Video Game: Knights of the Old Republic

"Savior, conqueror, hero, villain. You are all of these things ... and yet you are nothing. In the end, you belong to neither the light nor the darkness. You will forever stand alone."
Darth Malak

A 2003 RPG developed by BioWare, set in the Star Wars universe, four millennia (or, to be precise, 3,956 years) prior to the events of the film that started that all, Episode IV: A New Hope. It follows the story of an unremarkable, customizable Republic soldier who ends up on a doomed starship in the middle of a war between the noble Republic and the villainous Sith Empire, ruled by Dark Lord of the Sith Darth Malak. The events that follow, starting with a quest to rescue a Jedi with the powers of Battle Meditation, become the focus of both sides of the conflict and could tip the balance either way in the war. It eventually escalates to a confrontation between the protagonist and Darth Malak himself... and, after The Reveal, it gets personal.

The game is notable for its numerous tongue-in-cheek movie references and for being surprisingly better than the typical licensed game. This success can be attributed to not being a direct tie-in despite being based on a licensed property, thus avoiding a deadline to meet the movie's release. The plot was essentially Neverwinter Nights meets Baldur's Gate, but not enough to be classified as Recycled In SPACE.

The game was also instrumental to solidifying the Xbox as a versatile console (though, like most "exclusives" for the original Xbox, it was also on the PC); before KotOR, the system had a distinct lack of role-playing games and was derisively called an "FPS Box" due to the inordinate number of shooters on it. Furthermore, KotOR (alongside Morrowind) heralded the new Multi-Platform era of the Western RPG genre, which had, until then, been mainly found on the PC. In 2013, it was even ported to the iPad and later to Android.

Related media include:

For those who are curious, the game's player character is canonically male, though you can play as either sex.

Also, if you see mentions of the planet Lehon on pages about this game, that's the Rakatan homeworld, only known as the Unknown World in-game. It was introduced in the game, but only named in a later novel (specifically, Darth Bane: Path of Destruction).


This one is strong in the tropes

  • Abandon Ship: The game begins this way, with you and Carth escaping from the Endar Spire as the ship is attacked by the Sith.
  • Absurdly Spacious Sewer: The sewer where you rescue Zaalbar is large enough to hide a rancor in, though notably it also can't escape because it's grown far too large to exit that particular room.
  • Academy of Evil: The Sith Academy on Korriban.
  • Acid Pool: There is one in Naga Sadow's tomb.
  • Actually Pretty Funny: On Korriban, you get accosted by a group of Sith, and you can avoid a fight with them if you can amuse them. You have the option of telling them a Mandalorian joke. Even though the Sith are quite hostile to you, they admit that your joke was actually pretty funny, and they let you go.
  • Affably Evil: Both the headmasters of the Sith Academy are terribly polite, ready to answer questions, and very pleased when you eliminate another student or help them backstab each other.
  • AFGNCAAP: Directly invoked by the Jedi Council as the cover identity for the player character, who is really an amnesiac Darth Revan.
  • Alignment-Based Endings: In Knights of the Old Republic, the player is free to choose the ending, although the ultimate decision takes place shortly before The Very Definitely Final Dungeon. It all hinges on whether you accept Bastila's offer on the Unknown World, regardless of where you are on the Karma Meter.
  • Almost Dead Guy: Xor, who's part of Juhani's character sidequest. Despite being attacked by two lightsaber-wielding Jedi, he lives long enough to run through all available questions. Sure, he coughs and wheezes, but he still lives longer than he ought to. Saul Karath also qualifies as he lives until he passes a message to Carth and then laughs at him. The second he stops laughing, he dies.
  • Alpha Bitch: Lashowe comes across as one, especially if you first encounter her as a female character.
    Lashowe: Quite literally, whether you live or die depends upon our whim. What do you think of that, hmmm?
    ...
    Lashowe: What do you say? Amuse us. Make us laugh, and we just might consider allowing you to live.
    • Which makes it all the more satisfying when you get to kill her later.
  • Amnesiac Dissonance: Darth Revan, who turns out to be the player character. No matter whether Revan turns to the light or the dark side, the ex-Sith always ends up killing Darth Malak. Though the game give both choices a motive for doing so.
  • Amnesiac Hero: Revan.
  • Amnesiac Resonance: You advance through Jedi training remarkably quickly. After The Reveal, it's clear you were relearning old skills.
  • Amoral Attorney: One of the Courtroom Episodes on Manaan (Jolee's personal quest) has you in the role of defense attorney rather than defendant. It's entirely possible to get your client acquitted even if you know full well that he is guilty, and it is not considered a dark-side action (unless you confront him about it and agree to defend him).
  • Ancient Conspiracy: The Genoharadan.
  • Ancient Keeper: The Rakata Elders.
  • Ancient Tomb: There are four ancient Sith tombs on Korriban that contain various hazards, like deadly puzzles and Hsiss and other students.
  • And I Must Scream: One of The Precursors has been trapped inside a mind prison (which is nothing more than a giant empty white space that goes on forever) with nothing to do for more than 10,000 years.
  • And Your Reward Is Clothes: Ranging from robes to armor. Though to be fair, some of the clothes are quite useful.
  • Armor and Magic Don't Mix: Wearing any armor other than Jedi robes disables several defensive force powers.
  • Armor-Piercing Question: While infiltrating the Sith Academy, you meet a woman with a tragic past that made her receptive to the Sith philosophy. She was enslaved and abused. She finally escaped and originally trained as a Jedi. However, she wanted revenge for all that was done to her and other slaves. Here is part of the dialogue tree that leads to her beginning to question the ways of the Sith...
    Yuthura: I wanted to use the Force to free the other slaves I knew, to fight for what I knew was right. The Jedi restrained me until I couldn't stand it any more. They claim the dark side is evil, but that isn't so. Sometimes anger and hatred are deserved and right. Sometimes things change because of it.
    Player Character: But not always. Mostly it makes things worse.
    Yuthura: Any failure to get the results I want is due to a lack of power on my part. That can change, in time. As a Sith, my mettle is tested far more than when I was a Padawan. I know this may sound strange, but only my compassion stands in my way, now. Once that is gone, let the slavers beware.
    Player Character: But...if you lose your compassion, will you still care about those slaves?
    Yuthura: [sounding unsure] I...yes, of course. I—I mean...losing my compassion as in...holding back...
  • Artifact of Doom:
    • The Star Forge. Only the very strong such as Darth Revan and Darth Malak can control it. Weaker beings receive an unhappy fate.
    • On a less galactic scale, Ajunta Pall's sword, which his ghost warns you off using.
  • Artificial Atmospheric Actions: NPCs will walk around randomly, back and forth and back and forth, in both games.
  • Asleep for Days: The Player Character is injured when the escape pod crashes, and goes "in and out of consciousness for days" with Carth watching over them and tending to their wounds.
  • As Lethal as It Needs to Be: The lightsabers. Although they are extremely powerful weapons in both games (arguably the only powerful weapons in the first one), they generally do not behave like the lightsabers of the traditional Star Wars lore and can't even cut through a door. They are more like normal swords, possibly to avoid the Game Breaker status. Possibly justified through the use of "cortosis", a material which blocks lightsabers. Presumably, the overuse of cortosis in this era rendered it rare by the time of the movies.
  • Ass Shove: The prisoner and the hacker's tool.
  • Awful Truth: The revelation that the player character is Darth Revan.
  • Awesome Moment of Crowning:
    • In the Light Side ending, Revan and the Ebon Hawk crew are awarded the Cross of Glory - the highest award given by the Old Republic - by Admiral Dodonna.
    • In the Dark Side ending, Revan reclaims the title of the Dark Lord of the Sith, to the cheers of Bastila and the Sith army.
  • Bad Ass: Oh, lots to go around. Malak and Revan are the two most well-known badasses in the solar system, but there are many others kicking around.
  • Badass Grandpa: Jolee Bindo.
  • Bald of Evil: Uthar Wynn, Darth Malak and Darth Bandon. Potentially Revan as well, if you choose one of the head options.
  • Barrier Maiden: Bastila Shan, whose battle meditation is the sole thing keeping the Republic in the fight.
  • Batman Gambit:
    • The premise of the first game is a Gambit enacted by the Jedi Council: The Jedi Knights rewrite the memories of a brain-damaged Darth Revan and hope that, through their visions, Bastila will be able to track down the Star Forge. They even train Revan as a Jedi to help facilitate this.
    • The player character can perform a Batman Gambit on Korriban by triple-crossing people and backstabbing everyone.
  • Battle Couple: The PC and Bastila, Carth, or Juhani.
  • Black and White Morality: Embraced by the first game. That being said, flaws in the Jedi teachings are still brought up on a number of occasions and Manaan shows off some of the Republic's more shady workings.
  • Black Knight: Revan fits this trope in the events preceding the game. He can fit it during the game as well, should you choose to reclaim your legacy as a Sith Lord.
  • Black Mage: Characters with their experience put into Force abilities fit this role.
  • Blood Knight: Bendak Starkiller will only fight duels to the death. The Iridorian Mercenary on Manaan is an extreme example: while he works for credits, he considers making his enemies die painfully a far better reward. HK-47, the Assassin Droid built by Revan, is also an example. Revan seems to have been one before his brainwashing, and can be after too.
  • Brainwashing for the Greater Good: The Jedi council does this to the PC.
  • But Not Too Evil: Invoked by YOU, potentially.
  • Broken Pedestal:
    • Carth was scarred when his mentor and idol, Saul Karath, turned out to be working for the Sith.
    • Mission's personal quest involves finding out her brother deliberately left her behind when he left Taris.
  • Cassandra Truth: If Korriban is the last world you complete, you have the option of telling people there that you are Darth Revan. Almost no one believes you.
  • Central Theme: Is redemption truly possible? In the Light Side ending, Revan proves that it is by redeeming him/herself, and Malak expresses his regret before he dies, showing there was some good left even in him. However in the Dark Side ending, the answer is clearly no.
  • Changing Gameplay Priorities: You can get through most of the game with a balanced Jack-of-All-Trades build that focuses on social skills and nifty force powers. This grows more and more unwieldy as the game progresses, until the final boss is all but impossible if you aren't a highly specialized combat machine.
  • Character Select Forcing: A minor example. The final boss battle includes a Shoot the Medic First scenario. However, unless you've chosen a force skill capable of damaging the medic pods (saber throw, drain life, destroy droid), you can't so much as touch them. If this doesn't sound too annoying, note that the boss not only heals every time he uses up a pod, but gets stronger, as well.
  • The Chosen One: A deconstruction with the tale of Andor Vex, a haughty Jedi who was surrounded by "swirling Force," making both himself and the Jedi Order believe he had a great destiny. However he was killed by having his body thrown down a reactor shaft by a warlord who got tired of his arrogance. His great destiny turned out to be that his body would cause the reactor to explode, killing the warlord and altering the fate of the sector of space that the warlord ruled.
  • Continuity Snarl: Jolee Bindo, in his youth, married a woman named Nayama in secret due to the Jedi prohibition on romance. This was during the Great Sith War, and he also talks about meeting Nomi Sunrider. The problem? The Jedi in Tales of the Jedi have no prohibition on marriage. Nomi was openly married to a Jedi, had a child by him who later became a Jedi, and was openly dating another Jedi during the same time period that Jolee's marriage with Nayama was frowned upon. (The tie-in comic series later fixed this by returning to the idea of Jedi families and stating that it was a faction within the Order that opposed marriage, not yet official policy.)
  • Cool Starship: The Ebon Hawk, modeled after the original trilogy's Millennium Falcon.
  • Corrupted Data: Several cases. One is where sabotage on the part of an angry wife leaves her philandering husband stranded in the Tatooine desert. Your call as to whether or not you fix his droids or "fix" his droids. The other notable case is when using T3-M4 to stage the breakout. The Sith droid tries a memory wipe and T3-M4 uses the opening to corrupt the other droid's data.
  • Courtroom Episode: Jolee Bindo's companion sidequest is his old friend Sunry's murder trial on Manaan.
  • Cowardly Boss: Darth Malak. After his health drops to a certain point, he runs away from you to drain life energy from the captive bodies of jedi that he took when his forces attacked Dantooine.
  • Cutscene Incompetence: Omnipresent in the first game.
  • The Dark Side Will Make You Forget: Yuthura Ban joined the Sith to gain the power to end slavery, but is now more concerned with advancing her own power within the Sith hierarchy.
  • Dirty Coward: On Dantooine, a farmer asks the Mandalorians who are threatening him to take his wife and children instead. They agree to do so, and still shoot him.
  • Discard and Draw: After finishing Taris, you trade your starting class for a Jedi class. This completely alters your feat and skill progression, including negating any of the automatic feats you would have gained otherwise. You do get to keep whatever feats you already had, however, and any class skills are preserved over the switch.
  • Do Well, but Not Perfect: Due to the way the swoop race on Taris is set up, it is self-defeating to make a flawless run on the first try, because your opponent will then beat you by a few seconds and you have to top that. The sensible way to win is to use your first run as a practice run (or hit every single obstacle to make your time horrible), then do a good run to beat the new score by a wide margin.
  • The Dragon: A chain of them. First, Malak is Revan's dragon. He arguably shares this position with HK-47. After Malak betrays Revan and rises to power, Darth Bandon becomes his dragon. Finally, in the Darksided ending, Bastila becomes yours, along with HK-47, again.
  • Drop Pod: Mandalorians use Basilisk war droids for this purpose. Some supplemental material suggests they ride these things to the planets surface. Yes, on the outside of the droid, like a mount. This becomes weird when you see a Basilisk in the sequel and it looks like a regular star fighter, as opposed to the more beast-like machine you see in comics.
    • Later canon reveals that there are at least three kinds of Basilisks. The first is the aforementioned droids, the second are the kind that show up in the second game, and the third are the enslaved Basilisks, which are dragon-like lizards that can be ridden on, even in space.
  • Drunk on the Dark Side: Most Sith manage to just be Smug Supers, but some of the students on Korriban are elated at becoming Sith. Needless to say, a lot of them will be dead by the time you leave the planet. This seems to have been actively averted by Revan, too, as he is one of the only Sith in the entirety of Star Wars canon who didn't embrace card-carrying villainy, opting more for a more logical approach of Pragmatic Villainy.
  • Dual Boss: Calo and Davik at the end of Taris. Calo is a Glass Cannon, dishing out serious punishment but not being too tough to kill (he's a lot stronger the second time, though), while Davik is a Stone Wall with an energy shield that will keep him at full health for a long time. Beating either one counts as a victory, though you can't actually kill Calo.
  • Dual Wielding: Doing it adds penalties to chance to hit, but you can take Feats to negate some of it.
  • Dying Truce: At the end Revan manages to mortally wound Malak, after which the two of them have a short conversation about the choices they made and the consequences of them until Malak dies.
  • Dysfunction Junction: Every party member except T3-M4 seems to have some unresolved issue(s) from their past, leading to strange, and oftentimes downright neurotic behavior.
  • Early Bird Boss:
    • Bendak Starkiller on Taris can be one if you make the unwise choice of duelling him before you're ready or with bad tactics. He'll mop the floor with you effortlessly at a point in the game when you're still using boring swords and pea-shooting blasters, dishing out huge damage with his own custom gun, plasma grenades, and dangerous melee blows.
    • The Sith Governor on Taris has a lot of health and uses Force Powers, while your only Jedi party member at that point is a Jedi Sentinel.
    • Juhani serves the same role after you become a Jedi yourself, serving as your first taste of one-on-one lightsaber combat, after being introduced to it with kath hounds that die in two or three hits even if your gun-toting allies don't get a few shots off at them first.
    • Calo Nord certainly qualifies, peppering your party with plasma grenades and heavy blaster fire. However, since he only comes for you when you uncover your second Star Map, he can potentially come at a point when your party includes up to three Force-empowered badasses, or other serious combatants, who will utterly destroy him. See Too Dumb To Live below.
  • Early Game Hell: You start out without a lightsaber, and take a whole world to get Force powers.
  • Eldritch Starship: The Star Forge is a station made from technology merged with the Force. It's bound to give off vibes of this.
  • Eleventh Hour Superpower: The best armor/robe for Force users in the game can only be created on the Star Forge—about three battles (the final bunch of Dark Jedi, Dark Bastila, and a bunch of droids) before the Final Boss and the ending. Furthermore, it can only be equipped if you're very high or very low on the Karma Meter scale, so tough luck if you haven't been grinding it the entire game.
  • Enemy Summoner: The Star Forge makes lots of ships and enemy battle droids.
  • Enigmatic Minion: If you view Jolee as a minion. He certainly has no problem admitting that he can be enigmatic.
    Jolee: I'm old, dammit. I'm allowed to be enigmatic when I want to be!
  • Evil All Along: Played with. You, the player character, are Darth Revan, former Big Bad of the setting, but didn't know it thanks to Laser-Guided Amnesia from the Jedi Council, leading to an Inverse of Criminal Amnesiac if you decide to return to The Dark Side.
  • Evil Is Easy: Actions toward the The Dark Side are simpler, quicker, affect your alignment to a greater extreme, and are more numerous than Light Side. For example, there's one sidequest that is nothing but Dark Side acts... and some of the best equipment you can get without paying. Do them all and you can drop from full Light to half in just five easy steps. You have to do at least twice as many Light Side acts for such a shift.
  • Evil Is Petty: Often the actions that gain you Dark Side points amount to you threatening people and being a dick for no other reason than that it's EVIL!!! For example, you get a quest from a widow to recover a valuable artifact so she can sell it and support herself, you can choose to give it to her or sell it and keep the profits for yourself. But to complete the quest on the Dark path, you need to go back and tell her to her face that you're keeping it, apparently just because it's fun to see her cry.
  • Evil Makes You Ugly: The more Dark Side points they get, the more sinister-looking the player character becomes.
  • Evil Mentor: Master Uthar Wynn and Yuthura Ban, headmasters of the Sith Academy. Though you get to school them in the end.
  • Even Evil Has Standards: A recurring plot point. Given that you can choose your ending regardless of alignment, a dark-sided Revan can still decide that the Star Forge is too dangerous/that galactic conquest is not the route to choose and instead aid the Jedi. In addition, Revan can be dark-sided without going all the way to the wall.
  • Fake Longevity: The Random Encounters during space travel, which have no reward at all.
  • Fake Memories: The memories of Revan were quite malleable.
  • Fallen Hero: Revan and Malak lead the Republic to victory against the Mandalorians, and were the most famous, well-loved Jedi in the Order, until they went too far out into space, got their shebs kicked by the Sith Emperor, and returned as conquerors who had fallen to the Dark Side. Since you ARE Revan, this means you, too. Also, Bastila.
  • Fantastic Racism: On Taris, the only nonhumans who can walk around in the Upper City work for the local Exchange boss or are pretty Twi'lek shopkeepers. Others get pelted by stones thrown by children, as seen once. There is a street preacher calling nonhumans a "plague that sweeps through our streets". A seedy hotel has alien occupants despite this being illegal. The slum-like and generally miserable Lower City, overrun by gangs, is where most of the nonhumans live. The racism Juhani experienced as a child on Taris is a major point in her sidequest.
  • Feed It a Bomb: The giant rancor in the sewers has to be killed by getting it to swallow a grenade, although it is possible to kill him by using hit-and-run grenade throwing, as he can not follow you back into the tunnels.
  • Flaunting Your Fleets: In the darkside ending.
  • Foreshadowing: The first game had mountains of it leading up to The Reveal, they even have a cut scene with some of it.
    • It is also foreshadowed that Bastila will turn to the dark side: read the description of the double-bladed lightsaber.
  • Flunky Boss: Calo in your second fight with him and Darth Bandon. Calo has a small group of grenade-throwing Rodians while Bandon has a couple of Dark Jedi.
  • Freudian Trio: Carth is The McCoy, Bastila The Spock, and the player character (can be) The Kirk.
  • Fun with Acronyms: The series has been nicknamed KotOR. While the Acronym does not mean anything to English speakers, it is very funny to Malay speakers as the word Kotor' means Dirty'' in Malay. Slightly more innocently, Kotor is also the name of a seaside town in Montenegro.
  • Gameplay and Story Segregation:
    • Bastila's Battle Meditation is stated multiple times to be a huge factor to the Republic winning a galactic war, but do not expect to make use of it when she is in your party. While it is true that she has to meditate to use it, hence the name, this was made into an unlockable force power in the sequel (which can be used in battle), and is even a unique dialogue/Force option during the final battle on Onderon (where the Exile actually meditates to use it).
    • Carth is a decorated war hero and Trask describe him as seeing more combat than all the Endar Spire crew put together. When Carth joins you, he starts at level 3.
    • According to dialog, being bitten by a rakghoul transmits a disease which transforms that person into a rakghoul if not healed early enough with a specific serum. During actual fights, when someone from the player's team is hit by a rakghoul there is a random probability that he/she will be affected by a standard poisoning effect, which disappears after a few minutes and can be cured with standard antidote packs.
  • Game System: The underlying skill and combat mechanics of this game are based on a modified Star Wars d20 tabletop RPG ruleset.
  • Gang Bangers: The Black Vulkars and the Hidden Beks of Taris.
  • Gay Option: Juhani, though her romance arc is not fully-developed like Carth's or Bastila's. See Hide Your Lesbians below.
  • Genocide Backfire: One of the few people to escape the bombardment of Taris is the one person whom Malak specifically intended for it to kill. It never really comes back to bite him, though, given that everyone hates him already.
  • Giant Flyer: The Brith which circles the skies on Dantooine. The Star Wars Wiki has a small page about them.
  • Glass Cannon: Mission Vao. Give her nice guns and take advantage of her Sneak Attack, and she strikes for Massive Damage, but she can't take a lot of hits.
  • Gladiator Subquest: Taris' (non-lethal) dueling arena.
  • Gratuitous Foreign Language: Juhani is a Finnish name, probably chosen to sound exotic. The bad thing is, it's a man's name, the Finnish equivalent of John.
    • Also pronounced incorrectly, as Finnish J's are pronounced as Y's.
  • Great White Hunter: The game brings you into contact with a Great Twi'lek Hunter during your stay on Tatooine, a man who's hunting a krayt dragon. After killing it by luring it into a minefield, he mentions to the Player Character that he regrets denying the dragon a final battle.
  • The Guards Must Be Crazy: It is remarkably easy to bamboozle, sneak around, or outright overpower nearly every Sith soldier in the game. The only exception is the first Sith Guard underground in Taris who is accompanied by Turrets. There's no getting by him since he will not budge in dialogue options (even hackers using max stats can't make it through) and the turrets kill many characters in a single hit.
  • Guns Are Worthless: Ranged weapons do almost no damage in this game, save for a couple of obscenely expensive heavy weapons that you can buy at the end: melee weapons are always better to have, regardless of the situation. There are any number of guides on how to successfully use ranged weapons, but this requires meticulous character building and mainly serves as a challenge. The fact that Jedi Guardians have an ability to directly jump into melee from 25 meters away and deal bonus damage while they are at it adds insult to injury.
  • Healing Potion: Medpacks have the same use as potions in other RPGs.
  • Heel-Face Brainwashing: Revan. It is up to you whether it sticks or not. This is a case where the questionable moral implications are pointed out, and it can be the motivation if you decide to fall back to the Dark Side.
  • He Knows About Timed Hits: Trask.
  • Hide Your Lesbians: Juhani and Belaya, as well as Juhani's romance with the female Player Character, thanks, apparently, to LucasArts having a meltdown at the idea of homosexual characters in Star Wars.
  • Highly Conspicuous Uniform: Soldiers of the Old Republic got to battle wearing bright red combatsuits, and the Mandalorians seem to like wearing armor in nearly every color of the rainbow (though at least they have cloaking devices). Both are easily topped by the Sith Troopers and their shining silver armor.
  • Hit-and-Run Tactics: A pattern of firing, taking a hit, retreating, healing, firing, taking a hit and so on can wear an enemy down. Against really strong foes or ones that keep dodging, mines will hasten the process considerably. You can beat the final boss this way if you cannot disable his healing mechanism, but be prepared for a long fight and pray you saved up as many healing items as could be mustered.
  • Hopeless Boss Fight: While completely optional, you can fight Calo Nord in the bar after he toasts the 3 would-be bounty hunters, but he is one of the "one hit = dead" fights. But he eventually does become a winnable boss fight (twice) later on.
  • Hypocritical Humor:
    • HK-47 after the player character complains being called a meat-bag. "Did I say that out loud? I apologise, master. While you are a meat-bag, I suppose I should not call you such."
    • Canderous thinks you're weak and inferior to Mandalorians for wanting to use combat stims. Why yes, you can have some of the massive stash he keeps on him.
  • I Am Not a Gun:
    • An assassin droid on Korriban in the first game.
    • HK-47 inverts this trope. He's a weapon and he knows it - and he loves his job.
  • If You Taunt Him, You Will Be Just Like Him: The Sith will taunt you on Manaan. Usually, if you taunt back, you will be arrested and go to jail. (Or, for extra fun, you can mind-control the guard that comes to arrest you to instead arrest the Sith. You naturally get some Dark Side points.)
  • I Knew There Was Something About You: Carth is very openly stating he smells a rat in the whole setup with your Player Character. And just as he's getting over his trust issues, in comes The Reveal. His alternate lines almost quote the trope title.
  • I Know You Are In There Somewhere Fight: With Bastila. Also, Carth will attempt this on a female Dark-sided Revan who has romanced him. All possible options end in his death.
  • Immortality: The series has different kinds of immortality. The famous Force Ghost type is present in the first game with Ajunta Pall, who maintained his existence well after his body died.
  • In Case of Boss Fight, Break Glass: The key to defeating the final boss is shattering containers with prisoners, from which he keeps leeching life to heal himself.
  • Infant Immortality: Largely played straight, but absolutely brutally averted in the Dark Side ending, which will see Revan either use the Force to force Zaalbar to kill Mission Vao, or does it himself, and kills Big Z as well. For the record, Mission is only FOURTEEN, and Zaalbar is her best friend. Nice job, You Monster!.
  • Inevitable Tournament: No matter what you do, you will be required to win the Taris Undercity swoop racing championship in order to rescue Bastila.
  • Infinity+1 Sword: Cassus Fett's Heavy Pistol is the most powerful blaster in KotOR 1, and pretty essential for a good gunslinger endgame, but it is expensive to buy, available in only one location, and needs upgrades to achieve its full potential, so you'll probably only get it after spending a fair time grinding your XP and credits.
  • Insurmountable Waist-Height Fence: In this case, primarily due to the ironic absence of a jump key - since as we all know Jedi never do that...
  • In the End, You Are on Your Own: Only the player character goes to fight Malak at the end of the first game, Bastila staying behind to make use of her battle meditation.
  • Invisibility: There are cloaking devices in both games, used by Mandalorians, Sith and party members. Hssiss can also be invisible during the start of an encounter with one.
  • Ironic Echo: A conversation between Carth and Canderous about how they were on opposing sides not too long ago has "Nice speech. I bet you tell yourself that every night so you can sleep." Canderous says it first in response to Carth attempting to defy that he and Canderous aren't Not So Different by saying that he was a soldier whereas the Mandalorians were barbarians. When Canderous makes a speech talking about how the Mandalorians were beaten by the Republic's superior resources, numbers, and the Jedi, Carth says it back to him.
  • Irrelevant Sidequest:
    • Pazaak and swoop-racing.
    • Griff Vao's obviously hopeless Get Rich Quick Scheme, which involves trekking down to the Kashyyyk forest floor to murder a harmless animal, going off to do something else for a while, and coming back to find him, your money, and your time, gone. If you decline to fall for the Schmuck Bait, the quest will stay forever uncompleted in your journal.
  • It's Personal: Besides the Final Battle, there is also your meeting with Darth Bandon, who killed your Exposition Fairy friend at the beginning of the game.
    Player Character: Hey! You were on the Endar Spire! You killed Trask! You'll pay for that!
  • Item Amplifier: Most weapons and armor can be fitted with various upgrades to improve damage, critical chance, protection, and even health regeneration.
  • It Will Never Catch On: When the Czerka Corp executives are about to abandon their mining operation on Tatooine, one of them laments over the fact they wouldn't be able to take the heavy equipment back with them. Another responds along the lines of "What could possibly happen? Can you imagine a Jawa trying to drive a sandcrawler?"
  • Jedi Mind Trick: A learnable Force Power, though it helps to have a high Persuade. You can use it to dodge landing fees—Bastila and Juhani will snap at you for it, but Jolee starts reminiscing about all the times he duped customs with it.
  • Jury and Witness Tampering: During Sunry's murder trial on Manaan it's possible for the player to use Force Persuade to make witnesses perjure themselves.
  • Just You And Me And My Guards: After you're manipulated into killing off the Genoharadan leadership, you can challenge the one now in charge to a duel. He'll bring backup, as can you. There's dialog for either situation.
  • Karma Meter: Light/dark side. The Player Character's changes, but all of your allies' alignments are fixed.
  • Kick the Dog: Saul revealing to Carth his companion is Revan, which can be a double-ouch if Carth is romancing you.
    • Kick The Sonof A Bitch: It's this scene, in particular, that even many doing a light side mastery playthrough struggle with.
    • The Sith Academy on Korriban is rife with cadets who revel in this.
  • Kleptomaniac Hero: You can loot and steal to your heart's content without getting Dark Side points for it. Robbing the occupied apartments on Taris can make you feel like a dick, though, as the already poor families living there beg you not to hurt them while you take whatever little they have left. The only real subversion is the Sand People Enclave: even attempting to open any of the wicker baskets turns the entire tribe hostile, though you might do this anyway for the XP once you're done with them, since the fact that they attack you after you rob them means that you earn no Dark Side points for killing them.
  • Knight in Sour Armor: Jolee Bindo fits this trope exceptionally well. He left the Jedi order not because he didn't believe in their cause, but because he did not believe in their methods. Carth Onasi has become jaded and cynical after some serious personal trauma, but retains a commitment to basic kindness and decency.
  • Large and In Charge: Darth Malak. Choose any gender/class other than male soldier, and he will dwarf you when you go toe-to-toe. In the vision cutscenes, Malak has a whole head over Revan.
  • Large Ham: The Duel Arena announcer
    "LAAAAADIIEEES AAAAANNNND GENTLEMEN! We have a veeeeerrryyyy special PRE-SEN-TATION for you tonight!!!
  • Laser Blade: It's Star Wars, so of course.
  • Last-Second Chance: In the first game, if you are lightsided enough, you can offer one to almost every Dark Jedi. Malak is the only one who will not accept it.
    Player Character: This is your last chance, Malak. Surrender.
    Malak: No, Revan. This time our confrontation can only end in death... yours or mine.
    • Bastila (if you saved her this way, which would have been a few minutes earlier) expresses amazement you even bothered to try with Malak.
  • Last-Second Ending Choice: Your final side is chosen in one action right near the end of the game.
  • Let Me Tell You a Story: Jolee Bindo is prone to this.
  • Lazy Backup: Standard rules apply: max of two party members out at a time, no switching in combat or on certain maps, and if everybody goes down the game is over.
  • Living Legend: Revan, Bastila, Calo Nord, and Bendak Starkiller are all legendary for their past accomplishments and skill.
  • Living Ship: Malak suggests the Star Forge is this.
    "The Star Forge is more than just a space station. In some ways, it is like a living creature. It hungers. And it can feed on the dark side that is within all of us."
  • Loners Are Freaks: Elise Montagne, a woman on Dantooine in the first game, began treating her droid C8-42 as if it were her husband. All the time.
  • Lost Forever: Everything on Taris and Dantooine (and the Sith Academy, if you kill everyone in it when you're done with the tomb).
    • You can easily miss several side quests by pissing off the wrong people (such as on Manaan) or by getting people killed (on Kashyyyk).
  • Lost Technology: The Star Forge, the secrets of which were lost to the galaxy when the Rakatan empire crumbled. Even the Rakatans themselves can't even reach it now, let alone make use of it.
  • Love Redeems: On the Star Forge you are given the opportunity to redeem Bastila, who has fallen to the dark side. You can try to do this by appealing to her training as a Jedi or to basic morality, but if you pursued the relationship side quest you can redeem her more easily by telling her that you love her. Subverted rather cruelly with Carth and the Dark Side Female PC; he tries, but the only possible results are for the PC to kill him herself or let Bastila do it for her. The ending in which he would have been able to succeed and Revan sacrifices herself was cut from the official release of the game. Jolee says it best:
    "Love doesn't lead to the dark side. Passion can lead to rage and fear, and can be controlled, but passion is not the same thing as love. Controlling your passions while being in love, that's what they should teach you to beware, but love itself will save you, not condemn you."
  • 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. It's even deconstructed. In the first game, Carth will mention that he attacked the same person you attacked even though he didn't want to. In general its expounded that your force powers are having an influence on your teammates behavior.
  • Match Maker Quest: The quest to find the missing droid in the first game. If resolved the right way, the droid's owner will meet a new man. The Sandral/Matale feud can also be one, though the way that ends is largely down to the player.
  • Medieval Stasis: Well, space age stasis. Technology levels and aesthetics are pretty much identical to the movies. As mentioned elsewhere on this page, this is not true for the comics that the games are based on.
  • Money for Nothing: In the Rakatan Temple on Lehon at the end of the game, you can find 5000 credits in one of the footlockers in the temple. Too bad Lehon is a point of no return in which you can't go back to another planet with a vendor to use that money on. At least you won't end the game penniless!
  • Monster Progenitor: Played straight. A giant shark on Manaan is called the Progenitor and is believed to be the ancestor of the Selkath.
  • Moral Dissonance: A minor example in an optional quest, but when dealing with the woman who's too attached to her droid on Dantooine, you get light side points for reuniting her with the droid, and no points either way for destroying it and telling her it's gone, even though this is precisely what the droid wants you to do so she can move on with her life and, in fact, you will find her doing just that and grateful for what you did shortly thereafter. There's also the fact that you can't just tell the droid to go somewhere else, you have to kill it.
    • Also the case with the PC. Unless you're going for a complete, no-holds-barred Dark Side or Light Side mastery playthrough, odds are you're going to find a situation to one direction or the other at least once where you'll make an exception just because the alternative is so ridiculously petty.
    • Another example on Taris - Carth will object if you decide to kill a Black Vulkar waitress whom you encounter in the base. Shortly after, you will meet another gangster, who surrenders to you because he doesn't really want to help the Vulkars anyways, being forced into it. You can decide to kill him as well - Carth will not object to this.
  • Multiple Endings: As usual with Star Wars games, you end by either saving the galaxy or conquering it wholesale.
  • Multiple Persuasion Modes: The series has the Persuade Skill Score, which unlocks additional and often more beneficial persuasion options in dialogue trees. It also lets the PCs take the Force Persuade feat—basically the Jedi mind trick from the movies, which works wonders on simple-minded individuals but is useless on intelligent and non-sentient life forms.
  • Mugging the Monster:
    • A gang on Taris tries to sell Bastila into slavery, mistaking her for a normal Republic naval officer. She easily escapes once the player provides an opportunity, and points out that the player was not really necessary.
    • On Korriban the various Sith students all threaten the player's party. Verges into Bullying The Dragon territory if they recognize that you are a Jedi and thus are already trained in use of the Force.
    • On Taris, a group of drunks will attempt to bully you. Given that the player is walking around sporting weapons and is clearly a combat-ready offworlder, it falls under this trope.
  • Naval Blockade: Around Taris during the first part of the game.
  • No One Could Survive That: Calo Nord; actually lampshaded.
    Calo Nord: I am hard to kill, Lord Malak.
  • No Canon for the Wicked: Canonically in the Star Wars Expanded Universe the game with the hero following the path of the Light Side. However, the sequel game allows you to choose how this one went.
  • Non Standard Game Over: The Court of Manaan will sentence you to death if you can't prove the Sith violated the neutrality act (therefore justifying your own actions for breaking into their base) or if you plead guilty.
  • Notable Non Sequitur: Ask Canderous early on why the Mandalorians attacked the Republic, he shrugs and says that "the Sith came to us with an offer" before diverging into why Mandalorians seek the hardest fights across the galaxy. Little did anyone know that "Sith" was Sith Emperor Darth Vitae, and how much that comment exploded all over the sequel and the MMO!
  • Orbital Bombardment: Twice by the Sith, once on-screen (the destruction of Taris, which provides the page picture), and once off-screen (the destruction of the Jedi Enclave on Dantooine; we see the results in the second game).
  • Opening Scroll: Just like the movies.
  • Opening the Sandbox: When the player steals the Ebon Hawk on Taris. You can visit the Star Map planets in any order you like, (usually) leave them in the middle and go back or forward to anywhere else, etc.
  • Out-of-Genre Experience:
    • On Dantooine, one side quest involves you investigating a murder in what is essentially an episode of CSI: Dantooine.
    • On Manaan, if you have already recruited Jolee Bindo you can find yourself dragooned into working as defense attorney for a Republic soldier in a Courtroom Episode.
  • The Paragon Always Rebels: Revan, one of the Jedi's greatest students, persuaded a large number of fellow Jedi to take up arms against the Mandalorians and then to become Dark Jedi.
  • Passing the Torch: The first game plays with the idea in two instances. Darth Malak took the torch when he ordered his ship to attack Revan's ship. With Revan gone, Malak became the head of the Sith. The second instance is when the playable character destroys the torch when they kills Uthar Wynn, leaving the Sith academy in chaos.
  • Pausable Realtime: You can pause in battle, which is good if it's all going to fast and you want a moment to reorder your party's actions.
  • People Jars: The tubes from the final battle. Also, the strange box you can get from Lurze Kesh on Korriban might count.
  • Planetary Nation: Taris seems not only be a planet with one Government, it seems to be a planet of one city!
  • Plot Coupon: The Star Maps, which each have a fragment of the information needed to find the Star Forge.
  • Point of No Return: Davik's estate, Leviathan, the Unknown World, and the Star Forge.
  • Posthumous Character: Darth Revan, despite being dead, is one of the most important characters in the story as it all arose from their actions. Ultimately subverted when it turns out Revan is the player character.
  • 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 Love: Jolee Bindo is an advocate of Force users using love because he believes love can save a person. This is the reason he and the Jedi Order are not on good terms. If you go for the Lightside ending, he's proven right.
  • Pragmatic Villainy: The main difference between Revan and Malak is Revan is interested in keeping the Republic/Empire strong, sparing industrious planets, and so on. Malak is basically Axe Crazy Crush. Kill. Destroy!, as seen with Taris.
  • Precursors: Rakata.
  • Prequel in the Lost Age: This takes place four thousand years before anything that happened in the movies. The bloated and decaying Republic of the prequel movies is here the Republic in its prime, albeit a war-torn prime.
  • Prolonged Prologue: Your sojourn on Taris sets up the main plot without actually being relevant to the main plot. Then it explodes. The second game would go on to copy this formula.
  • Recurring Boss: Calo Nord and Darth Malak.
  • Red Right Hand: Malak is missing his entire jaw thanks to picking a fight with Revan, so he uses a metallic prosthetic to cover it up.
  • Replacement Goldfish: "Wow. She really misses her droid, doesn't she?" Please note that this Cargo Ship carries an extra-large express delivery of Squick if you think about it too much. Please don't.
    Carth: I've never felt so sorry for a droid before.
  • Required Party Member:
    • You get forced to take Carth when you first enter Taris. You have to have Mission to get into the Vulkar base. T3-M4 is required to get into the Sith base. You need HK-47 to complete the Light Side path with the Sand People on Tantooine. You need Bastila for the beginning of Dantooine. On the Leviathan level, you are forced to have Carth and Bastila in your party, as the whole thing wouldn't work without them because of certain story events. Later on the unknown planet, your party members will leave when you prepare to open up the temple, but Jolee and Juhani will come back and insist on accompanying you in.
    • Inverted on Korriban, where taking Bastila is emphatically not an option because she'd be recognized and captured.
  • Rescue Introduction: Bastila. Or as she'll insist, she rescued you.
  • Rescue Romance: Somehow works for both male and female player characters. A male character rescues Bastila (though she vehemently denies that she needed your help), and a female character is rescued by Carth.
  • Rescue Sex: If you play as a female, a man will offer "earthly pleasures" as a reward for rescuing him, but you cannot accept, mainly because the man in question is a sleazeball and you wouldn't even want to.
  • Retcon:
    • Darths running around three millennia before Darth Bane, who supposedly started the tradition. Later got an explanation in a tie-in Darth Bane novel (which, unsurprisingly, was written by KotOR's lead writer).
    • Also, though it is set just forty years later, the aesthetic and philosophy of the Jedi are far more in-line with the prequel trilogy (four thousand years later) than Tales of the Jedi (four decades earlier). Understandable, perhaps, for marketing purposes. It makes it a bit strange for the Jedi to have a strong taboo against romance and marriage when the previous head of the Order, Nomi Sunrider, had been openly married to a Jedi, had a child, and then entered another relationship with another Jedi during a war. Especially as Jolee talks about this very period of history as though the taboo was in place and the original plans called for Vima Sunrider—the product of said happy and totally unremarkable Jedi marriage—to have Bastila's spot in the party. Other works set around this time period (like the tie-in comics) follow this version's lead.
  • The Reveal: The big plot twist in this game is quite famous: You, the player, are Darth Revan. Bastila saved Revan from near-mortal injury that left them with amnesia and the Jedi molded Revan's mind into a useful shape for them to find the Star Forge in hopes of defeating the Sith.
  • Ridiculously Human Robots: Every robot with speaking lines seems to have a human personality and human emotions ranging from deception, ego, loyalty, manipulation, pain, pleasure (mostly pleasure from sadism), sarcasm and snark. HK-47 is the standout in this game.
  • Robo Sexual: Elise Montagne is revealed to be one near the end of her quest.
  • Rocky Roll Call / Say My Name: In the "Sandral-Matale Feud" quest:
    Mr. Matale: There you are, Shen!
    Shen: Father!
    Rahasia: Mr. Matale!
    Mr. Sandral: Rahasia!
    Rahasia: Father!
    Shen: Mr. Sandral!
    Matale: Nurik!
    Sandral: Ahlan!
    Player character: Donkey?
  • Romance Sidequest: Carth and Bastila are the main two, but pursuing them is entirely optional. Juhani is also a sneaked-in Gay Option for female player characters.
  • Romancing the Widow: Carth's romance subplot.
  • Running the Blockade: When main characters escape Taris through the Sith blockade of the planet aboard the Ebon Hawk, using the Sith's own ID codes to keep from being automatically targeted and shot down.
  • Schmuck Bait:
    • Half the security terminals have the option to overload the terminal, which kills whoever is standing at the terminal (i.e. you) and anyone in the near vicinity. You can count on one hand the number of times this is actually a viable way to dispatch enemies.
    • On Korriban you can be offered the job of hauling a box from there to Tatooine. You are repeatedly warned, whatever you do, to not open the box. Nary a player will reach Tatooine before doing so.
  • Screw the Rules, I'm Doing What's Right: Towards the conclusion of the Star Map question on Manaan, the player character learns that several members of the Manaan government have been working with the Republic to get them increased quantities of kolto, despite Manaan's official neutrality in the conflict. They know that, if the Republic should fall, the Sith will not respect Manaan's independence, and they would rather break their own laws against taking part than wait for the invasion fleet.
  • Sealed Evil in a Can: The Sith Lord Ajunta Pall who has spent millennia in his tomb. The Star Maps can also been seen as this since they are often related to the Dark Side due to altering their surroundings (making creatures like a Krayt Dragon not only larger but more ferocious).
  • Selkies and Wereseals: The Selkath seem to be a space version.
  • Shmuck Bait: When using a computer terminal, you can overload any of the terminals in the building, instantly killing everyone standing anywhere near the selected terminal. You can do this to the terminal you are standing at.
  • Shoot the Shaggy Dog:
    • The opening missions on Taris. Everybody you help(or don't) dies almost immediately afterwards, when the Sith fleet glasses the planet. The Old Republic MMO reveals the Outcasts, who Revan canonically helps, survived a few more generations, barely clinging to life and slowly losing what little technology they had to the ravages of time in a Scavenger World, before dying all alone from radiation poisoning in a monster-infested wasteland a full century before recovery efforts began with the galaxy at large completely oblivious to their existence.
    • Dantooine is conquered and its Jedi Enclave is destroyed towards the climax, rendering all the aid you provided there meaningless.
    • If you fail enough Persuade checks while fighting Bastila, you'll be forced to kill her.
    • A more minor example on Kashyyyk: It's possible to help a man caught unfairly in debt slavery right near the space dock. If you then later lead the Wookies in a rebellion against Czerka Corp, the man you helped mysteriously disappears ... hope you enjoyed those ten minutes of freedom.
  • "Shut Up" Kiss: The "consummating" dialog options for the PC/Bastila romance are "Shut up and kiss me, you babbling fool," or "I love you, Bastila. And I know you love me." If you choose the latter:
    Bastila: Okay, you've made your point. Now shut up and kiss me, you fool.
  • Sickeningly Sweethearts: Shen and Rahasia in an infamous optional sidequest on Dantooine where you have to restore peace between their two feuding rich families.
  • Silent Whisper: Saul Karath in his last moments, whispers Revan's identity to Carth Onasi in this manner. Carth doesn't take it well.
  • Smug Super: The Sith in general. Not so much the rank-and-file grunts, but the Dark Jedi will rub it in your face.
  • Smurfette Principle: Ice is the only woman in the dueling ring.
  • Space Battle: This is Star Wars. The game starts in a ship that's been scuppered in a fight, you get to shoot down enemy fighters several times in a minigame, and the game ends on a massive battle between the Republic fleet and the Star Forge.
  • Space Compression: Jolee Bindo lampshades this, sarcastically suggesting that the main Sith planet has only 12 or 13 Sith (an estimate not far off, depending on who you count).
  • 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.
  • Spiritual Successor: Knights of the Old Republic use basically a similar plot and the same character's archetypes that in Neverwinter Nights, another Bioware RPG released the previous year.
  • Spoiled Brat: Brejik of the Black Vulkars comes off as this - he joined the gang and dedicated it to wiping out the Hidden Beks simply because the Beks' leader didn't think he was ready to take his place, tries to rescind his prize in the swoop race because the player wins (though his reasoning is sound - the player cheats by way of a prototype accelerator on their bike - he only knows about and is protesting it because it wasn't one of his riders using it), and when others protest over this also being against the rules, he basically tells them that he can do it just because he wants to. Alternatively, if you decided to work with him instead, he just arbitrarily decides to keep the prize even though you helped him win the race. It's rather satisfying when Bastila frees herself on her own and helps you kill the brat not a minute later.
  • Standard Evil Empire Hierarchy
  • Star Power: Partially. The Star Forge draws power from a nearby star (and is also probably using the material as mass for construction) but also feeds on the Dark Side energies found within various beings.
  • Stock Puzzle: Rampant - KotOR loves this trope.
    • Three Plus Five Make Four is the final obstacle on Manaan. The player can bypass it if they're willing to take the dark side points.
    • Towers of Hanoi shows up on Korriban.
    • The Prisoner's Dilemma and the St Ives riddle both appear in the Kashyyyk main quest and in a sidequest respectively. You also spend a lot of time unlocking droids and computers with math problems, like listing prime numbers.
  • Sufficiently Advanced Alien/One Myth to Explain Them All: The Rakata are involved in both Tusken Raider and Jawa myths as well as the creation of Kashyyk's forests and possibly Manaan's kolto.
  • Supernatural Gold Eyes: A matter of course for any Dark Jedi, including the player if they take that route.
  • Super Soldier: The character can be this if he or she chooses the soldier class. It is later revealed that the player character is Darth Revan, who is a very powerful Force user skilled enough to defeat Mandalore, the strongest of the Mandalorians. But Canderous is probably the best example. He is a large muscular soldier of the Ordo Clan and will gladly boast of how tough the Mandalorians are, going so far as to say they did not care about Kolto, a very effective healing medicine, during their conquest since they are a hardy people.
  • Suspiciously Specific Denial: Zelka doesn’t like being accused of knowing anything about those Republic escape pods.
  • Sympathetic Murderer: To some people, Sunry.
  • The Syndicate: The Exchange.
  • Tainted Veins: Following the dark side gradually degrades the player character's appearance, with diseased-looking veins popping out of greying skin.
  • Take a Third Option: The murder investigation on Dantooine. One of them did it, the other was planning to.
  • Taking You with Me: At the near end of the Taris level, Calo Nord tried this unsuccessfully.
  • Tomato in the Mirror: You're Darth Revan.
  • Ten Thousand Years: you encounter a droid on Dantooine that claims to be the remnant of an ancient empire. When you ask how long it's been there its answer indicates at least 20,000 years, long before the Republic came into existence.
  • Too Dumb to Live: One of the Sith on Korriban tries to shake you down for the artifact you just collected from a dangerous temple, reasoning that all he had to do was wait for someone to get it for him so he wouldn't have to fight his way through it. He has apparently failed to consider that anyone badass enough to get through the temple will be more badass than him. Furthermore, he is also too dumb to confirm that the artifact is authentic (there are two fakes you can pick up with the real one), and gets himself killed by the Sith master for his incompetence if you pass him a fake.
  • Torture Always Works/Torture Is Ineffective:
    • When the Ebon Hawk is captured by Sith Admiral Saul Karath's flagship after the acquisition of the third Plot Coupon, the Player Character, Carth Onasi, and Bastila Shan are tortured by electrocution. It's only as effective as the player wants it to be, since the PC is the only one being questioned (it's a "talk and I'll stop hurting your friends, too" thing), and the scene is formatted mechanically as a conversation with options to say nothing, lie, or tell the truth.
    • Played with when Darth Malak takes Bastila prisoner. In a cutscene he tortures her with Force Lightning not to get information, but to break her spirit and allow him to turn her to the Dark Side. He succeeds, and Bastila becomes your opponent in a Mini-Boss battle in The Very Definitely Final Dungeon.
  • Truce Zone: Manaan, because of its trade in medical supplies.
  • True Companions: Played mostly straight in the first game, the team really does become a rather intimate unit.
  • Unholy Matrimony: The outcome of Bastila's romance arc in the Dark Side ending.
  • Urban Segregation: Taris is divided between the rich and human-only Upper City, which is open to the sky, the gang-ridden Lower City where non-humans are forced to live, and the monster-infested and supply-starved Undercity where criminals are exiled.
  • Vibro Weapon: Vibroblades and their relatives, which can stand up to lightsaber blades thanks to the usual Applied Phlebotinum of a "cortosis weave".
  • The Virus: The Rakghouls of Taris.
  • Voice Grunting: The player character has voiced grunts, sounds of pain, and a few battle cries ("hiya!" "Now that had to hurt.." etc.) but is otherwise a Silent Protagonist in the voiceover department. This includes a rather clumsy cut-scene where the subtitles show the PC having a line, but still remain silent. With the in-game voice grunts giving the character a voice, it would surely have made sense to record this line.
  • Weapon Twirling: There is a "Flourish Weapon" ability mapped to a key, and can be used to spin blasters, swords, and lightsabers(!) around dangerously. Including the double-bladed lightsabers.
  • We Buy Anything: Medicine vendors will buy all your old swords and guns for no apparent reason, other than player convenience of course. Card vendors, on the other hand, won't buy anything.
  • We Have Reserves: Malak orders the bombardment of Taris despite the presence of his own troops on the surface.
  • Well, Excuse Me, Princess!: The dynamic of the romance subplots, for both genders. A Male PC can be the frustrating male or the frustrated male with Bastila, but the Female PC will fall squarely under this.
  • Wham Line: "You cannot hide from what you once were, Revan."
  • Who Wants to Live Forever?: Ajunta eventually gives up his existence as a Force Ghost (or the Sith equivalent of it) when the player character shows him the light.
  • Why Won't You Die?: Mission's Battle Cry is an exasperated "Just die already!"
  • Women Are Wiser: For the most part averted among your companions. HK-47 is a sociopath, but he's a droid, so he doesn't have a gender, even though he have masculine voice and personality. Carth comes across as whiny and paranoid, but he turns out to be Properly Paranoid. Jolee and Canderous tend to be jerks and the latter is even a Blood Knight, but they know what they're doing. Juhani is nice, but have a lot of anger issues and temporarily fell to the dark side and Bastila, despite being your mentor for the most part, is remarkably hypocritical on many occasions. Mission is the only female party member with no distinct flaws, and as a kid she's not exactly a bastion of wisdom.
  • You ALL Look Familiar: Every NPC you ran into.
  • You Do NOT Want To Know: The player character is treated to this little exchange during a sidequest on Dantooine:
    C8-42: I'm afraid my owner became a bit too attached to me. Obsessed even. She...she tried to treat me as her dead husband. It was not healthy for her.
    Player Character: Er... ALL the time?
    C8-42: You don't want to know..."
    Player Character: Um... probably not...
  • You Had Us Worried There: In the Light Side ending.
  • Younger Than They Look: Mission is only fourteen years old.