Awesome: Star Wars: The Old Republic
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- Each of the cinematic trailers showcases a Moment Of Awesome for one of the factions.
- Some of Gnost Daral's videos tell you of others during the war. For instance: Master Allusis and his badly outnumbered army (numbering about 4,000 including several dozen Jedi) caused a Sith army numbering about 50,000 a Pyrrhic Victory to take the world, fighting to the last man. There's also Hylo Visz leading a fleet of other smuggler ships against a Mandalorian battle fleet and winning with help from Republic reinforcements.
- Nearly everything Darth Malgus does in the "Deceived" trailer is one big Moment of Awesome. He takes out seven Temple guards in no time flat, doesn't even flinch while the shuttle crashes behind him, gives a terrifying Kubrick Stare after the Sith Warriors reveal themselves, carves up, strangles, and electrocutes every Jedi he can reach with only Ven Zallow coming close to defeating him (which is an MOA for Zallow), and pulls off an Unflinching Walk away from the burning Jedi Temple and the carnage he himself incited, raising his hood as he goes.
- The "Hope" Trailer. When Satele Shan ignited her lightsaber... then ignited its second blade.
- Let us not forget everything Jace Malcom does. He punches out Sith.
- He's not even the first one to do it. Right after the Sith warriors first appear with their sabers ignited, an unnamed trooper immediately floors one with a hip throw.
- Satele pulling a Bare-Handed Blade Block against a lightsaber via the Force, then blasting Darth Malgus through a mountain.
- Malgus takes a lot of shit in this trailer including an explosive round to the body, a thermal detonator going off next to his head, being thrown against a mountain, then having said mountain brought down on top of him - still doesn't stop him kicking ass later on in the war
- The "Return" trailer has one for each main character.
- Nico Okarr's Unflinching Walk while gunning down several Sith soldiers.
- Jace firing at Darth Vindican with his rocket launcher.
- The entire Jedi/Sith fight. Especially the part where Malgus was about to cut Satele down. Master Darach throws his own lightsaber to deflect Malgus' and save her, gambling that Vindican, who was between them, would duck instead of blocking it.
- And, within that fight, Darach Dual Wielding both his own lightaber and Satele's double-bladed lightsaber as he makes his Last Stand. He even manages to fatally wound Vindican and almost won the fight had Malgus not grabbed his downed master's lightsaber for some Dual Wielding of his own.
- Malgus almost seems to be held back by having to fight with Vindican - he handily defeats Satele in the opening moments of the fight and would have killed her if not for Darach. Compared to having to work in tandem with his master against Darach, which almost gets him killed. However the moment Malgus goes against Darach alone he demolishes him in seconds
- The ending:
Malgus: They've escaped, Master. You failed.
Vindican: No, Malgus. This... is only the beginning!
Malgus: Yes, after a thousand years, Korriban is ours again. Welcome home! (kills Vindican)
- Republic-side, the Maelstrom Prison Flashpoint is fairly epic, for a number of reasons - not only do you save Revan from his And I Must Scream fate, but the final boss is Grand Moff Kilran himself, who has been a looming threat ever since the very first Flashpoint. Finally killing him in battle is suitably impressive.
- The Imperial-side counterpart to that, The Foundry, is also epic. It starts off decent enough, with you fighting into the foundry and speaking to its mysterious administrator. Then you hear a very familiar voice over the intercom, speaking in a very familiar way... and by the time you realize WHO it is, you're fighting HK-47 himself. But that's not the best part. After a rough battle where HK shows why he's a great assassin droid (using a sniper rifle to take out huge chunks of health) you fight your way to the final boss of the flashpoint... Revan himself. And the battle is EPIC, complete with Revan leaping about with a violet lightsaber at everyone, calling lightning down, becoming "More powerful than you can possibly imagine" through channeling the Force, and when near death, raining massive chunks of rock down on the party that can take out a quarter of a party member's health in a single hit, if you don't avoid it. And when he's finally defeated, he makes a sad comment to his dead former apprentice, and disappears in an explosion of light. A worthy final battle, to one of the most powerful and influential Force-Users in the history of the Star Wars Galaxy.
- For Imperial players, on Hoth you can become an honourary member of the "Bane Brigade", after running a False Flag Operation and causing some much havoc on the planet that the Republic become convinced they're Back from the Dead.
- On Imperial Belsavis, the planet's mission series revolves around freeing the Dread Masters, six extremely powerful Sith who serve the Emperor directly. When you release them, they kill an Esh-ka without laying a finger on him, through their battle meditation. Dread Master Raptus then boasts that nothing can contain them, to which you can point out that they were just contained. The Masters turn their Agony Beam of fear on you, bringing you to your knees, as Raptus commands you to respect them. However, if you're a Sith Warrior or Inquisitor, you have the dialogue option "I bow to no one", which makes your character overcome their collective power to stand up and declare, "You cannot scare me." This is apparently a first for the Dread Masters; they don't bother you further, and Raptus admits that you're strong. You didn't just defy a supreme Sith Lord and live - you defied all six of the Emperor's chosen Sith, lived, and freaked them out a bit.
- The entire Republic Corellian campaign, across all four classes, which ends with the Empire thrown back from the Core Worlds, having lost seemingly half the Dark Council and 10% of its entire military strength. Talk about Awakening the Sleeping Giant.
- The solo version of the Revan fight - Enemy Within. Your character has roped Imperial and Republic leadership alike into a most badass case of Enemy Mine that reads like a who's-who of every major NPC in the game! We're talking Darth Marr, Grandmaster Satele, Theron Shan, Lana Beniko, Shae Vizla, among others and it's all of you against Revan's dark half. It is every bit as awesome as it sounds, since he puts up the kind of epic fight that will be talked about in Mandalorian sagas and Sith and Jedi holocrons alike.
- The Yavin IV landscape is quite interesting while you're questing, as you frequently encounter Sith and Jedi, or Imperial and Republic soldiers, working side by side with no sign of tension. There's some debates back at camp, but they don't go beyond spirited arguments.
- Theron gets an understated, off-screen one. The guy gets kidnapped by Revanites and tortured for however long it took the Player Character to storm the base...and he busts out and fights through half their forces before the PC finds him. Keep in mind he was injured, alone, and unarmed except for a shotgun at the time.
Jedi Knight Storyline
- The forging of your first lightsaber. After questing through Tython and defeating your Master's treacherous former Padawan, you get a cool cutscene of your lightsaber being put together piece by piece accompanied by music from Return of the Jedi. It's a pretty awesome payoff. (For those who know where in the film that piece comes from, it's a little jarring in the scenic dissonance, but the music itself is still pretty badass.)
- On Nar Shaddaa, killing the monstrous Lord Sadic. Especially if you convince Agent Galen to help you.
- On Tatooine as a Light Side Jedi Knight, you can convince Lord Praven that everything he was taught about the Jedi was a lie, and get him to apply to the Jedi Order.
- Kira breaking the Emperor's hold and expelling him from her mind.
Kira: The Dark Side won't control my life anymore! I AM A JEDI!
- Kira's Moment of Awesome is even more so if you played through the Consular's story. Kira managed a feat that not even a senior Jedi Council member was able to accomplish: kick "daddy" Emperor to the curb for good.
- The final duel on Alderaan involves fighting an invisible opponent by smell as a superweapon in orbit randomly opens fire down on you.
- On Voss, Tala-Reh's Heroic Sacrifice to take down Sel-Makor, the entity of evil on Voss. She walks towards death head held high as it screams about how it cannot believe a mere mortal is going to kill it.
- The Dark Side choice after the final boss battle. Rather than spare the Emperor, you telekinetically pummel him and crush him with a stone pillar - all while the main theme of the game is playing in the background. Sure, it was just his avatar, but it shows that Evil Is Cool can apply to a Jedi as well.
Jedi Consular Storyline
- The light side ending to planet Alderaan's Act 1 quest. It takes one speech from the Jedi Consular to make all the factions stop bickering and attempt to work towards peace. The dark side ending is equally awesome; the Jedi Consular is appointed a "lord of Alderaan" as a reward for stripping House Teral's rival House Ulgo of its title.
- Storming Vivicar's ship at the end of Act 1, just you and your companion. Then, when you defeat Vivicar, you can use your Shielding Technique to free Parkanas of Terrak's hold.
- Creating your lightsaber at the Forge on Tython.
- Qyzen seeing your prowess in battle against the man who managed to get the drop on him, and him being so awed by this that he believes you're an avatar (Herald) of his goddess, The Scorekeeper. You just made your first lightsaber, and haven't even graduated from Padawan. You're a small, squishy human (or humanoid). And he's old friends with your master. You managed to impress him more than your own master has.
- Qyzen Fess gets one at the end of his companion quest. After triumphing over a corrupt Clan-Leader-to-be named Veneb, he's appointed the leader of Veneb's former clan.
- Zenith gets one in his companion quest, either through Light Side or Dark Side methods. He triumphs over corrupt political rivals and wins the election.
- At the end of Act 1, being appointed the Barsen'thor, or "Warden of the Order," after having single-handedly saved all the Jedi Masters' asses. The Padawan has come quite a way.
- In addition, what the Consular has done was considered epic enough that he was allowed to create a holocron of himself describing what happened in the Jedi Archives, capping off Act 1.
- Defeating the First Son on Corellia, then urging Syo to take control of his body. The boss fight is a bastard, but adding to the awesome is the choice of music: a slightly altered Battle of the Heroes from Episode III.
- Nadia gets a Moment Of Awesome when she writes a message to you (if you choose to romance her) that, while it isn't quite as awesome as Jolee Bindo's famous speech from Knights of the Old Republic on the same subject, comes damn close.
I've been meditating on something. If we marry and start a family—yes, I know things are hectic right now, and there's a lot of decisions to be made, but if we ever do—I wouldn't want to keep it a secret. Almost everything I've studied about the "perils of love
" seems to be written by Jedi who've never experienced it themselves. They talk about "uncontrolled passion" and the "fear of loss" like they're poison. But these Jedi never discuss devotion, patience, and compassion. Love's taught me more about those than the rest of my training combined. Those Jedi just dismiss love as "obsession," when love's the opposite and they don't seem to know it. If the Masters are going to claim that emotional attachment is flat-out wrong, I want to know that they've experienced it, and still think that way. Love can make a Jedi less selfish, more humble and more devoted. We're the proof. I wouldn't want to hide that from anyone.—Nadia
- Really, chapters 2 and 3 are one long CMOA for the Consular, where everything slots neatly into place for the endgame. You start off by killing Darth Lachris on Balmorra, and setting up a free Balmorran government. So now you have the galaxy's largest droid and munitions factories on your side. Through your actions, you get the Rift Alliance to trust your judgement enough to fight the Empire, even if they're still ambivalent about the Republic. Then you manage little things like picking up a Voss Mystic (who would normally never leave Voss, and whose people refuse point-blank to get involved in the Republic/Empire conflict) and his entourage and... oh yeah... there's the Esh-Kha fleet following your ship around. A faction of the species that was so violently genocidal that the Rakata were terrified of them will fight for you. By the time the endgame rolls around and you head to Corellia with your allies in tow, it's not unjustified to feel pretty damn good about yourself.
- For that matter, the attack on the Javelin. The Rift Alliance fleet charges in with the whole shebang - Balmorran militia, Voss commandos, Esh-Kha Warriors. Your companion characters are put in charge of entire strike teams. Too bad the whole thing turns out to be a trap, but if you had Tharan black out their communications, your troops still make their getaway and the Imperial trap ends up taking out most of their fleet instead.
- Of course, unless you took that option (with no indication of needing to take it at the time) it turns into a Shaggy Dog Story.
- Right off the bat, Master Yuon mentioning that the Consular was stronger in the Force at four years old than she was at fifteen.
- In several cutscenes, a foe will charge at the Consular, only to be blasted halfway across the room with the Force. And only then does the Consular pull out and ignite their Lightsaber.
- One for a companion character. Felix Iresso's Establishing Character Moment; he tries to calm down a bunch of jumpy subordinates when one of them pulls a blaster and tries to start a mutiny. Felix calmly snatches the blaster, decks the kid, tells the guy how not to leave himself open like that next time, and talks down the rest of the squad. And then he assigns the would-be mutineer the job of chipping ice off all the communication dishes for a week.
- The trooper storyline is full of daring rescues, fortification assaults and special OPS missions. The awesomeness starts from the prologue, when you alone invade the separatists' base, find out that Havoc Squad have gone rogue and survive a full room of Imperials that are trying to kill you, and since unlike the Smuggler you don't have a companion at this point, it's actually a very tough fight without there being a single elite in sight.
- Fighting Gearbox on Alderaan. He is riding a walker with missile launchers, and you have to destroy it to win.
- The assault on the Justice, an Imperial warship in the end of Chapter 1. You and your companion infiltrate the base pretending to be an Imperial, then you go around sabotaging the entire ship. After this, you have to fight your way to the bridge, then to engage Harron Tavus himself. The battle ends with him surrendering, republic forces coming to secure the ship, and General Garza own congratulations for a well done mission. It's hard not to feel like a real badass in this game.
- Destroying the Gauntlet in the end of Chapter 2. First of all, it truly feels like a Special Operation, you divide your team and two of them make their way to the bridge, while you and Sergeant Yunn go around slicing computers so to access the core of the ship. Then, you and Tanno Vik advance through the dreadnought, putting bombs in the right places. Finishing it up, you fight an Elite Imperial Commando with a big Gatling gun. When you get out, the combination of the music, the explosion and the epicness makes you feel like Luke Skywalker right after the destruction of the Death Star.
- The first mission of the third chapter. Basically, you invade a space station full of head of states of the Republic that was taken hostage by the Imperials. You feel like a hero after the daring rescue.
- The LAST mission of the third chapter, in which you take command of your own squad and two other squads of specialists (One of whom you had saved in a previous mission) to storm the Bastion, a heavily-fortified fortress taken over by an Imperial General. Fighting through your route while hearing the others fight their way through, only to make it in, take down the General in a tough fight, and escape on a transport ship while Imperial bombers frantically try to stop ANYONE from escaping... is simply glorious.
- Your companion Elara gets one when you are on Tatooine. At one point, you will have the option to let a wounded Imperial technician leave, or execute him in cold blood on the spot. If you chose the latter, neither Jorgan nor Forex will object. Elara on the other hand? She will attempt to stop you by firmly reminds you of rules of engagement and proper conduct of war. And if you continue to ignore or berate her, she WILL stand up to you, almost to the point of shouting (as a recently transferred sergeant to a lieutenant no less!). It really shows that behind the calm, professional, and regulation obsessed persona, she is a person who holds firm moral convictions and takes her principles seriously, to the point that she isn't afraid to put her entire career and even her life at risk.
- In the finale, the Trooper's speech to Surpreme Chancellor Saresh if you kept Rakton alive but take the Dark Side dialogue option available to you after that. Here the Surpreme Chancellor is about to use Rakton as a bargaining chip to get thousands of prisoners back in exchange. This is a speech that makes the effin' Surpreme Chancellor back down in dumbstruckness, and gets General Garza to commend you for standing up to her.
If you give Rakton back to The Empire, then this medal will be meaningless, along with the deaths of countless good soldiers. We might get thousands of people back.. but with Rakton's help, The Empire can kill twice that number in a day. I won't stand for this Chancellor, I won't watch you hand The Empire's deadliest weapon back to them.
- In Shadow of Revan, Eclipse Squad took out entire Imperial—and in the end, Republic—installations. Havoc Squad wipes them out with no casualties.
Sith Warrior Storyline
Sith Inquisitor Storyline
- Towards the end of the prologue, Lord Zash gives one. Until now, Overseer Harkun has been giving Ffon—a Sith Pureblood who is the only one in your group worthy to be Zash's apprentice as far as Harkun's concerned—advantages all throughout the trials. When the final trial comes, you find you're competing against Ffon for a relic map, and Harkun's already sent Ffon on ahead. Just when you are about to leave, Zash turns up and informs you and Harkun that she has the details of a previous relic you recovered: details that are important for getting the map, and without them, Ffon doesn't stand a chance. Harkun tries to prevent you recieving the details since it would be unfair to Ffon, and Zash responds, in a voice that makes it clear she knows what Harkun has been doing throughout the trials, points out that being Sith has nothing to do with being fair.
- She gets another one when you come back with the map and a loyal Dashade assassin. When you walk in, Ffon is whining about how the mission was impossible. On seeing you with the map, Harkun snatches it from you and gives it to Ffon. Then Zash arrives, tells you to shut up if you protest Harkun's favoritism, and intimidates Ffon into admitting the truth. Then she kills him effortlessly and chews Harkun out for being such an idiot.
- Here's one: by the end of the storyline, the player, who started as a slave, will have personally become one of the strongest Sith in the galaxy and killed no less than three very powerful Sith: Skotia, Zash, and Thanaton.
- On Belsavis, while on the bath to rescue the Dread Masters, a group of released aliens decides to wipe out the operations group that's responsible for clearing an escape route, the Inquistor's response can be quite awesome.
Inquisitor: So the aliens have developed a taste for alien blood. I know just the cure. *lightning crackles along the inquistor's body*
- The killing of Darth Thanaton himself is epic and a half. After multiple fights which tended to end with him running, you finally corner him in front of the rest of the Dark Council. After a long hard battle you finally knock him back. Defiant, he hits you with everything he's got: Lightning strikes down from the ceiling and shoots from his hands, the force whirls around you, sending rubble spinning and blocking any vision of you. For a few moments it seems like he's won... then your eyes glow from within, and with the power of the Force Ghosts you have bound to you, you throw back the energy. Thanaton charges towards you with his saber but it is for naught as you stop him where he stands, and then force him to kneel before you. Battered, beaten, and bruised, Thanaton crawls away... and one of the members of the Dark Council looks down, apologizes, and snaps his neck with the Force. Nothing else in the entire game has ever given me such a feeling of being the most powerful sonovabitch in the entire galaxy.
- At the very end of the Inquisitor storyline, after you've beaten Thanaton, the ghosts you've bound to yourself show up and demand that you free them as you promised. If you are light side, you can get the following dialogue:
LS Sith Inquisitor: Is there a way I can help you find peace before you go?
Horak-Mul: Perhaps. The Jedi are known to redeem ghosts to freedom. But it goes against everything that being Sith stands for.
LS Sith Inquisitor: Let my light redeem you. (Kneels and focuses. The ghosts begin to glow brighter.)
Kalatosh Zavros: Unbelievable. I never thought I'd feel like this.
Ergast: Is this what it's like to truly die?
Darth Andru: What is it?
Horak-Mul: (in a voice of great satisfaction) Freedom!
(The ghosts then disappear, and a great column of light rises from you to the sky.)
- It could count as a Crowning Moment of Awesome or Heartwarming, but it's pretty cool either way.
- On Corellia, deciding to use zoo animals to fight Thanaton's guards at the museum! Doubles as a Crowning Moment of Funny.
- The Light Side Inquisitor tends to have many awesome moments, due to being the Empire's resident Bunny-Ears Lawyer. They completely avoid the Villain Ball and nearly all of their Light Side decisions come across as shrewd and calculating, allowing them to increase their personal power base, gain powerful allies and earn the respect of many around them. As noted upon their ascension to the Dark Council, this trait has the effect of making them actually more dangerous than power-hungry Sith.
- During the Kaggath, when Thanaton begins to recite the Sith Code, the Inquisitor (who, you should recall, is a former slave) can remind him not to forget the end.
Thanaton: Peace is a lie, there is only Passion. Through Passion, I gain Strength. Through Strength, I gain Power. Through Power, I gain Victory!
- Another interpretation is that this exchange demonstrates that the two are Not So Different, both holding onto the Sith Code as an ideal. Finishing the Sith Code prompts Thanaton, with a soft, remorseful voice, to reply "I wish it hadn't come to this."
- Xalek gets one before he even joins the Inquisitor's crew. As part of a test, the prospective apprentices have been sent into a tomb for an artifact. Rather than join the treasure hunt, Xalek waits at the academy. As the winning acolyte returns and enters the room where the Inquisitor and Harkun are waiting, Xalek kills his rival in plain view and calmly picks up the artifact and presents it to the Inquisitor. One of the Inquisitor's possible responses boils down to an amused, "I like him!"
- The Dark Side recruitment of Ashara. Sure, you can take a leaf out of Malak's book and torture her into submission, but it's ever so satisfying to just quietly pull her strings and allow her fears and frustrations to nudge her over the edge. The standout moment is when the Inquisitor has hired assassins to hunt and harry Ashara through the swamps of Taris until she feels completely cornered. One battle later, she's faced with one sole survivor who begs for his life, and as her Jedi training towards mercy starts kicking in, the Inquisitor calmly reminds her that a) he's an assassin who hunted her like an animal, and b) if she lets him go, he'll go on and do the same to others. Ashara kills him, and is unable to tell if she did it for catharsis or the greater good.
- In the Inquisitor's "Shadow of Revan" story, the Inquisitor just discovers possible immortality. In a way that doesn't require a huge omnicidal ritual. No big deal. Even if you decide to go the more pro-Empire route and not pour resources into the project while the war's on, you can let your subordinate Sith know that you will be making use of his expertise in the future and to keep doing what he's doing in the meantime.
Bounty Hunter Storyline
Imperial Agent Storyline
Heroic Missions / Flashpoints
- Completing Operation Firestar on Balmorra (any Imperial storyline) with a party of four results in a cutscene where the four player characters watch the quarry (which they just fought they way out of) bombed into oblivion by orbital lasers then turn around one by one and slowly walk away. "Epic" is the only term to describe it.
- Republic wise, there's the Taris 4-man Heroic Fall of the Locust. Part way through, after you rescue your targets, a group of the Locust's men show up. The former captives distract half of the Mooks into chasing them. This is when your team steps out. Again, best results with a party composed of one of each class, as all four have their own pose as they draw their weapon of choice. Two words for our soon-to-be fodder; Bring It.
- The first Imperial Flashpoint The Black Talon; The last boss of the event, a Jedi Padawan, seals the door in front of your team to buy the General some time. Naturally you're going to break the door down, but each class has their own way of going about it, adding another level of individuality.
- One for the players. During the Return of the Gree event, half the quest area was a free-for-all PvP area. Several PvE quests had been put there, possibly to drum up interest from those who had never tried player-versus-player combat. The whole thing was designed so that it would be a chaotic slaughterhouse of player fighting player, with only the brave or well-geared daring to go in. Furthermore, you could accomplish many of the PvE daily quests in the PvP area with far less difficulty. Within hours, even many hardcore PvP players called for server-wide truces. Instead of free-for-all-slaughter like it was intended to be, Imperial and Republic players cooperated on the daily quests, refrained from attacking one another, formed orderly lines at one quest's drop-off point, and stuck around to make sure other players weren't harassed. Guilds who did indulge in attacking others quickly got censured. Sequence Breaking at its finest!
- The Awesome has been slightly lessened in recent days, not enough for rampant slaughter-fests, but enough that nobody will come to your defense if another player attacks you. The lure of The Dark Side Indeed...
- Likewise, during the Shadow of Revan expansion, it was common for players (at least on the large Bergen Colony server) to honor the in-game Imperial-Republic Enemy Mine truce in-character and team up to take down big enemies.