Khar Delba design document

This page is the design document for the Khar Delba section of Star Wars: Knights of the Old Republic: Fall of the Empire.

Overview
Khar Delba is the site for a battleground between the Tomb Raiders and a Sith Cult. Originally, these series of battles started out on Khar Shain and shortly after pushed the Tomb Raiders back here. Now the Sith Cult members are determined to finish the fight and wipe out the remaining Raiders. Players can choose from a view different options such as forming an alliance with the Tomb Raiders or the Sith Cult, back-staff and join another later on, or just kill everyone. Many of the members of the Cult are missing people from Dromund Kaas and Athiss so if the Missing People sidequest is activated players can return to Kaas and Athiss and inform the authorities there you located the missing ones.

After finishing the Tomb Raiders-Sith Cult business both of the two factions will give the PC explosives that players will need to open the front doors to the ancient decoy fortress. If the player killed both factions, taking a security key from the faction’s camps and using it to unlock the lockers in their respective bases can still retrieve the explosives.

Inside the tomb player’s will navigate through a maze like halls until they reach the basement. In the final map player’s will locate the next holocron.

Area Background
Originally used by King Ada for his Sith Empire but eventually came under control from the exiled Dark Jedi after the end of the hundred-year darkness. Naga Sadow at some point to control of this world and used it to build a decoy fortress. The real fortress was on the world’s moon Khar Shain.

Locations
Woods – Where the Night Vulture is docked. To the north their will be three splitting points: One leading to the Cult Base, Another to the Tomb Raider Base, and the third to the central grounds.

Cult Base – Located in the East of the Tomb Raider Base and central grounds. The Sith Cult will be here and if the PC threatens them, they will become hostile.

Tomb Raider Base – Very much like the Cult Base but to the west. Again players can join them or just kill them.

Central Grounds – This area will serve as the major standoff between the two factions. To the north is the Woods Depths.

Woods Depths – This area contains the entrance to the ancient Sith structure. Savik Lorng will be confronted here if the player comes to this world last.

Fortress Level 1 – A maze like filled with enemies and traps.

Fortress Level 2 – Same as level I. There are three ways to get here; from Level’s 1 east, west, or north points. There will be a computer turmoil here that will unlock the door to the basement. Alternatively, players can just the explosives instead.

Fortress – Where the Sith holocron is located.