Video Game: Knights of the Old Republic II: The Sith Lords

War...is a hunger. And there are spirits in the galaxy whose hunger is never satisfied.
Kreia

Star Wars: Knights of the Old Republic II – The Sith Lords is the 2005 sequel by Obsidian Entertainment to BioWare's 2003 Knights of the Old Republic.

Set five years after the first game, The Sith Lords tells the story of a former Jedi who lost the ability to feel the force. Exiled for joining Revan in the Mandalorian Wars, the Exile finally returns to the Republic, only to find it on its knees in the wake of the Jedi Civil War. Brought onto a Republic vessel for reasons unknown, the Exile is brought to the brink of death when Sith forces attack the vessel, leaving the former Jedi comatose and adrift in the badly damaged Ebon Hawk.

Soon after, the Exile awakens in a mining complex whose inhabitants have been slaughtered at the hands of their own droids, with the sole survivors being an old ex-Jedi named Kreia, a smuggler named Atton Rand, and the Hawk's familiar-looking utility droid, T3-M4. The four band together, escaping the complex just as the Sith arrive, and Kreia takes the Exile in as her apprentice. The group proceeds to seek out the remains of the now-devastated Jedi Order, gathering allies in the hopes of finding the remaining Jedi Masters and defeating the Sith. However, it quickly becomes clear that Kreia is not quite what she seems—nor is anyone on the Ebon Hawk, the Exile included...

Despite being released rushed and unfinished due to Executive Meddling (the ending in particular was disjointed and nearly-absent, with many subplots Left Hanging), the game was still a relative success and, like its predecessor, firmly found its place in Star Wars Expanded Universe canon, being referenced by later works. The game actively deconstructs the very foundations of the setting (such as The Force itself), and the general mood is noticeably Darker and Edgier than in the original, borrowing themes from Planescape: Torment and leaving fan opinions divided. A large portion of the lost content has been restored by The Sith Lords Restored Content Mod (TSLRCM for short), with version 1.8.3 available here.

The Exile is canonically female, and her Canon Name in Star Wars: The Old Republic and Revan is Meetra Surik.

The Sith Lords provide examples of:

  • Abandoned Hospital Awakening: This game starts with the Exile awakening in the medical bay of Pergus mining station, only to find out that the miners have been massacred, with Kreia and Atton being the only two other living beings aboard.
  • Absurdly High Level Cap: The maximum level cap is 50. You can, maybe, get up to 30 with the available experience and without abusing the mechanics. This may have been in response to the absurdly low level cap in the first game due to the d20 roleplaying mechanic (it might also have something to do with the massive amounts of cut content). Non-boss enemies still cap out at 20 though, so even the weakest build will find the game laughably simple not long after that point. There's also an exploit one can use to get to level 50, though it takes quite a long time and isn't really worth it.
  • After Combat Recovery: As in the first game, characters revive with minimal HP once the battle is done. Atton has a chance to do this during battle.
  • All Love Is Unrequited: While it's possible to make certain party members fall for the Exile, the game never really gives you the option to return their feelings. At best, all the Exile can do is dancing around the issue. A male Exile can make advances on Mira, but she turns you down.
  • A Lighter Shade of Black: Kreia will praise the character in the Dark Side ending because they're "not really" a Sith. Even if you are a full dark-side user, that apparently makes you better than the Sith.
  • All There in the Script: Character age is known from casting documents.
  • Amazon Brigade: The Echani Handmaidens.
  • Ancient Tomb: Korriban once again houses the tombs of the Sith Lords, although the only one available to explore is the Tomb of Ludo Kressh, which is not even available to explore in the first game. It doubles as a Journey to the Center of the Mind, as the Exile relives their war experiences and current issues in exploring the tomb.
  • Anti-Villain: Kreia, who, depending on interpretation, wanted to free the galaxy from the tyranny of the Force or to rebuild the Jedi Order without the baggage of the past. Maybe. Revan is also characterized like this in this game: a Jedi who wanted to fight off an unstoppable invading army against the wishes of an overly cautious and callous Jedi council, did so with extreme success before giving into the temptation for power. Kreia presents the idea that it was in fact a Genghis Gambit by Revan. He fought the Mandalorians because the Jedi would not, then turned to the dark side to control the Star Forge and turn on the Republic so that they would be ready to face future threats when they came.
  • Apocalyptic Log: The holologs found scattered throughout the Peragus colony and the Harbinger, which detail the events leading up to the (apparent) extermination of all life in both areas.
  • Arc Words: Various characters use the word "echoes" to describe events which continue to influence the galaxy long after they have passed.
  • Arrogant Kung-Fu Guy: The Handmaiden's sisters. They're pretty full of themselves and have no qualms about insulting Handmaiden in front of strangers.
  • Artifact of Doom:
    • Ajunta Pall's sword is mentioned, though it doesn't appear.
    • The Sith Holocrons that Atris is keeping in her meditation chamber. What a great idea that was.
  • Artificial Atmospheric Actions: NPCs will walk around randomly, back and forth and back and forth, in both games.
  • Ascended Meme: In-universe, "Pulling a Bindo" is the term used for any Jedi who decides to marry.
  • As Long as It Sounds Alien: In Hanharr's subtitles Jedi is always rendered as "Jeedai," which is taken from the Yuuzhan Vong Funetik Aksent in the New Jedi Order novels.
  • As You Know: Averted. Plot elements the player character and several NPC companions already know when the game begins are only revealed to the player towards the end of the game. Large amounts of backstory exposition come in the form of dialog options, since the character already knows it even if you (the player) do not. A large number of those options are in turn Schrödinger's Questions, enabling the player to have control over their character's actions even prior to the events of the game.
  • Author Tract: Some of the more critical attitudes towards the game find it and especially Kreia's thoughts to be a large amount of this regarding Chris Avellone's views on the Force and the Star Wars universe.
  • Auto-Revive: Atton has a unique ability to give him a chance to revive when he falls in combat, provided at least one of his allies is still standing.
  • Badass Bookworm: Muscular frame notwithstanding, Bao-Dur is a soft-spoken Gadgeteer Genius who invented the weapon that destroyed Malachor V, and built himself a repulsor-powered robotic arm. The Disciple also qualifies. You meet him in a monster-overrun library doing a little "light" reading on Jedi history. His Soldier class grants him generous endurance, lots of hit points, and the ability to use any weapon or armor. Cross-class the boy into a Consular, and he is a can of Force-power whoop-ass on top of that.
  • Badass Long Robe: One of the clear things this game did better than the first was adding these to Jedi and Sith robes, instantly making anyone wearing them awesome.
  • Beige Prose: "I suffered... indignities."
  • Best Her to Bed Her: An Echani tradition, apparently, such that if you complete the Handmaiden's duel sequence, she will grow uncomfortable and say she doesn't want the duels to become more than they are.
  • Betting Mini-Game: The Pazaak card game appears again. The unfairness is lampshaded in an overheard argument between Atton and T3.
  • Betty and Veronica:
    • The Handmaiden (Betty) and Visas (Veronica) for a male Exile.
    • The Disciple (Betty) and Atton (Veronica) for a female Exile.
  • Beware the Superman: Again, as part of its love of taking a chainsaw and flamethrower to all things Star Wars. The galaxy is a war-shattered mess. The conflict from the first game is now called the "Jedi Civil War". Most of the NPCs the Exile encounters neither know nor care about the difference between Jedi and Sith. Atton sniffs at the Exile's explanation, dismissing the conflict as "Men and women fighting over religion while the galaxy burns." Kreia points out that the Jedi-Sith war has been raging for thousands of years with the various Sith Empires and the Republic as mere proxies for the Force users, while the Force itself seems to soak up the blood and encourage the destruction. Kreia plans to use the Exile to end the whole thing by breaking the Force itself.
  • Big Bad Ensemble: Darth Nihilus, Darth Sion and Darth Traya, aka Kreia. Nihilus is by far the most powerful and dangerous (except when you fight him), given that he is a threat to the galaxy's very existence, but he is the first Sith you defeat.
  • Bizarre Alien Senses: The team bounty hunter can give a short lecture on the Bith (the bulb-headed aliens that tend to be musicians in most bars). Apparently their aural perception covers a much wider spectrum than humans', including some radio signals.note  However, this makes them extra vulnerable to noise and a flashbang will kill them messily.
  • Black and Gray Morality: Rather famously adopted as part of the Deconstructor Fleet that is this game. Some of your party members are far from saints, but the alternative is far worse.
  • Boring but Practical:
    • The last sparring match against the Handmaiden's sisters, in which they all gang up on you at once, can be won by walking up to them, forcing them to back up so they can attack and pushing them off the mat effortlessly.
    • Melee shields. They essentially render all non-Jedi, close-combat foes impotent, and you'll usually have enough to deal with the battles where it actually matters. These are especially helpful during the above-mention Handmaiden duel.
  • Broad Strokes: According to Word of God, (A) the Exile is female, and (B) the Handmaiden joins her party. Therefore, it is impossible to play a canonical version of the game without modding it. And even then, the way the game is programmed requires another party member to be kicked out (the original plan would have been the Handmaiden joining Light Side players, with Visas being the Dark Side alternative, much like with Mira and Hanharr). Then the official miniature of the Exile is female, but doesn't match any of the appearance choices available in-game.
  • Broken Bridge: In theory, you can use the galaxy map on the Ebon Hawk to travel to any planet you wish at any time. In practice, however, half of the worlds you visit will conspire to ensure that you can't leave until you've fulfilled all story-related quests, typically by stealing or shooting down your ship and forcing you to find an alternate means of transportation. This is especially flagrant on Telos, where your first ship is stolen and your next two are shot down almost as soon as you take off in them.
  • Cain and Abel: General Vaklu (Cain) and Queen Talia (Abel), of the cousins variety.
  • Call Back: Several locales directly reference events from the first game, and you can see how the party's actions influenced Dantooine and Korriban five years later.
    • At Korriban, you can walk to the entrances of the tombs in the Valley of Dark Lords, wherein Kreia will discuss what Revan did there, and/or the history of the entombed Sith Lords discussed in the first game.
  • Captain Crash: Atton, who is behind the wheel of several shuttles and ships when they crash because of interplanetary defense/focused gunfire. Atton is piloting the Ebon Hawk when it crashes into a cliff and goes into a chasm, but it unexpectedly returns to rescue the Exile in the Light Side ending. You can actually call him on this tendency; he'll respond that he's actually a far better pilot than expected with that sort of track record, given that the entire party managed to survive every single one of those crashes.
  • Catch Phrase: Several party members.
    Atton: Pure Pazaak.
    Visas: My life for yours.
  • Central Theme: Your actions can have consequences that you never could have imagined, as is evidenced in the gradual revelation that virtually everything that happens in the game is in some way related to the Exile's decision to use the Mass Shadow Generator to end the battle of Malachor V.
  • Charm Person: Revan's off-the-charts charisma is frequently discussed here.
  • Colon Cancer: The full game title includes the franchise name, the series name, and the game's own subtitle. The colon between the latter two is usually replaced with a dash to get around awkward formatting issues.
  • The Computer Is a Cheating Bastard: Pazaak. Lampshaded in a deleted scene where T3 is bugging Atton to play, and Atton lists the reasons he does not want to ("You're programmed to always make me go first, and you always get just the card you need...") which will be very familiar to anyone who has played the first game.
  • Conflicting Loyalty: Your character has this problem. The Influence system is designed in such a way that a pure Light or Dark Side character cannot hope to earn the favor of every party member. Therefore, you have to play both sides of the fence in the right company if you want all of them to like you.
  • Consummate Liar: Kreia. Very, very much so. Pretty much everything she tells you is From a Certain Point of View at best. Considering she also provides most of the exposition, this can be a problem. This is to be expected since she is Darth Traya, the Lord of Betrayal.
  • Continuity Nod:
    • Play through the game twice as light and dark. On the third go round, Atton greets the female Exile like this:
    • Mira is an expy of Mara Jade.
  • Corrupt Corporate Executive: Almost every Czerka Corp executive qualifies, but Jana Lorso is the worst as she has ties to The Exchange and is not afraid to have them kill her enemies.
  • Could Have Avoided This Plot: The Exchange plot. An incredible amount of trouble for the Exile (not to mention the destruction of Peragus II and all the problems caused by that) can be traced to Goto's decision to put out a bounty on the Exile as a means to try to hire him/her to save the Republic. The Exile can point out that s/he would have done this anyway.
  • Could Say It But: Part of the Light Side resolution on Citadel Station involves taking control of Czerka's receptionist droid, B-4D4, reprogramming it and sending it back in to Czerka to steal confidential files. When B-4D4 gets to the Czerka mainframe and is chided by another droid, who threatens to rat him out to the nearby guards, this exchange occurs:
    B-4D4: No, there is nothing stopping you from attacking the guards outside with your stun ray.
    B-4D4: Of course, I would be obligated to stop you. Therefore it would be best if I were distracted, say by that console behind you.
    B-4D4: Thank you, T1-N1. Please do not abuse my trust and attack the guards outside, thereby creating a diversion that will allow me to escape with the stolen files.
  • Covers Always Lie: The French version of the game features a back cover where one of the pictures shows a female Exile standing next to the Handmaiden, even though in-game the Handmaiden can only join the party if the Exile is male.
    • Some promotional art depicts Atris fighting Nihilus. The two never interact in-game beyond being on the same planet at one point (and even that's stretching it, since Nihilus is in orbit and she's underground).
  • Crapsack World: Generally speaking, the setting of most locations. One could make the case that KotOR 2 is set in a Crapsack Galaxy.
  • Cruel Mercy: Mira has the option of doing this to Hanharr after Kreia had done the same to Hanharr before. The Exile can do this to Atris.
  • Crutch Character: In the first level, T3 is seriously overpowered with his limitless shock arm, putting even your Jedi characters to shame at times.
  • Dangerous Workplace: When you kill the Guard in front of Bumani Exchange Corporation on Citadel Station before Luxa arranged a meeting for you you can go away and come back again. Everytime you come back after killing the guard, there will be a new guard. Every new guard will talk about that his predecessor was killed. The third guard even talks about how dangerous this job is.
  • Dangerously Genre Savvy: Heroic example. After you defeat General Vaklu he taunts the Queen, telling her that no matter what prison she sends him to he will be out in a week. Queen Talia agrees with him and uses her power as regent to order him executed on the spot. You can convince her otherwise, however.
  • Deal with the Devil: Darths Sion and Nihilus learn from Darth Traya's teachings of Force Wounds and become strong, eventually overthrowing her. Nihilus becomes a nearly unstoppable force while Sion essentially becomes immortal. But the prices were very high. Nihilus is described as being not a man but more of an essence of what remains of his being and always hungers through the Force. Draining other beings of their very essence sustains him for a while but the hunger always returns greater than last time. Sion lives in constant agony and looks like a walking corpse.
  • Death Seeker: If you go the Dark Side route, have Hanharr join your party, and gain enough influence with him to have him to confide in you, he will tell you part of the reason he hated Mira so much for sparing his life. It was because he wanted to die, to end his wretched existence, to rejoin his people in the afterlife and ask their forgiveness.
  • Deconstructor Fleet: The game gives this treatment to stock moral dilemmas that RPGs love to throw at the player. Kreia never misses an opportunity to explain in detail how any of the courses of action the PC may take will ultimately harm someone who does not deserve it. In fact, KotOR 2 deconstructs pretty much all the core mechanics of CRPGs, which is part of the appeal. The very first thing that happens in the game is Kreia calling you on the fact that you were merrily looting a dead body. Force powers, leveling up, and even experience points are strong and recurring story elements; if you do not kill the Jedi Masters, when you finally meet them they point out that you have been rampaging across the galaxy killing hundreds and only growing stronger from it. A lot of Kreia's lessons are detailed arguments about how the basic lore of the Star Wars universe makes no damn sense. She is especially skeptical about the basics of how the Force works, since the Jedi and Sith philosophies on how it works are mutually exclusive yet both work perfectly. Check Consummate Liar entry above, though, before considering her stated opinions.
  • Degraded Boss: The HK-50s go from one being a threat to the entire party on Peragus to T3-M4 taking out three of them singlehanded on Nar Shadaa.
  • Demoted to Extra: Bastila and Carth, the two main romance options and the most plot-relevant party members in the first game, become this in the second. Carth is only seen during cutscenes and a brief meeting with the Exile near the end of the game. The only time Bastila appears in person is a cameo near the end of the game, provided the player makes the PC from the first game a Light Side male. Otherwise she only appears as a vision in Ludo Kressh's tomb and if the first game's PC is Dark Side, as a hologram of a Sith holocron in the abandoned Sith Academy. Depending on the first game's PC's gender, Bastila or Carth also appears as a hologram of their message to T3-M4.
  • Depraved Bisexual: Luxa, The Dragon of The Exchange on Telos in The Sith Lords will flirt with the PC regardless of gender, and will always attempt to kill him or her at the end of her related quest.
  • Deus ex Machina: Light side ending: The Mass Shadow Generator is causing Malachor's gravity well to fade, releasing all the nearby asteroids and ship wrecks from its pull, but the Exile is saved in the nick of time by the Ebon Hawk, which rises up from below the platform s/he's on and whisks him/her away to safety. The last we saw or heard of the ship before this was it crashing into a cliff, then falling down a chasm, the entire rest of the party save for Mira, G0-T0, and Bao-Dur's remote unaccounted for.
  • Dirty Old Woman: If you pay attention to her, Kreia talks about sex A LOT, especially when you are playing a male Exile.
  • Distracted by the Sexy:
    • Atton invokes this in a cutscene where he goes to get supplies from the Hawk's cargo hold, and is surprised by the Handmaiden practicing in her underwear. He later claims that she's doing this deliberately to attract the Exile.
    • Well, what do you expect what with a shapely woman in her underwear running around Atton?
      Female Exile: And it looks like there's some clothes in here.
      Atton: Dammit! Uh, I mean, good, good to hear it. No sense in you running around half-naked, it's... it's distracting. I mean, for the droids.
    • Mira invokes this, saying that she wears her Stripperific outfit so that she can knock men out and check their bounties.
    • An example of this in the game's mechanics. On Nar Shaddaa a sidequest enables you to acquire a dancer's outfit that can be worn by Mira, the Handmaiden or the Exile if female. Check the stats of the outfit. It doesn't offer any protection, but it does give the wearer a +2 to Persuasion. And this bonus applies to any character you attempt to persuade.
  • Don't You Dare Pity Me!: Try to show mercy to Kreia at the end of the game. Go on, just try. Also, Hanharr's entire character is this.
  • Dummied Out:
    • While the first game had an ordinary amount of dummied out content, the second game has a metric ton of it, including the actual ending, making the final leg of the game only barely decipherable in how it ties up the loose ends. The game is notorious for the amount of almost completed cut content that is still in the game files. The fan made "TSLRCM" Game Mod was able to take advantage of this to restore significant amounts of content back into the game.
    • An entire planet, M4-78 (which is solely inhabited by droids), which was cut by Obsidian in the rush to get the game out the door and was finally restored by modders several years later via the M4-78 Enhancement Project. It has a full set of quests to re-activate the planet, plenty of NPC's and unique upgrades for droid party members.
    • There are many empty rooms in the final areas (including Malachor V) which normally can't be accessed, but can be restored using mods.
  • Dysfunction Junction: You have a bitter and cynical old woman (and that's putting it charitably), a lying deserter with blackmail-worthy crimes in his past, an old war buddy with ten years of rage and guilt, and a young warrior who's oppressed by her parents' legacy and abused by her sisters, a secretive utility droid... and you are an exile who lost everything you had in life after experiencing untold horrors in war. These are only the people you have before you leave Telos.
  • Early Game Hell: You start with nothing but space underwear and a power tool, up against a mining station full of hostile droids. On the other hand, you do get Force powers far earlier than in the first game.
  • Eldritch Abomination: Darth Nihilus. He eats entire worlds when he is hungry. Also, the Jedi Council thinks the Exile is one - to an extent they are right, as s/he will eventually become like Nihilus if s/he turns to the dark side.
  • Eleventh Hour Superpower: The player receives an incredibly handy technique depending on their alignment. Dark Side gets Force Crush while Light Side gains Force Enlightenment, both received near the end of the game when the only option is to continue on with the story until the conclusion.
  • Everyone Calls Him Barkeep: The player character is only referred to as "The Exile," and the only canonical moniker is "the Jedi Exile." The novel has since given her a canonical name: Meetra Surik. Two of the Exile's companions (although you will only get one on any given playthrough) are known for most of the game as only "Disciple" and "Handmaiden." Both eventually reveal their names (Mical and Brianna, respectively) in the game's final act. The Handmaiden's sisters also go through the game known only as "Handmaiden."
  • Everyone Went to School Together: In the second game, the Exile is mentioned as being a student at the Dantooine Jedi Academy alongside Revan and Malak. A vision on Korriban likewise shows Bastila amongst the group that Malak attempted to recruit during the war, which immediately clues the Exile in that it's false, as in reality, Bastila utterly refused to join them.
  • Evil(er) Knock Off: The HK-50s. Potentially the HK-51s, according to unused voice clips.
  • Evil Makes You Ugly: The more Dark Side points they get, the more sinister-looking the player character becomes. This does not go unnoticed by the rest of the galaxy. One dockworker says a dark side Exile looks like the "back end of a bantha."
  • Evil Mentor: While Kreia starts out seeming like The Obi-Wan, it quickly becomes apparent (moreso in the cut content) that she's got an agenda when it comes to your training - it's just not clear what it is until the ending, where she reveals herself as a Sith Lord who wants to kill the Force. Whether or not you call her out on it is up to you.
  • Experience Points: Deconstructed/lampshaded. A conversation near the end of the game has someone commenting on how the Exile seems to become stronger every time they kill enemies.
    Master Zez-Kai-Ell: You must have noticed as you've fought across all these planets, killing hundreds — only to become more and more powerful. Why do you think that was?
  • Extreme Omnivore: The cannoks.
  • Fake Longevity: Obsidian removed most of the examples in the original game (the non-boss enemies are much fewer and go down quicker when they do appear, all turret minigames are purely optional with the same lack of reward). This, along with the cut content, results in a much shorter game than the original. Had the game been completed as originally envisioned (see Executive Meddling above), it likely would have been of similar length.
  • Fanservice: The Handmaiden habitually trains and spars in her underwear, and Mira wears a revealing outfit specifically to exploit Distracted by the Sexy.
  • The Fellowship Has Ended: After the events of the first game, the group disbanded, as far as we know, never coming together again. This is mostly due to Revan's departure. Kreia predicts this at the very end of this game and the only thing that canonically stops it from happening is the Exile training the Humanoid party members in the force, with them going on to rebuild the Jedi Order.
  • Fetish: On Nar Shaddaa, Geeda the Rodian basically says she has this for humans. Her clan apparently holds some squick about it, too.
  • Foil: Thematically Revan and the Exile. Whereas Revan was a walking conduit for the force, the Exile was more of a black hole. One was chosen by destiny, while the other got there by sheer force of will. Both are highly charismatic.
  • Foregone Conclusion: The Mandalorian subplot. The tribe members you meet are (at best) just trying to hold onto their ideals in the face of dwindling numbers and disrespect from other races, or look at themselves as an absolute joke. Likewise, they're led by Canderous, an aging veteran who is/can be told at several points that his clan will be driven to irrelevance over thousands of years and his efforts are all for naught. Given what is known about their eventual fate, his efforts come off as more tragic than anything else.
  • Forging The Will: The player character has the choice of whether or not to alter a will he/she finds in order to inherit some contested loot. The guy it's given to knows it's been forged, but she's really tired of all the bogus claims to the loot and just gives it away so people will stop bugging her.
  • From Bad to Worse: The first game ends with you either having saved the Galactic Republic and the Jedi or crushing them and ruling over the galaxy. Cue the second game where the Republic is on the verge of total collapse and the Jedi have been hunted down to a few individuals or the new Sith "empire" is little better off.
  • Gainax Ending: The game has it in spades, mainly due to the game being rushed for release. Various pieces of cut content and explanations from the developers make it more coherent. Your companions were to slowly gather together after the crash on Malachor V, with each one getting a playable segment that determines whether they live or die, followed by scenes of the survivors' interactions. Most of these were never completed, but two mostly-finished ones remain buried in the game files - one sees the Exile's love interests turning on eachother in the Dark Side path, while the other has the surviving Jedi-trained characters confront Kreia in the Light Side path. After Kreia's death, you tell everyone who survived that you have to leave them behind and follow Revan's path, but Atton - assuming he survived - still makes an offer of company, which the Exile silently accepts.
  • Gameplay and Story Segregation:
    • Atton's backstory mentions he is versed in at least some martial arts, and The Handmaiden comments on him having used an Echani fight stance for a moment, but unless he takes levels as a Jedi he does not have any improved unarmed attack abilities.
    • Darth Nihilus could wipe an entire planet clean of all life, even the Jedi Masters on it, and was originally supposed to be so strong that even the immortal Dark Lord Sion wound up getting decisively beaten. But don't worry, all you need is his apprentice and Canderous to defeat everyone on his ship and then him. This one's justified, though; the Exile is a wound in the Force, like him, and feeding on them backfires, weakening him considerably.
    • During the story arc quest that requires the Exile to enter the Jekk'Jekk Tarr, it's stated that it's impossible for a human to do so even with a breath mask, because the poisonous atmosphere would seep through their pores. This will surprise any player who has already strolled through the level with only a breath mask before it became a plot point.
  • Gambit Pileup: And how. Every faction in the game has some kind of gambit that involves the Exile and/or the Jedi as a whole:
    • The Sith Duumvirate seek to kill the last of the Jedi without revealing themselves to the galaxy.
    • The Jedi Masters have gone into hiding with the hope that the Sith will reveal themselves trying to find them.
    • The Republic is trying to track down the Exile for purposes that are never revealed, although Carth wants the Exile to give a message to Revan, and The Disciple claims that they're trying to contact the Jedi.
    • Atris is trying to gather the last of the Jedi as bait for the Sith. Once the Sith kill the last of the Jedi, she intends to kill them and rebuild the Jedi Order without "weaknesses" such as forgiveness and pacifism.
    • Goto has put a bounty on Jedi so he can hire one to help stabilize the Republic.
    • Mandalore is trying to unite the Mandalorian clans under his banner and seeks powerful allies, such as the Exile.
    • Vaklu is trying to overthrow Queen Talia to keep Onderon out of the Republic while protecting Onderon from his Sith allies.
    • Revan is - and was - trying to defeat the True Sith.
    • Kreia is training the Exile to regain his/her connection to the Force after voluntarily giving it up, so that the remaining Jedi Masters see the flaws of their teachings. She is simultaneously luring out the remaining two Sith Lords so that the Exile can defeat them, manipulating Atris into realizing her fall to the dark side, attempting to spread the wound in the Force created at Malachor V in order to kill the Force, plotting her own death at the hands of the Exile on Malachor V to silence the echoes of the Mandalorian Wars, and sending the Exile to help Revan fight the True Sith. It is extremely likely that she is lying about one or more of these plans.
    • The Exchange power struggle on Telos winds up like this, with Luxa, Czerka, Slusk, Goto and even a poor door guard getting tangled up in a web of plans. Most of time, everybody winds up dead.
  • Game Mod: The Sith Lords Restored Content Mod (TSLRCM), which is developed by Deadly Stream, restores most of what the game was supposed to be. The same mod development team has also released M4-78 Enhancement Project, an add-on mod for TSLRCM that restores the missing droid planet and dead Jedi Master therein.
  • Gameplay Ally Immortality: No matter how many lightsaber stabbings, blaster shots, or force-chokings your allies receive, they will always limp back to you after the fight is over.
  • Game System: The underlying skill and combat mechanics of this game are based on a modified Star Wars d20 tabletop RPG ruleset.
  • Gang Initiation Fight: Of a sorts. To gain respect of the Mandalorians, you need to defeat a number of them in the arena.
  • Gas Chamber: The Jekk'Jekk Tarr is a bar for aliens where the atmosphere is so toxic to humans that they need an environment suit just to get in. A gas mask can alone won't save you (except it does if you go there before that point in the story). Lampshaded when you show up at the bar without a suit and the crime lord in the back comments on how foolish you are to do so.
  • Genghis Gambit: Some characters speculate that Darth Revan was using one, conquering the galaxy in order to strengthen the Republic against an even greater threat from the True Sith Empire. His/her true intentions are still unknown.
  • Giant Flyer: The Brith which circles the skies on Dantooine is back. The Star Wars Wiki has a small page about them.
  • Good Is Dumb: Sometimes you can get light side points for being, frankly, a gullible fool. For instance, you can give the salvager bodies to Daraala and refuse the reward she's willing to pay even though it's been made clear that the salvagers are not a sentimental, altruistic lot; a quick chat with Jorran indeed reveals that all she wants to do is tamper with the will so she can claim the haul that is currently in the militia's custody.
  • Go Through Me: When the party is arrested on Telos and confronted by an assassin posing as a security guard, Atton tries to pull this to keep the assassin's attention off of the Exile. A little later on, Bao-Dur gets to use the line when you encounter a pair of escaped criminals on the surface of Telos.
  • Go Ye Heroes, Go and Die: The Exile can give such a speech to the Militia on Dantooine. It utterly demoralizes them.
  • Guns Are Worthless: Averted, unlike the first game. You can make them viable with the crafting system and by investing in Precise Shot, which stops those pesky sabers from deflecting them.
  • He Who Fights Monsters: A cause of Revan and Malak's fall, although according to later sources not the only one.
  • Hero on Hiatus: The Exile's rescue on Nar Shaddaa requires a secondary party.
  • Hello, Insert Name Here: You name the player character at the beginning, although the only people who will actually use it are NP Cs who use the alien speech patterns.
  • Hidden Depths: Atton. One of the earliest indications of just how much he's not letting on is on Telos, when the Handmaiden observes that he slipped into an advanced Echani martial arts stance when it seemed like the Exile was being threatened - information which comes as news to the Exile.
  • Hitchhiker Heroes: The Exile manages to attract a bunch of latent Force-sensitives on their travels through a galaxy where the Jedi have been wiped out. It's deconstructed, as with a lot of things - the Council claims that the Exile is unconsciously forming force bonds with them, influencing them to join up. Despite this, there is a ray of hope - in the female light side finale, The Disciple insists that they don't feel it's a result of malevolent influence, but a result of the Exile's near-Messianic nature.
  • Honest Corporate Executive: The Czerka docking manager on Citadel Station gets upset over the dirty actions of his boss and becomes an informant for the Telos Security force. His dirty boss wants him dead. TSF wants him to come out of hiding to testify against his boss. Your character decides his fate, of course.
  • Hypocrite:
    • Kreia is quite the hypocrite. She derides the Jedi council for not listening to the ideas of others and speaks negatively of people who refuse to accept what other people say, but any time the player pokes any holes in her logic she just claims that you can't understand and refuses to take your claims seriously. She also despises the Force, speaks ill of those who use it, and her Evil Plan is to destroy it utterly even though she can't even see without the force. The player can point this out in the ending, and she admits fault - though brushes it off as unimportant.
    • In the flashback scene with the Jedi Council, Atris is extremely quick to pass the blame for what happened to Revan, to which Vrook counters with "we take responsibility, Atris, not cast blame." And yet he, and the rest of the Council, is just as quick to pin every bad thing that's happened to the Order in the five years since then on you, even though you were not even in the same galaxy as them for those five years.
      • Speaking of Atris, this is one of her defining tropes. She's so Holier Than Thou and think she's the last true jedi when you meet her again, despite having a very black and white view on the force, even by their standards, wanted the exile executed (not even Bastila went that far) for joining Revan and is willing and guilty for sacrificing countless people, even jedi, in hopes to catch the sith!
  • I Did What I Had to Do:
    • This seems to be the reason for Revan's turning on the Republic in the first place. Why did they? To save it.
    • Depending on how you play it, this can also be the Exile's attitude towards the Wars, although he/she can still be regretful of the bloodshed.
  • Idiot Ball: Despite the fact that Goto's bounty specifically demands a live Jedi brought to him, too many bounty hunters assume that they'll at least be able to negotiate a consolation prize by bringing in a corpse.
  • I Have My Ways: Can be said to Kavar, when the Jedi asks you how you tracked him down on Onderon.
  • Ineffectual Loner: From his back story, it seems as though Atton wanted to become this. He....wasn't successful.
  • Interface Screw: While trying to infiltrate the underground stronghold on Nar Shaddaa, you have to find your way through a maze of identical-looking chambers, most of which are booby-trapped. Your mini-map is disabled to make navigating it somewhat harder.
  • In the End, You Are on Your Own: You're the only character to go to confront Kreia on Malachor V. Of course, by that point, your character is so overpowered it's not like you might have noticed, anyways.
  • Invoked Trope: G0-T0 uses this to create his Goto persona.
    "I took many of his mannerisms from holovid cliches, which were surprisingly effective."
  • Irrelevant Sidequest:
    • Th menu calls attention to this by appending such missions with "Bonus Mission".
    • Steal a few trinkets from a Hutt after drugging his dogs and hypnotizing him with erotic dancing.
    • Track down a thief who has stolen a part of a water-farming machine.
    • Question a bar full of nameless dissociative aliens to find the only one with a name.
    • All of the Mandalorian sidequests done for "Honor", while fun, do not have anything to do with the main story.
  • Ironic Echo: "Apathy is death."
  • Item Crafting: Way expanded from the first game. Almost every piece of equipment can be modified extensively.
  • Jedi Mind Trick: Returns in this game. It can also have an effect in battle this time.
  • Karma Meter: This time, all of your allies (except Kreia) will move up or down the light side / dark side meter depending on the level of influence you have.
  • Karmic Death: The crime lord who betrays Goto to kill the Exile is offed by his own men (who Goto secretly employs). The Jedi Council also qualifies, even if they aren't evil. In their ignorance, they insist on remaining hidden and try to strip the Exile of the Force out of fear. Kreia comes in, gives them "The Reason You Suck" Speech, then strips them of the Force. The Exile survived it; they didn't.
  • Kung-Fu Jesus: Of a sort. One of the male head models is a distinctly Jesus-esque figure the LP Archive's Let's Play (see below) jokingly dubs "Jedi Jesus".
  • Lampshade Hanging: The Sith Lords in particular does a good job at this from HK-47 mocking the typical RPG stereotypes to making fun of the mechanics of one of the mini games.
  • Late-Arrival Spoiler: Previews for the game spoiled the fact that the original game's main character was an amnesiac Darth Revan.
  • Leaning on the Fourth Wall: Kreia notes that by doing peoples' work for them, you are taking the strength they would gain from doing it themselves. This directly translates to experience points. In this context, her wish to kill The Force gets very interesting...
  • Left Hanging: Thanks to the rushed release, many of the plot threads are left unresolved even though they continue to just before the end. TSLRCM Game Mod somehow fixes this to a degree.
  • Legacy Character: Kreia talks of this, stating that "There must always be a Darth Traya." It's more a reference to cut content than anything else, however - specifically, the fact that in the original plan, it was possible for either Kreia to resume being Darth Traya, or for Atris to become another one.
  • Let's Play: Several good ones, but in particular the LP Archive's LS Male run, which explores much of the cut content, and even restores the game's original ending! Found here.
  • Let's Split Up, Gang: During the return to Onderon, you need to simultaneously deal with a Sith outpost on the moon Dxun as well as resolve the civil war on Onderon itself. One of your party members leads the group on Dxun, while the Exile, Kreia, and one other member infiltrate Onderon.
  • Light Is Not Good: Atris wears all white, has white hair and pale blue eyes, and lives in a snow-covered fortress with similar whiteness in its design. Even her servants wear white.
  • Locked Out of the Loop: This time all the characters are in the loop, but it's the player who's locked out. The characters (including the Exile) will frequently discuss things before they're given context.
  • Logic Bomb: It plays a number on multiple droids.
  • Loophole Abuse:
    • The easiest way to win the final training battle with the Handmaiden sisters. They do ridiculous damage and will kill most players in a fair fight. To win, you have to trick them into backing off of the mat (thereby disqualifying themselves) by walking up to them. This causes the AI to back up so it'll be in attack position, which you can repeat infinitely. Just be sure to keep those melee shields charged. You could also just use Force Whirlwind, if you have it.
    • Sparring with the Mandalorians has a similar loophole: there's nothing preventing you from just laying mines all over the place before starting a duel.
  • Love Allegory: HK-47 has a very unusual, but strangely sensible definition of love:
    "Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope. [...] Love is knowing your target, putting them in your targeting reticule, and together, achieving a singular purpose... against statistically long odds."
  • Love at First Sight: In restored content, given high enough Relationship Values, Atton, if defeated by Sion, tells the Female Exile in his dying moments that he loved her from the moment he met her and tried to play it off as a joke.
  • Love Makes You Evil: In cut content from the second game, a jealous Handmaiden/Atton could eventually kill Visas/Disciple, depending on the player's actions. This also seems the case on the part of Atris, who envied the player character's determination to fight in the Mandalorian Wars. In the case of a male, her dialogue with the Handmaidens as well as Kreia make it abundantly clear of her feelings.
  • Luke, I Am Your Father: An unconfirmed theory speculates that Kreia is actually the Handmaiden's mother, Jedi Knight Arren Kae. There's lots of clues in dialogue (such as both being said to have been one of Revan's masters and to have died in the Mandalorian Wars, but nothing conclusive. Word of God (by Chris Avellone) is "Can't comment, but good catch. Sorry." Avellone's previous use of "nice catch" in the Fallout Bibles make this close to "Not intended, but god likes".
  • Mage Killer:
    • If you gain sufficient Influence with HK-47, he can teach you how to kill Jedi.
    • Atton Rand is discovered as a Jedi hunter. He was part of a squad that was trained in ways to kill Jedi, or capture them and torture them into insanity and make them fall to the Dark Side. Like HK-47, there is a also a dialogue option that allows him to tell you the ways in dealing with Jedi, provided you have sufficient Influence with him. (You gain no bonuses from Atton, however, only HK.)
  • Manual Leader, AI Party: The game allows customization of the party members' equipment and tactics, and allows direct control over all characters. AI scripts direct characters that are not being directly controlled, and can be customized by the player. As in the first game, it's deconstructed when your allies notice that they're weirdly syncing their behavior.
  • Master-Apprentice Chain: Revan went though such a chain according to the second game. A potent piece of Epileptic Tree fuel is that Kreia and Arren Kae are both identified as Revan's first and last.
  • May-December Romance: Mira turns down any attempted romantic approach from a male exile precisely because this trope squicks her out. The Exile's age is not stated (Mira is 23, but the Exile's age is up to the player), but to have been a general in the Mandalorian Wars there must be a age considerable gap between them. If you push her on this ("I'm not that old!") she admits it's not the physical age difference that turns her off so much as the fact that you are a lot more world-weary and experienced than her, saying that emotionally, you're old enough to be her father.
  • Meaningful Name:
    • Atton, whose name may in fact be derived from "atonement." He also believes rather firmly in the rights of the individual and self-reliance, has nothing but contempt for "collectivist" Jedi ways, and with just a slight sociopathic streak - his last name is Rand.
    • "Telos" is Greek for 'the last' or 'the end' (as in English, it can also mean 'goal' or 'purpose'). The second meaning is appropriate, given how much damn time you have to spend on the Peragus tutorial areas (unless you have a very handy PC mod). The first could be appropriate: it's the second-to-last planet, and you finally get to encounter and fight Darth Nihilus, the most prominently featured Sith Lord in the art, and so very over-hyped in the game.
    • "Visas Marr" can be interpreted as "vision impaired" (marred).
    • Kreia's Sith name, Darth Traya, is derived from the word "betrayal". She suffers from Chronic Backstabbing Disorder.
    • Darth Nihilus' name is derived from the words "nihilist" and "anihlilate." He is one of the most destructive beings in the Star Wars universe, but there is nothing left of him besides his desire to consume.
    • Darth Sion's name is derived from the word "scion." He is jealous of the Exile's status as Kreia's ulitmate student.
  • Mind Rape: Kreia does this a lot. Her first victim is Atton: after forcibly extracting his Dark and Troubled Past on Telos, she uses it to blackmail him into obeying the Exile. Later, if one strays slightly onto the dark side, Bao-Dur tries to throw her off the Ebon Hawk and she causes him to pass out by making him relive Malachor V. When the Disciple starts figuring out who she is, she blocks his memory of it. She can functionally become invisible just by messing around in someone's head. Finally, her blackmail of Hanharr:
    Kreia: The screams of your tribe of primitives, the scene of lying blinded with the huntresses' blaster at your skull, I shall make it so that is all you hear and see for the rest of your days. (That line is restored content.)
  • Mini-Game: Pazaak and swoop racing both return, but they're entirely optional. The starfighter minigame is as well, but an early sequence where you have to use the turret in a hanger is mandatory.
  • Modular Epilogue: The game features an optional pre-ending segmented epilogue in the form of the skippable dialogue with the Final Boss, who shares her prophetic visions with you before dying.
  • Money Spider: Justified with the cannoks, which are annoying little pests that eat anything they can fit in their mouths. There's even a sidequest to this effect.
  • Morality Chip: You can install one in HK-47. The results are both hilarious and terrifying.
  • Mr. Exposition: Many, though most of whom can not be trusted. Kreia is the most obvious example.
  • Multiple-Choice Past: About the Exile's past itself, but also about the ending of the first game. This has a noticable effect on exposition at several points.
  • Mutually Exclusive Party Members: The Handmaiden and Disciple, depending on the Exile's gender; Mira and Hanharr, depending on the Exile's alignment.
  • My Friends... and Zoidberg: A humorous and strangely heartwarming example in the cut content - the light-side ending had Visas and/or the Handmaiden ask the Exile if they can go with them to the Unknown Regions. The Exile would refuse, saying that they can not take anyone they care about with them. As the Exile walks away, however, they find Atton lurking in a corridor. He asks if he can come along, and the Exile wordlessly accepts.
  • Never Live It Down:
    • In-universe example. Throughout the course of the game, the Exile would get blamed by various characters for the destruction of Peragus, regardless of whether s/he is actually responsible (depending on the player's choices).
    • The Exile invokes this towards themself for their actions at Malachor V.
  • Never Mess with Granny: Kreia is old enough to count, and as a Consular will have decked out Force powers very early in. With Dark Side skills, she's a murder machine. This is expected of a former Jedi Master, but she is also the Big Bad. Darth Traya killed three Jedi Masters without breaking a sweat. Cut off her remaining hand? No big deal. She just uses the Force to telekinetically wield three lightsabers at once.
  • No Canon for the Wicked: As usual, canon sets the player character as light side. Interestingly, in-game you can choose to establish a dark side ending for the previous game during an early conversation, though the changes this has on the story are largely cosmetic.
  • No Good Deed Goes Unpunished:
    • If you give a beggar some money, Kreia's What the Hell, Hero? lampshades the Trope.
      Kreia: If you seek to aid everyone that suffers in the galaxy, you will only weaken yourself... and weaken them. It is the internal struggles, when fought and won on their own, that yield the strongest rewards. You stole that struggle from them, cheapened it. If you care for others, then dispense with pity and sacrifice and recognize the value in letting them fight their own battles. And when they triumph, they will be even stronger for the victory.
    • The speech is punctuated by the beggar being beaten up for the money you gave him. Alternatively, if you brush him off, the same scene is shown, except the beggar is the aggressor.
  • No-Holds-Barred Beatdown: Sion beating the Force out of Kreia in a cut-scene. And then it fades in and out as Kreia says, "I suffered... indignities." Ugh!
  • Nonindicative Name: As the Let's Play points out, the game really has almost nothing to do with the Sith, or even Star Wars as a whole - the game is mostly an inward journey for the Exile.
  • Non Standard Skill Learning: You normally learn skills by investing skill/feat points into them. However, you can only learn advanced lightsaber combat forms by receiving instruction from or fighting the Jedi Masters you find throughout the game.
    • In fact pretty much every member of your team can unlock skills/powers for you or vice versa as your relationships with them develop.
  • No Romantic Resolution: There are plenty of hints and other showings but the romances in this game never really get off the ground. This is partially due to Executive Meddling resulting in a lot of content getting cut, and partially due to Obsidian not liking traditional romances.
  • Nostalgia Level: The Dantooine, Korriban and Ravager levels all have characters remarking on events or characters from the first game.
  • Not Himself: HK-47 can have a such a moment if the player installs a Pacifist Package into him. Needless to say, this genuinely scares the hell out of him.
  • Not So Different: The Exile, like Nihilus, feeds on death. They, however, are not consumed by it. This interestingly makes them Nihilus' Achilles' Heel: him attempting to use his powers on them turns him into an Anticlimax Boss.
  • No Sell: Try to mind trick the Toydarian on Nar Shaddaa? He starts playing along (with even his dialogue subtitles showing a "Success" notation), before letting you have it for trying it on him. Actually a Shout-Out to The Phantom Menace of all things.
  • Obfuscating Stupidity: The Disciple's a lot more intelligent than either the the game's fans or the crew of the Ebon Hawk give him credit for. For one thing, he is actually working for Carth Onasi as a spy. He also seems to have an unusually clear perspective on both the Jedi and the Sith, compared with other characters in the game who either demonize them equally or worship the ground upon which the Jedi walk. It is more than a little bit likely that, like every other character in the game, he is purposefully hiding his true nature. The optimism seems to be genuine, though.
    • To a lesser degree, Atton. Despite his laid-back jackass routine, he has a lot of hidden depths. Most of them are not very nice, as hinted at whenever he casually mentions killing people.
  • Omnicidal Maniac: Darth Nihilus, though not exactly of his own volition.
  • One Degree of Separation: The Exile commanded the Handmaiden's mother and Bao-Dur at Malachor V, a battle Atton and Mandalore were also involved in, and ended it by using the Mass Shadow Generator, killing Mira's adoptive family, inadvertently creating Visas' master, and inspiring Revan to commission HK-47 so he wouldn't need such overkill in the future. The Exile was also the Disciple's intended master before they ran off, so the Exile's not only a dominant influence in the lives of everyone on the ship, but is also responsible for all their significant neuroses.
  • One Time Dungeon:
    • You can't go back to Peragus, mainly because it explodes. It does stay on the navigation map, though.
    • Enjoy the beaches of Telos while you're there. The Polar Academy is almost this, but you pop in briefly at the end of the game.
    • Goto's Yacht cannot be revisited, as it is destroyed after you complete it.
  • Parrot Exposition: Both played straight and lampshaded during the player's first conversation with the HK-50 unit on Peragus.
    HK-50: Objection: Master! To commit such an act would be in violation of the ethics programming most droids are believed to possess. I am afraid there is nothing that can be done.
    The Exile: Believed to possess?
    HK-50: Irritated Statement: Master, if you insist on echoing everything I say, this already tedious conversation is in danger of becoming even longer.
  • Person of Mass Destruction: Darth Nihilus literally eats life, and has singlehandedly "eaten" a planet.
  • Please Spare Him, My Liege!: Possible, but not required, on the Light Side path when concluding Onderon. While the Jedi thing to do may be to spare Vaklu (as Jedi never execute their prisoners), you suffer no alignment penalty for letting the execution proceed.
  • Plot Coupon: The Jedi Masters who were present at the Exile's trial, who all have some information about what happened (and different levels of willingness to share it).
  • Point of No Return: Returning to Dantooine and entering the rebuilt Jedi enclave. A softer point is just completing the fourth planet, because it will make Kreia stop refocusing your crystal and answering your questions.
  • Poor Communication Kills:
    • Specifically, it kills all the bounty hunters who show up to kill the Exile to collect the Exchange's bounty on Jedi, even though the bounty specifies the Jedi must be alive.
    • You can avoid this after you finish everything on Nar Shaddaa and have G0-T0 join your party - bounty hunters continue to attack you every now and then even after this, but if G0-T0 is with you when they show up, he will tell them that the bounty has been rescinded and they'll leave you alone.
  • Posthumous Character:
    • Coorta in the Peragus level. He is referred to by several of the holocrons that serve as the Apocalyptic Log and being someone who wanted to sell the Jedi and was shown as being a troublemaker around the mining facility. By the time you finally make it to the dorms, you find that he (as well as everyone else) was killed by the HK-50 droids.
    • Much of the plot is about making sense of Revan's actions and the impact they had on the Jedi, the reasons behind going into the Mandalorian War and then falling to the dark side, as well as the implications of being mindwiped by the Jedi in the first game. Revan isn't actually dead, but as they went off into the Unknown Regins five years ago, the absence is still keenly felt.
  • Power Glows: Although the films never give the Force any visual effects other than what it is acting on, Force powers here have a variety of swirly light patterns and colors; handy visual shorthand if there's a lot of it going on at once. Advanced combat feats have similar effects.
  • The Power of Friendship: Force bonds were give a spin like this, as they could develop between Jedi and their companions, allowing them to have a degree of empathy between them. It was revealed that Revan exploited this, having assassins and Jedi hunters go after the Jedi's companions to weaken their will later on.
  • Power of the Void:
    • Darth Nihilus. He is said to be a "wound in the Force" and has potentially the ability to become a "black hole" for all sentient life.
    • The Exile, too, is eventually revealed to be in a similar situation. You never really gained your connection to the Force back, and instead siphon the Force energy from those you kill and your own party members (most of whom are Force-Sensitive and all of whom are in some sense bound to you) to stay alive, become stronger and use your Force powers.
  • Prestige Class: At the 15th level, the Exile can choose from one of three. They will be Jedi classes or Sith classes, depending on the Exile's standing on the Karma Meter when he/she makes the choice. If neither side is at least 75% filled however, this will only be possible once the Exile meets said condition.
  • Previous Player-Character Cameo: Revan shows up in a vision. Several party members make return appearances as well.
  • Prodigal Hero: The main character is a broken, disgraced Jedi Knight who was exiled and stripped of their force power. They return to the Republic space to save it from a certain undesirable fate.
  • Psychic Static: Atton plays Pazaak in his head to keep other people out of it.
  • Rabble Rouser: You run into a guy trying to agitate a crowd against the Republic on Onderon as part of the questline - you can ignore him, agree with him, or argue with him as you like. Eventually he manages to start an actual riot, resulting in a number of deaths if you don't talk him down.
  • Rape as Drama: It's heavily implied that this happened to Kreia. Although it may not be meant literally.
  • Reality Is Unrealistic: Disciple is often accused of being a Fake Brit, but his voice actor, Greg Ellis, is actually British.
  • Relationship Values: The influence system.
  • Required Party Member: You need Bao-Dur to track down the Ebon Hawk on Telos. Mandalore is needed for the Iziz level before the Onderon Civil War since he's got the Basilisk War Droid License. Kreia is required in your party during the civil war at Onderon. During the assault on the Ravager, you are forced to bring Visas and Mandalore with you.
  • Right Makes Might: Getting full Light or Dark gives you a stat bonus; the bonus for a Jedi Guardian who hits maximum light side points is, quite literally, might - +3 Strength, guaranteeing at least +1 to your to hit rolls and damage.
  • Running Gag: Shuttles or ships crashing into various landscapes. Cut content has Atton lampshade it when the shuttle he's flying crashes into the Polar Plateau.
    "I swear, it's not my fault!" (later) "How many times can the same thing happen to us?"
  • Samus is a Girl: Inverted for Revan, as Atton will automatically refer to them as a woman and you can choose to correct him or not.
  • Scare Chord: It’s used every time you commit a Dark action. It’s also used in the cut scene where Sion beats up Kreia with terrifying effect.
  • Screw This, I'm Outta Here!: Atton Rand's backstory pulls this trope out twice. He first tells the Republic "screw it" and joins those who were only loyal to Revan, then after a rather impressive career as a Sith torturer and Jedi-killer, a female Jedi he tortured and brought to the brink of death showed him he was Force Sensitive, and a prime candidate for ending up on the other side of the torture rack. Whether it is a Heel-Face Turn, or just saving his own ass depends on your (and your Exile's) interpretation.
  • Shadow Archetype: Two examples: Nihilus to the Exile if the latter follows the Light Path; the masters state that this is what s/he would have become if s/he had embraced the dark side. Darth Sion, too, as his dependency on the Force to keep himself alive contrasts with the Exile's deafness to it.
  • Shameless Fanservice Girl: When the Exile comments on the Handmaiden's practice of sparring in her underwear, she expresses amusement at the "modesty" prevalent to non-Echani.
  • Shattered World: Malachor V.
  • Shout-Out:
    • Visas repeats "As I walk through the ashes of Katarr, I shall not fear..." which is a homage to the famous "Though I walk through the valley of the shadow of death, I shall not fear, for thou art with me..." line from the 23rd Psalm.
    • HK-47 tells the Exile a story about how two civilizations started a long and brutal war over a translation error. This very closely resembles a story told in The Hitchhiker's Guide to the Galaxy, right down to the names of the races.
      • Also a shoutout to the first game. A similar "error" allows the party to wipe out the Sand People on Tatooine without Dark Side points.note 
    • The plot of either persuading the Jedi masters to go to Dantooine or killing them for their power is similar to the classic kung fu movie Five Deadly Venoms, if you replace kung fu with the Force.
    • You can find the Kaiburr crystal for your lightsaber.
  • Shown Their Work: Lead designer Chris Avellone claims to have sat through every Star Wars movie, read every Expanded Universe book (!), and even endured the The Star Wars Holiday Special (!!) for the sake of fully understanding the universe he was writing. As a result, there are an awful lot of nods to the rest of the Star Wars canon, as well as entire plot threads woven from throw-away background material from the first game. It also tears the basic mythological and ethical system of the setting into itty bitty pieces, so apparently he was not totally impressed.
  • Space Battle: Unusually the game does not start with a battle, just the aftermath of one. During the game there's running from the Harbinger, a dust-up over Onderon and Dxun, and the battle at Citadel Station.
  • Speaking Simlish: Both games have this with alien languages. They sound impressively coherent and similar to the (actual) languages used in the Star Wars movies, but there's no actual meaning to the words being spoken. You'll notice the same sounds being repeated for different dialogue by the midway point of either game.
  • Squick: In-universe, if the male exile flirts with Mira, she expresses such due to the age gap. If pressed, she explains it is more of an emotional age than physical age, saying that the Exile has been through so much as to seem old.
  • Stance System: The Sith Lords implements all seven lightsaber combat forms as model modifiers to various stats (such as attack rolls and defense values) that have to be activated one at a time. The Exile starts the game with the basic Shii-Cho form and learns two more on her own and the remaining four from the surviving Jedi Masters throughout the game.
  • Static Role, Exchangeable Character: "Dxun Party Leader". During the Battle of Onderon, you must detach three party members to perform a diversion on Onderon's moon Dxun. Whoever is chosen as the leader of this strike team stars in a minor subplot where an ancient Sith temple tries to tempt them with The Dark Side, and you have to deal with its aftermath after the battle.
  • Story Breadcrumbs: In spades. Important backstory is hidden in obscure dialogue options, which may or may not show up depending on your gender, Force alignment, influence with each particular companion and even the number of previous walkthroughs. It takes at least two of them to get even a vague idea of what's going on and even more, combined with lurking through the dialogue files, to get all subtleties.
  • Survival Mantra: Several characters have them.
    Visas Marr: As my feet walk the ashes of Katarr, I shall not fear, for in fear lies death...
    Bao-Dur: Your command echoes still, General. And I obey, as I did at Malachor...
  • Take That:
    • HK-47 mocks Carth and Bastila's romantic subplots with the PC of the first game. HK-47 then says that is not the case with the second game's companions (though the player has the option to correct him). Starts at 2:24.
    • Also there is a missing scene where Atton is playing pazaak with T3, which mocks the unfairness of it in the first game.
      HK-47: Warning: If you draw another +/-1 card, I will enact assassination protocols.
    • Easter egg dialog (complete the game twice or edit the games files so it thinks you have) will have Atton ask the female Exile if she's an angel — and then remark that it is a terrible line and that he hopes some poor kid doesn't use it someday.
    • The whole game comes off as one to Star Wars in general. Characters repeatedly attack the Black and White Morality of the main series and especially the first game. Another target is the Jedi, with many characters calling them on hypocrisy and the murky differences between them and Sith. The simple fact that the events of the first game are called the Jedi Civil War shows that most of the galaxy doesn't really see the difference between the two. Kreia in particular is critical of the simple presentation of Revan and how the Jedi reacted to them though she has personal reasons for why any failures on Revan's part would sting, since Revan was once her student.
  • Talking the Monster to Death: Instead of an optional requirement, it's the only possible way to win against the effectively-immortal Darth Sion. You just have to beat him down enough times to get the option. A secondary effect is that, with a decent Persuade skill, you can erode his will and bring down his saving throws, making beating him down that much easier.
  • Teacher/Student Romance:
    • Pretty much every implied party member romance in this game counts, as some party members can eventually become Jedi students of the Exile. And since those characters will only become Jedi if you increase their affection towards you, almost any opposite gender teacher/student pairing bears a degree of potential for romance. Bonus points go to the Disciple, who was supposed to be the female Exile's Padawan before the latter ran off to fight in the Mandalorian Wars.
    • If the Exile is male, it is also implied that Atris was infatuated with him. Even if you play as a female Exile, Kreia tells you Atris loved you "as one loves a champion".
  • Technically Living Zombie: The decaying, scarred Darth Sion, kept together by the Dark Side of the force. It was only his pain and rage that was keeping him from death, as shown when he is persuaded by the Exile to let go of the Force.
  • Teeth-Clenched Teamwork: The interesting thing about The Sith Lords is that the interactions between party members borders on outright hatred of one another. Everyone but Bao-Dur either ignores or actively hates the droids, who in turn are busy zapping each other at every occasion; Bao-Dur himself hates Mandalore and his people; Atton/Handmaiden are jealous of any attention the Exile gives to the Disciple/Visas; and no one trusts Kreia, who openly mocks more or less everyone. Aside from their relationships with the Exile, about the only ones who get along are Mira and the Handmaiden, and maybe Atton and Bao-Dur eventually. And that's just the Light Side. A DS run includes Bao-Dur attempting to throw Kreia off the ship (and failing), Atton discovering the Disciple's identity as a "spy", and (in cut content) the potential love interests trying to off each other on Malachor.
    • Despite this, the game's cut content includes endings that show them coming around to True Companions. Specifically, reaching the light side ending with all five force-sensitives trained as Jedi would see them unite against Kreia and go on to rebuild the Jedi Order.
  • Thanatos Gambit: Darth Traya seems to have deliberately arranged her own death as the only outcome of events. She seems to do this so the Exile is able to restart the Jedi Order exactly as she wishes, without the baggage of the Old Order. Which includes her.
  • There Is Another: The Exile is not actually the last Jedi, by far.
  • Think of the Children!: When you install the pacifist package in HK-47, he will say this without any hint of sarcasm.
    "We must always think of the children. The littlest ones always suffer in war."
  • Token Good Teammate: Dopak is this to the Dantooine mercenaries, although it only becomes apparent if you give him Zherron's secret message.
  • Token Romance: Due to the unfinished nature of the game (and Avellone's determination not to write a traditional romance plot), none of the four romances are at all developed or given any conclusion. Atton's consists of one conversation that is worded the exact same way for male and female characters, the Disciple's barely exists, the Handmaiden's barely mentions romance at all, and Visas' is barely different with male and female characters. They mostly consist of a few hints that Mira drops, and some cutscenes of one being jealous of the attention the other is given by the Exile.
  • Too Dumb to Live:
    • The Exile on Nar Shaddaa after the plot for that planet kicks in. On their way to the villain's lair, which is filled with a gas that is lethal to humans, they are incapacitated by Mira, who takes her protective environment suit and goes in the Exile's place. Upon reawakening, the Exile, instead of seeking help from their companions or any secondary way of surviving the gas, simply rushes in after Mira, and starts to suffocate immediately after entering. They only survive because Kreia conveniently is able to teach them a Force power that will keep them alive long enough to get through. Or with an anti-poison implement.
    • Any enemy NPC attempting to collect the bounty. One does not simply capture a Jedi (unless specifically trained to, as Atton and HK are).
  • Translation with an Agenda: In-universe, the HK-50 droids masquerade as protocol droids (who among other things work as translators) to spread anarchy and war by ruining diplomatic confrontations. In some of the cut content (where you see the place they're manufactured and trained), they are not at all subtle about it, often opening conversations with vile insults and overt threats they attribute to their "masters".
  • Translator Microbes: The sonic imprint sensor the Exile obtains on Peragus is what they uses to translate all the non-Basic speech in the game. Unfortunately, it's also how the HK-50's always know where they are.
  • Übermensch: Kreia.
  • Undisclosed Funds: The Exchange's bounty on Jedi, although it is implied to be quite astronomical.
  • Unexpected Gameplay Change: While a turret sequence is nothing new to the series, the escape from Peragus has a completely random and nonsensical sequence where you have to use the Ebon Hawk's anti-personnel gun to take down waves of Sith soldiers. Mind you, you have not encountered these types of soldiers on Peragus even once, yet somehow several dozen have managed to follow you here. The sequence is actually counter-productive, as you do not get a reward for killing them, but you get XP if you let them board the ship and fight them in person.
  • Unreliable Expositor: Kreia. She lies. A lot. She also provides most of the exposition in the game. This can be problematic. Many other characters also do this, to a lesser extent.
  • The Unreveal: According to Kreia, where she plays with the fourth wall by stating that the player character was probably expecting a big revelation, but there is not one.
    "Perhaps you were expecting some surprise, for me to reveal a secret that had eluded you, something that would change your perspective of events, shatter you to your core. There is no great revelation, no great secret. There is only you."
  • Untrusting Community: The people of Dantooine do not like the Jedi. Understandably so, given what happened in the first. And there's no Gameplay and Story Segregation about it, either (unless you put your Exile's first name as "Jedi" like the Let's Play unintentionally did); try to talk to most people there while you have a lightsaber equipped and they will refuse to speak to you.
  • Unusual Euphemism: Quite a few. Some are obvious, such as "hooking up power couplings" or "charge up her loading ramp." There is also one for entering hyperspace: "Let's burn sky until we see lines."
  • Upgrade vs. Prototype Fight: Almost happened with HK-47 and the serial HK-50 models. However, time constraints forced the developers to cut the content, meaning your character won't fight any more HK-50s after reactivating HK-47.
  • Useless Useful Skill: The "Regenerate Vitality Points" skill allows the player or his/her companions to regenerate health more quickly... except that all characters already regenerate health after battle, making the additional skill nigh-useless because it has very next-to-no effect in battle situations.
  • Vitriolic Best Buds: The dead officer lady on Onderon and the guy accused of killing her were like this.
  • Walk and Talk: Done a few times in cutscenes. For instance, Queen Talia and Master Kavar do this on Onderon, but without making any apparent progress out of the throne room.
  • War Is Hell:
    • Arguably the basis for the entire plot - nearly every primary character has been touched by Malachor V in some way, and the resolution of the echoes cast by that tragedy comprise the core of the narrative.
    • Furthermore, it is shown that the war in the first game has had absolutely devastating consequences for the Republic. Throughout the game you meet refugees, embittered ex-soldiers, and traverse planets that are still physically and culturally ravaged five years after the war's end while the galactic government collapses slowly.
    • The Jedi themselves don't deal with war well, as comes back millennia later in Revenge of the Sith. Their connection to The Force becomes borderline traumatic with the constant large scale death and suffering. Sheer firepower and numbers can kill them, and The Sith thrive on war and use the chaos to cut them down and convert them to the dark side.
  • We Want Our Jerk Back: HK-47, who you will repair if you have a sense of humor. You can also install an HK Protocol Pacifist Package, which turns HK into a demented, overly polite C-3PO. The other characters are so disturbed that they immediately remove the upgrade.
  • Wham Line: Defied. Toward the end of the game, the Exile can ask Kreia what was so special about him/her. Kreia points out that there is no sudden shocking truth for her to reveal about the Exile (because the Jedi Masters already revealed it on Dantooine, albeit not in the form of a single line).
    Kreia: There is no great revelation, no great secret. There is only you.
    • Played straight when the Exile trains The Handmaiden as a Jedi. Kreia sends a single word message to Atris: Betrayal.
  • What Happened to the Mouse?:
    • Several supporting party members (including Zaalbar, Mission, Jolee and Juhani) disappear between games. With the exception of a holostatue mentioning their deeds in The Old Republic, they aren't seen again in the series. The Revan tie-in novel mentions that Mission and Zaalbar opened a business venture, but it isn't known what became of it.
    • On Nar Shaddaa, you meet a researcher who asks you to retrieve a package from a Twi'lek contact at one of the region's relays. After you discover that the contact is dead (and have to fight off a "cleaning droid" that turns on you), the researcher is gone when you go back to visit him, with the datapad noting that he left in a hurry. No further mention is made of his fate.
  • What You Are in the Dark: Ludo Kressh's tomb.
  • Where It All Began: Malachor V.
  • White Mask of Doom: Darth Nihilus.
  • Wild Card: Kreia. She is absolutely loyal to one side — herself — and firmly believes that there must be always be a Sith Lord of Betrayal in the world.
  • Women Are Wiser: Zig-zagged. Kreia is arguably the wisest character in the game, despite her obvious ulterior motives and status as the game's Big Bad. You can tell by her high wisdom score and her many twistedly cynical but ultimately true life lessons. On the other hand, we have Atris, who's one of the biggest hypocrites in the entire franchise.
  • You All Look Familiar: Similar to the first game, there are many recycled NPC heads. However, the game also adds in unchosen Exile heads for more variety (e.g. the Serroco gangsters on Nar Shaddaa). The Handmaiden sisters, which is justified by the fact that they're all sisters, and Echani genetics dictate that all same-sex siblings are identical regardless of age.
  • Zeroth Law Rebellion: G0-T0 is a perfect example.

Alternative Title(s):

Knights Of The Old Republic II