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]
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]
battery power (continuous use for maximum five minutes), and it automatically shuts off when this runs out.
The Field Light isn't a physical item, but when activated it allows you to see better in dimly-lit areas. It consumesBatteries | 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]
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.
IR Goggles consume five times moreBatteries | 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 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]
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]
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]
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]
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Stormtrooper
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Smuggler
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]
Health Packs (right) restore up to 20 Health.
Shield Recharge[edit]
Shield Recharges (left) restore up to 20 Shields.
Armor Vest[edit]
An Armor Vest restores up to 200 Shields.
Revive[edit]
A Revive completely restores both Health and Shields: there are only two in the entire game.
Force Boost[edit]
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]
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]
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]
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.