have been just a glitch in the game. Comment on it by sending a message, like "wow,
one shot, I was at max shield" so everyone knows what happened and will be suspicious
if it happens again. Cheating is often confused with lag, a weird glitch in the game,
Absorb and other misunderstood force powers, the power boost, the super shield, and of
course, SIMPLE SKILL.
As I said earlier, I have been accused of cheating,
and I most certainly do not. I play the game for the fun and challenge. A win by cheating
is an empty victory. Also, some people just have to win, at any cost, and if they don't
they find anything to blame other than themselves. I do take it easy on newbies, but I
won't lose on purpose just to stroke some guy's ego. Playing with sore losers is no fun
You will definitely want to remap some keys. The
depth of JK means you need a lot of them, and you will use them constantly. I have
remapped almost every key. I have included my control config, which you can use as is (but
probably not, it is pretty bizarre), or as an example of what you can set up. I have been
a touch typist and a guitarist for many years, so I have strong fingers and a flexible
left hand. That lets me make full use of the keyboard for all my games.
For years with Doom, Duke Nukem, and Quake I used
only keyboard control. I used the numeric keypad for movement, like this:
4-slide shift left
6-slide shift right
I used the Spacebar for fire, F for jump, V for
crouch, D for Use/Open, and Q/A/Z for look up/center/down. As a touch typist my left hand
is most comfortable on home row (ASDF). Various other keys around there I changed a bit
from one game to the next. For Jedi Knight, I needed a lot more keys, so I ended up using
pretty well all the keys available to my left hand, plus I used the four arrow keys beside
the numeric keypad with my right thumb (for Force Speed, Persuasion, Blinding, and Pull).
So I was using all the fingers on both hands, for two to four things each!
Then I got my butt kicked by a couple of guys who
used mouse for turning and aiming. So I made the switch. It wasn't easy, and took a lot of
practice to get used to. But man, for a gunner, it rocks. You get almost instant spins,
and quick and accurate aiming. The disadvantage is loss of fine control, which took me
much longer to get back and I still haven't got it all. I used to be pretty good with a
saber, now I suck. Oh well. But I know some guys who use mouse for saber and are good with
it, so I dunno.
So for better or worse, here is my current control
Mouse: look up and down, and turn left and right
Mouse button 1: primary fire
Mouse button 2: jump
Numeric keys 1,2,3,4,5,6,7,8,9: weapons 1 - 9
(default, not changed)
Q - use / open (not used much, don't need it when
moving forward or back)
A - move forward
Z - move back
W - Force Absorb
S - Force Speed
X - bacta (definitely need this one handy)
E - light saber (default was 0, but you want your
saber more handy)
D - slide shift left
C - Force Healing
R - Force Jump
F - slide shift right
V - crouch
T - map on / off (was Tab, but I turn map on and
G - Force Pull
B - Force Blinding
Y - Force Protection (or it would be if I used it)
H - Force Persuasion
N - Force Sight
Space bar - secondary fire
M - talk, send message (default was T)
\ - score (default was ~, but I kept hitting Esc by
I never use the headlamp or night vision goggles (I
use Force Sight instead) so I didn't remap them. I also have Always Run on, and I never
use Slow/Walk (never need to). I put a lot of thought into my config to put what I need
where it is easy to get, and to allow certain useful combinations like moving forward or
backward while slide shifting, running while turning the map on and off, crouching and
turning, Pulling and shooting, spinning and shooting, slide shifting and shooting, jumping
and shooting, crouching and shooting....
(10.0) Let's Go!
So now that you are all ready to go, where do you
find a game to play? Well, just like back in the old Doom days, you and a friend can play
one-on-one over modem or serial cable. If you are lucky enough to have access to a LAN and
friends with same you can play a game with up to 32 people (I'm not that lucky, so I can't
I play over the internet, so I will concentrate on
that. The net being what it is, you can and will play with Jedi from around the world -- I
have had a game with Jedi from 5 countries over 3 continents! I still find that
Before you play, you should shut down or offline
anything that uses the net in the background, which robs your net connection of precious
bandwidth (like NetMon, Kali, ICQ). Also shut down all the background processes you can
find (like antivirus software) to reserve all your puter's CPU time and memory for the
game. This is especially important if you are hosting a game.
Then before you join or host a game, you need to
create a multiplayer character (see Section 2.2). It is a good idea to create one for
every Force level, just in case, or at least the most common ones (those seem to be 0, 3,
4, 6, and 8).
(10.1) Joining a Game
To join a game, when you start, select your Player
and then select Multiplayer. Then select Join game, then TCP/IP, then in the dialog box
that comes up fill in the TCP/IP address (four numbers, like 18.104.22.168) of the host
whose game you want to join. When you get an IP, you can copy it down on paper and then
type it in, or use Windows copy and paste (highlight the IP with the mouse, then type
Control-C to copy, then Control-V to paste into the dialog box). JK will say
"Searching..." until it finds a game. Give it a good 10 seconds, if it still
doesn't find one there is no game there. Check the IP, if it is correct the game is may
not be up yet, the host may have quit or is just changing levels, or you may be trying to
join a demo game with the full version or vice versa (they aren't compatible).
(10.2) Hosting a Game
To host a game, again select your player and
Multiplayer. Then select Host game, then TCP/IP. You then get a Host screen. You have to
give your game a name, which others will see when they join. You must set the maximum
number of players (stick with 4 unless you have a cable modem or faster), the max Jedi
rank (max Force level, generally 8 for a full Force game), and of course the map, broken
out by Episode and Level. The default Episodes are Jedi Capture the Flag (for CTF games,
duh), and Jedi Training, for the deathmatch levels. There are 5 other options on the left
side you can use, if you wish: score limit and time limit (ends the level at that point
and rotates to the next one in the Episode), team play (up to 4 teams, CTF is
automatically team play), single level only (if you set a score or time limit when the
level ends it won't rotate, just ends the game, useless IMHO), and a password for password
protection. If you have added any new maps (user GOBs) to your JK Episode directory, they
will also appear in the Episode and Level lists.
So as a host, how many people can you handle? It
depends, but for your average 33.6 modem connection you shouldn't allow more than 4. More
than that and all ping times go up, lag becomes a real problem and people get irritated
and leave. If you are lucky to have a T1, cable modem, or ADSL connection, your modem
ceases to be the limiting factor and your PC matters. Slower PCs may not be able to keep
up with synchronizing all of the action of many players, especially if the map has a lot
of tough stuff to render (like transparent water or lava) and your puter is already busy
keeping up with your game. Again, ping times go up, lag becomes a real problem and people
get irritated and leave. I only have a P166 with 32MB RAM and a very basic 3D card, but I
do have an ADSL connection (gloat gloat). However, I still find a 6 player game is about
all my PC can handle for complicated maps.
Note that as mentioned above in the section on lag,
ping is determined by your connection, the other guy's connection, and everything in
between, so even if you have a super fast connection you will still get some guys with
high pings. Not much you can do about that, except try to find players with lower pings
and ask the guys with high ones to leave (and kick them if they don't, politely of
(10.3) Finding Other Jedi
So, where do you find a host, or tell the world
where your game is so they can join? Over the net, there are many places where JK gamers
get together. These are the ones I have tried, and there are undoubtedly others. Try some
of the References to find more.
There are always tons of games at Microsoft's Internet Gaming Zone, at http://zone.com. This is the one
LucasArts brains you with when you install JK. Because it is part of the JK install, it is
the most popular gaming place and generally the first stop for newbies. You need
Microsoft's Internet Explorer 4, DirectX 5 or better, and you need to download and install
their Zone software when you join. The games here can get laggy, and once you are
experienced it becomes hard to find good competition. What ruins it for me, though, is
almost every game you play gets ruined by cheaters. I don't play here that often.
There is the JediBoard, at
http://www.jediknight.net/servers/jk. You can almost always find a game here. You can copy
the IP address from the web page and and paste it into the dialog box mentioned above. You
can also host a game and post your IP here so others can join your game. To find your IP
Address, you can run Kali (which gives it to you when you start) and highlight and copy
the IP for pasting, or use the Win95 program "winipcfg" (just use the Start
menu's Run command, then type in the filename "winipcfg"). Unfortunately, you
have no way to screen who joins, so you may get someone with a super high ping time who
lags you out, or cheater who ruins the whole game. Also, it only takes one cheater to run
rampant through the JediBoard to ruin everyone's evening. So it is best to keep games
small, and as a host be prepared to kick cheaters and laggers.
You can use Kali.
Download the trial version from http://www.kali.net, install and run, then join the Jedi
Knight server. Ask if anyone wants a game. With the trial version you only get 15 minutes
of Kali connection, so you will have to find a TCP/IP game in that time, exit Kali, and
join. If you register Kali (only $20 US) you can join IPX games in the Game Lobby on the
left, or use the Game Browser, which will go out on the net to look for JK games nearby,
then tell you the IP address so you can join them. Kali also tells you what your IP is,
which you need if you want to host a game, and it tells you the ping time to other JK
hosts, so you get an idea of how laggy the game will be. I have found the games here to be
the best in terms of ping times (since you can see them before you invite players to join)
and player skill.
Join the JK Multiplayer Add-on Group (JKMAG). You can find them at
http://jediknight.gamestats.com/JKMAG. These guys are mainly interested in JK add-on
levels, which you can also find here, and are the keepers of the BFP, the most popular JK
skins add-on pack. You will need ICQ from Mirablis (which you should get anyway) to talk
to them and set games up. I am currently the Webmaster for the guns sect, check it out. :-)
There are a number of other gaming groups, one that sounds promising if you like Capture
the Flag (CTF) is The Jedi Knight CTF Group.
There are other gaming services out there that
support JK, like Khan and Heat. I have tried Heat, and it worked fine overall, but I found
it far too time consuming to get started (it works through your web browser, like the
Zone). You can also use the net chat services like ICQ and IRC to find game lobbies and
then set up games. I haven't tried these, so I dunno.
I have built up a sizeable contact list in ICQ with
people I have met over the Jediboard, Kali, and in JKMAG, and of course within my clan. I
mostly find and set up games using ICQ. I still do play open games occasionally for the
hell of it.
(11.0) Other References
There is tons of JK stuff out there. This section
only has a few of my favorites, follow some of the links and you will find tons more.
My favorite JK info sites are Jedi Knight.net (JK.net), The Jedi Knight Outpost, and Jedinights. JK.net has generally the most news and
the most active message board. The JK Outpost has a good collection of strategy articles.
Jedinights has a good collection of Editing sites. Of course, there is the official JK FAQ, but these
hosers never update it.
Trail's Guide has excellent info on
hosting and joining games, and some strategy info. He hasn't updated his page in a while,
but that stuff doesn't change. Two more good multiplayer FAQs are David Moore's and Hiss'. For saber strategies, check out the
saber strategies page at the Weezer Jedi
For JK addons, see The Sith Temple, or the Jedi Knight
Multiplayer Addon Group (JKMAG). They
have a number of total conversions (TCs) there, which are patches that make massive
changes to JK to make it a different game. There are lots of TCs around, some big, some
small, and I haven't found a site yet that has them all. The closest are the The Massassi Temple and The Streets of Coruscant, which track a
number of JK projects.
If you want to join a JK clan, check one of the
above references or do a Web search. There are lots around. They generally have a Web site
that gives you info on joining. There is a huge clan list at The JK Outpost, but it is by no
means complete (my clan
isn't in there). There is a smaller clan list with descriptions at JK.net. And the Valley of the Jedi has good info on clans and tournaments.
Of course, there are also clans at the Zone, where they play
in the Zone ladder and Zone tournaments. They have tryouts there, you should be able to
find one at almost any time.
If you want to add extra skins, the biggest and
most popular skins pack is the BFP (Big Fluffy Pack, formerly Big <whoops!> Pack
until they went PC), from the JK Multiplayer Add-on Group (JKMAG). Warning: it is big. You can
become your favorite Star Wars character, or cartoon character, or other weird things, and
use new kewl sabers. There are other skins and sabers packs available, check around.
For add-on files, the JK Outpost has the best collection of
files and add-on levels. For levels with reviews, look to Hyperview.
ICQ is a great way to keep tabs on Jedi you find
out there and want to play again. Download from Mirablis,
then install and set up. You will get a unique 7 digit ID that people can use to find you,
then add to their contact lists.
Want to create some of your own levels, COGs,
skins, sabers? Check out The Code Alliance for the
unofficial JK specs, JED, and a number of other utilities, and The Massassi Temple for tutorials and JKEdit,
and the Editing section of the jk.net message board for expert advice. Other editing pages
are The Star Wars Editing Zone
Finally, I have created an ASCII chart that JK
hosts can use to find out the ugly ASCII codes that cheaters use to make it harder to kick
them. It is organized by letter, rather than by number like most of the other charts out
there. This makes it much easier to look up the code to match a particular character.
Tacked to the end of this doc is an HTML version, the original is in Microsoft RTF
(readable by Wordpad). If you want it, email me.
Want to find me for a game? Check on Kali or ICQ
(8947920), I'm around....
And the Force will be with you, always...
(hehe, had to say that somewhere)
ASCII Chart for kicking úç¿ïÑg cheaters!!!
by Eddy Currents: Revision 2
Cheaters are losers who use hacks to ruin your
"no hack" games. They often use weird ASCII codes in their names (characters not
on the keyboard) to make it harder for the host to kick them from the game. You can use
this chart to figure out the code for those characters. To kick, the host types
"t" then Tab, then "kick <name>". To figure out which code to
use for a character, see what "real" character it looks like (like an
"a" with a hat, or a "u" with some dots over it), go to the row, then
across to the ASCII character you see. The ASCII code is one of the codes in the box. To
type the weird characters in, hold an Alt key down while typing the 3-digit code on the
numeric keypad. For example, for "à" hold down Alt, then type "0224"
on the num pad, then release Alt. Now go forth and kick them bastards!
â=0226 or 131
ä=0228 or 132
å=0229 or 134