After the player has discovered that their character is Revan, they will remember a set of co-ordinates – those for the obscure Eth-Hira system, and feel an unaccountable compulsion to visit the planet Eth-Hira, which is listed in the Republic database as an uninhabited jungle world which has only ever been briefly surveyed.
Landing on the planet, the player finds its forests are crawling with Tuk’ata and that a
Terentatek is also roaming around. The player discovers a Czerka survey team have set up camp on the planet, but have been herded back into their compound by the beasts, and have begun to fall ill one-by-one since they started to explore the caves and ruins nearby. They ask the player (or his/her companions?) to perform various tasks (tba), and debate whether or not the player should go to explore the ruins.
After one such task, during which the player passes near the entrance to the caves, the ancient pillars in the forest begin to cast a beam of light, which culminates in a mysterious energy field blocking off the entrance to the Czerka compound. The player must then enter the caves – alone.
At the end of the caves, which are filled with flying beasts which the player must kill, the player finds a temple, which culminates in a huge, six-sided abyss, and in which there are several other chambers. In each of these chambers the player finds various enemies to destroy and various sets of elements which might be used in lightsaber construction.
In an ante-chamber before the abyss room, the player finds the entrance to a cave, after entering which and defeating the various traps or animals inside, the player finds a variety of unique lightsaber colour crystals. The player can then enter into the abyss chamber.
Confronting the abyss, the player must choose – to stare into it, or to shut his/her eyes. Choosing to stare into the abyss confronts the player with the choice to either revel in the seemingly bottomless darkness contained within, or to attempt to resist. Resisting will make the player face a will-check, failure of which will mean that the player gains Dark Side points (and a permanent ability reduction, if possible?); shutting their eyes and refusing to look into the abyss reduces the will save required and the consequences of failing. Giving in to the power of the abyss will also give Dark Side points (and if possible give the player a permanent will reduction but an increase to something else).
During this mental battle, the player can also choose to construct a new lightsaber out of the various parts they have found about the temple. These will reflect the various places the player has been to, and the major plot elements they have encountered, allowing them to create a unique new lightsaber with new properties (the lightsaber will also have a unique colour).
The player then defeats the Abyss (either by mastering it through the Dark Side knowledge the player recovers from their own mind, or by resisting it through the Light), and returns to the Czerka outpost. If the player has chosen to revel in the Dark Side, the Czerka group are all dead. If not, they have survived but remain ill. The player, depending on their powers and Treat Injury skill, can then attempt to heal them (success to be determined by their Treat Injury skill, or else, if they have Force Cure/Heal, is guaranteed).
This planet should act as a kind of epilogue to the first part of the game and a prologue to the final section, but should not be so game-changing as to make the final Star Map planet feel pointless or silly.