Video Game: Knights of the Old Republic II: The Sith Lords aka: Knights Of The Old Republic II
"War... is a hunger. And there are spirits in the galaxy whose hunger is never satisfied."
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. The second game, set five years after the first, tells the story of an exiled Jedi who returns to a post-war Republic only to find it on its knees, the Jedi Order scattered and a new group of Sith on the rise. The protagonist is discovered by an old ex-Jedi, ex-Sith named Kreia, who helps the Exile reestablish a connection to the Force, find four Jedi Masters in hiding and defeat the Sith. However, Kreia is motivated less by nobility than an ancient desire for revenge against two Sith Lords and the great power of the universe.The sequel, despite being released rushed and unfinished due to Executive Meddling (an entire planet was deleted from gameplay and the ending was disjointed and nearly-absent, with many subplots Left Hanging), 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 ModGame 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.
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.
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.
Ascended Meme: In-universe, "Pulling a Bindo" is the term used for any Jedi who decides to marry.
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 his 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-poweredrobotic arm. Mical, AKA "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 the this game did better than the first was adding these to Jedi and Sith robes, instantly making anyone wearing them awesome.
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.
The Handmaiden (Betty) and Visas (Veronica) for a male Exile.
The Disciple (Betty) and Atton (Veronica) for a female Exile.
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. However, this makes them extra vulnerable to noise and a flashbang will kill them messily.
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.) 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.
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.
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.
Consummate Liar: Kreia. Very, very much so. Pretty much everything she tells you is From a Certain Point of Viewat 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.
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 backcover where one of the pictures shows a female Exile standing next to the Handmaiden, although the Handmaiden only joins the party if the Exile is male. On the other hand, this is actually the canon version of events.
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.
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.
Development Gag: "I'm Atton. I actually wasn't supposed to make it into the final game, but I was created at the last minute. Blame my agent. I was actually slated for a spin-off to Jedi Knight, but I don't want to talk about what happened there."
Dirty Old Woman: If you pay attention to her, Kreia talks about sex A LOT, especially when you are playing a male Exile.
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.
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.
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.
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). The Handmaiden's sisters also go through the game known only as "Handmaiden."
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.
Fetish: On Nar Shaddaa, Geeda the Rodian basically says she has this for humans. Her clan apparently holds some squick about it, too.
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.
Gainax Ending: The game has it in spades. The cut content makes it somewhat more coherent. After your companions team up in a failed strike against Kreia and are captured you go and rescue them, your interactions earning a degree of redemption. After Kreia's death you tell everyone you have to leave them to follow Revan's path, but Atton still casually offers company.
The Sith Triumvirate 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.
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. Cut content reveals that she is behind the Republic as well.
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 trying to defeat the True Sith.
Kreia is training the Exile to regain his/her connection to the Force after voluntarily giving it up to show the remaining Jedi Masters the flaws of their teachings, luring out the remaining two Sith Lords so that the Exile can defeat them, manipulating Atris to reveal 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 entirely possible that she was 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 involved ultimately. 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.
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.
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.
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.
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 Echani hand-to-hand fighting stance when it seemed like the Exile was being threatened - information which comes as news to the Exile.
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.
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. Despite this she still uses her force powers, and it's explicitly shown that she's too physically weak to fight without them. If the player points this out, she gives a ridiculous Hand Wave that being intimate with the force allows her to counter it better. The player can call her out on all of her hypocrisy but she just brushes it off. There's an implication that Kreia is just too arrogant to accept that she made a mistake (though she will admit that you have a point if you call her out on using force despite hating it).
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.
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.
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.
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.
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.)
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. The Handmaiden and Visas, however, despite being roughly the same age as Mira (25), clearly have no problem on this account. 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 you are old enough to be her father.
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. 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.)
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.
My Friends... and Zoidberg: In the light-side ending, as originally intended (and restored in some fan mods), Visas and/or the Handmaiden ask the Exile if they can go with him/her to the Unknown Regions. The Exile says no, saying that they can not take anyone they cares about with them. As the Exile walks out of the Trayus Academy, she finds Atton lurking in a corridor. He asks the Exile if he can go with him/her. The Exile says okay, or at least doesn't protest.
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.
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 one assaulting the same person.
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.
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 blend them together into a mutually-evil muddle, demonizing 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.
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.
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.
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.
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.
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.
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.
Running Gag: Shuttles or ships crashing into various landscapes, which is lampshaded by Atton 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?
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.
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.
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]] You get a krayt dragon pearl for helping Komad kill the krayt dragon. If you resolved the Sand People attacks sidequest on the LS path, you can cash in said pearl for the tribe's oral history. At the end you are allowed to ask questions; doing so in a manner interpreted as "mistranslation" (HK will helpfully warn you of such) turns the entire tribe hostile, with no alignment penalty—and get the pearl back.
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.
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.
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.
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.
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.
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 does not 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.
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 was 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 Marr; 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 (restored content) Atton/Handmaiden possibly attempting to kill Disciple/Visas on Malachor.
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.
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.
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.
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.
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.
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 Brianna as a Jedi. Kreia sends a single word message to Atris: Betrayal.
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.
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.
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.