The following is a brief overview of the key functions weapons and
Items in Jedi Knight. For further and more in-depth documentation please
consult your owners manual.
Game Controls
*note* These are the default settings
General Keyboard Controls
[ESC] - Opens the Options menu screen
F1 - Toggles camera mode
F2 - Turn Field lamp on/off
F3 - Turn Infrared Goggles on/off
F4 - Bacta Tank
F5 - Force Jump
F6 - Force Speed
F7 - Force Seeing
F8 - Force Pull
F9 - Game quick save
F11 - Adjust screen brightness
F12 - Takes a screenshot
[+], [-] - Adjust screen size
[ , ] - Cycles through Inventory Items
[Spacebar] - Activate use
R - Next Inventory Item
[Enter] - Use Inventory Item
[;] , ['] - Cycle through Force Powers
F - Use Force Power
[TAB] - Toggles Overlay Map
[~] - Score Tally
T - Brings up the command console in Single Player and talk to other
player in Multiplayer
Movement Keyboard Controls
W , [up arrow] or Numberpad 8 - Move Forward
S, [down arrow] or Numberpad 2 - Move Back
[Shift] - Fast Mode
[CpsLck] - Slow Mode
A or Numberpad 1 Sidestep left
D or Numberpad 3 - Sidestep Right
[Left Arrow] or Numberpad 4 - Turn Left
[Right Arrow or Numberpad 6 - Turn Right
X - Jump
C - Crouch
[PGDown] - Look Up
[PGUP] - Look down
Jedi Knight Weapons
*Note* Force Powers and powerups will not be discussed until the
Dark Jedi Order.
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Fists : Bound to the #1 key. These are your weapons of
last resort. They do minimal damage at have a very short range. There is
no difference between Primary and Secondary Fire. |
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Bryar Modified Pistol : Bound to the #2 key. This weapon
is actually a sawed-off rifle. It is very accurate at long distances, but
it's low firepower and rate of fire detracts from the weapon as a whole.
There is no difference between Primary and Secondary fire with this weapon. |
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Stormtrooper Rifle : Bound to the #3 key. This is the standard
issue weapon of the Imperial Stormtrooper. It is a powerful weapon but
extremely inaccurate at long distances. It is better used in close fighting
quarters. There is no difference between Primary and Secondary fire with
this weapon. |
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Thermal Detonators : Bound to the #4 key. This weapon has
2 modes of use. The first (primary fire) is explosion on impact. The second
(secondary fire) is a three second delay from time of impact. The longer
you hold the #4 key down the longer you will throw this weapon. |
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Bowcaster : Bound to the #5 key. Originally the weapon
of choice of the Wookiees, it has been modified by the Tusken Raiders of
Tatooine. It has 3 modes of firing. The first is a single blast (primary
fire). The second is the longer you hold down the primary fire key, it
will shoot either a 3 or 5 bolt spread dependent on the length of time
you hold down the primary fire key. The third mode of fire is a bolt that
will bounce off of most surfaces (secondary fire). |
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Imperial Repeater Rifle : Bound to the #6 key. This "machine
gun" of the Imperial's is an effective weapon. It has a high rate of fire
and is accurate at short and medium distances. It has two modes of fire.
The first is a single burst, with a tracer shot every 10 rounds ( primary
fire). The second is a three shot spread at a slower rate of fire (secondary
fire). |
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Rail Detonator : Bound to the #7 key. The "rocket launcher."
An extremely powerful weapon that shoots explosive rails. The primary firing
mode will launch the rail and it will detonate on contact. The secondary
firing option will launch the rail and it will attach itself to any surface
or person with a three second delay before detonation. |
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Sequencer Charge : Bound to the #8 key. This land mine
has 2 modes. The primary is detonation after a two second delay. The secondary
(but more useful) is detonation when someone approaches it and trips the
proximity detector |
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Concussion Rifle : Bound to the #9 key. This is the most
powerful weapon (excluding the lightsaber) known at this time. It has 2
modes of fire. The first is an explosive charge of ionized air. This is
extremely dangerous to use in close quarters. The secondary fire is more
like a shot gun projectile and is safe to use in close quarters. |
Jedi Knight Items
Headlamp (no picture available) : Uses battery power and will illuminate
an area. Uses 1 unit of battery power per second. Default key is F2
Infrared Goggles : also uses battery power but at a faster
rate than the headlamp. (5 units per second) Make is easier to see in darkness,
but will not give away your position in darkness. (good for sniping in
the dark) Default key is F3 |
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Battery : Replenishes your battery power supply up to 200
units. Each battery is worth 25 units |
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Bacta Tank : This will revive some of your health up to
100 health. The default key is F4 |
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Heath Power-Up : This will heal 20 points of heal up to
100 when picked up. This item can not be carried |
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Revive : This pack will restore your heath and shield to
their maximum limits (100/200) |
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Shields : This item will restore 20 units of shield strength |
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Armor Vest : This vest will restore your shields to full
(200 units) |
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Power Cell : Ammunition for the Bryar Modified Pistol and
the Stormtrooper Rifle. Gives 25 units (shots) Max = 30 |
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Energy Cells : Ammunition for the Bowcaster, Repeater Rifle
and the Concussion Rifle. Gives 20 units (20 shots) Max = 500 |
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Rail Charges : Ammunition for the Rail Detonator. Give
3 rails. Max = 30 |
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Smuggler's Backpack (Single Player) Backpack (Multiplayer)
: The Smuggler's Backpack contains a StormTrooper Rifle, 40 Shots, 20 Health
Units and 20 Shield Units. The backpack in multiplayer contains all items
carried by the player before death. |
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Stormtrooper Backpack : (single player) The stormtrooper's
backpack contains
one stormtrooper rifle, 20 energy, and 10
shields. |
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Super Shield : When picked up it boost your shields and
make you invulnerable for 30 seconds |
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Power Boost : when picked up it increase your firing rate
and decreases reload time. Last for 30 seconds |
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