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Other than weapons and ammunition, there are various items which can be picked up, some of which are stored in inventory for later use, and others that are power-ups taking immediate (but sometimes only temporary) effect.

Inventory[edit]

Data disk in the clutches of 8t88's severed arm

While some items picked up are stored in inventory, only the Field Light, IR Goggles and any Bacta Tanks are retained between missions. Keys and Wrenches are specific to a mission, and removed from inventory on completion: the same is true of items needed to complete a specific mission, like the Data Disk of Kyle's father, and 8t88's head.

Field Light[edit]

F2 The Field Light isn't a physical item, but when activated it allows you to see better in dimly-lit areas. It consumes battery power (continuous use for maximum five minutes), and it automatically shuts off when this runs out.

Batteries 1 2 3 4 5 6 7 8
Duration 37.5 s 1 m 15 s 1 m 52.5 s 2 m 30 s 3 m 7.5 s 3 m 45 s 4 m 22.5 s 5 m

A Lightsaber can perform the same function, unless you need to use another weapon in the dark.

IR Goggles[edit]

SWJKDF2 IR Goggles.png

F3 IR Goggles consume five times more battery power than the Field Light (continuous use for maximum one minute), but they allow you to see enemies in the dark without being seen, and they also show destructible walls (much like Seeing). They can be first found in the first secret area in the very first mission.

Batteries 1 2 3 4 5 6 7 8
Seconds 7.5 15 22.5 30 37.5 45 52.5 60

Bacta Tank[edit]

Bacta tank.png

F4 Bacta tanks are portable containers of medicinal fluid. Up to five can be stored in inventory, and they restore up to 30 Health each when used.

Key[edit]

SWJKDF2 keys.png

Keys are used to unlock doors, disable energy barriers or manipulate catwalks. Doors are commonly trimmed with white lights, but those with colored lights may only be opened with a key of the same color. Some levels contain locked rooms with ammunition and power-ups, so look around and see what else you can unlock!

Wrench[edit]

SWJKDF2 wrenches.png

Wrenches only occur in two missions, where they're used to reroute water in natural power generators, and open and close valves in fuel pipes. The sockets for wrenches are very distinct and they never occur as stand-alone switches.

Power-ups[edit]

Battery[edit]

SWJKDF2 battery.png

The Field Light and IR Goggles require battery power, only eight of which can be carried at a time (a player starts with four). If out of batteries and there's an MSE droid nearby, shoot it to get one.

Backpack[edit]

Backpacks always contain a Stormtrooper Rifle (loaded with 20 Energy Cells) and Shield recharge:

Backpack Health Shields Weapon Ammunition
Stormtrooper 10 Stormtrooper Rifle
Smuggler 20 20 Stormtrooper Rifle 20 Energy Cells

Health Pack[edit]

SWJKDF2 powerups.png

Health Packs (right) restore up to 20 Health.

Shield Recharge[edit]

SWJKDF2 powerups.png

Shield Recharges (left) restore up to 20 Shields.

Armor Vest[edit]

SWJKDF2 armor vest.png

An Armor Vest restores up to 200 Shields.

Revive[edit]

SWJKDF2 revive.png

A Revive completely restores both Health and Shields: there are only two in the entire game.

Force Boost[edit]

SWJKDF2 force boost.png

A Force Boost restores up to 50 Force energy in Single Player, and 100 in Multiplayer. It's picked up even when at maximum Force.

Power Boost[edit]

SWJKDF2 power boost.png

A Power Boost drastically increases the firing rate of firearms for 30 seconds. The HUD ammunition value turns yellow to indicate an active effect.

Super Shield[edit]

SWJKDF2 super shield.png

A Super Shield restores up to 50 Shields, and grants unlimited Shields for 30 seconds. HUD Health and Shields values turn yellow to indicate an active effect.

Super Shield does not protect against impact damage.

Surge[edit]

SWJKDF2 force power surges.png

A Light or Dark Surge completely restores Force energy, and grants unlimited Force energy for 20 seconds. You can only use the Surge corresponding to your Force alignment. Only one Surge spawns at a time.