At this point you return to Balmorra and continue the campaign against the Resistance.
Summary: Darth Lachris, Sith governor of Balmorra, directs you to the front lines to help deal with the remannts of the Balmorran Resistance.
Some time following your successes against the Balmorran rebel forces, you are hailed inside Sobrik Spaceport by Captain Laverse of Special Tactics Group 32-Alpha. He connects you via holo with Darth Lachris who is now the planetary governor
Lachris informs you that the remaining members of the Balmorran resistance have rallied for a final assault. With 10,000 troops they threaten Sobrik city, using choke points and toxic hot spots in the terrain to control the flow of battle. Lachris asks you to lead the charge against them and directs you to plan a strategy with Colonel Proshen, a forward commander.
You travel to Ghost Town in the Sunstruck Grasslands area of the Makaran Plains. At the small Remote Makaran outpost nearby, you meet with Colonel Proshen. He asks you to consult his men and then move at your discretion against several priority targets:
Summary: Ghost Town is an abandoned factory town used as a staging post by the Balmorra resistance.
As a small, unnamed factory town, Ghost Town was once the site of experimental industrial farming operations until its inhabitants were massacred during the Imperial invasion. Now, resistance troops use the abandoned buildings as staging posts for guerrilla attacks on Imperial forces and launch anti-aircraft attacks from a local cave system.
Summary: You rescue some Imperial pilots
Lieutenant Helm at Vanguard Outpost, Stillwater Bend needs your help: Some Imperial fighers have been shot down by the resistance. The surviving pilots are being held in the open near the Stillwater Estuary and Stillwater Farms, guarded by snipers and could be executed at any time. You kill the snipers and sharpshooters (Flush Out the Snipers | Bonus Quest) and free the pilots from Striker, Viper and Talon squadrons, earning Helm’s gratitude.
Summary: You take out some resistance gun emplacements threatening Makaran Outpost.
Colonel Treeg at the Remote Makaran Outpost has bad news: The Gold Neebray rebels have taken control of Outpost Traken-4 near the Traken Waste Processing plant. If they get the gun emplacements operational they could destroy the Makaran Outpost with a single shot.
You head to the Traken-4 Outpost in the toxic Makaran Wastes and obliterate the resistance forces, including a resistance campaigner (Take Out the Rebel Rabble | Bonus Quest). You disable the power couplings on turrets Alpha and Theta before returning to Colonel Treeg who tells you his reinforcements were killed by a rebel ambush and that the Rebel attack would have succeeded were it not for your help.
Summary: You steal a prototype rebel stealth shuttle for the Empire.
Commander Moriden at the Remote Makaran Outpost near Ghost Town has intelligence that the Balmorran rebels are developing sophisticated stealth ships from captured Imperial shuttles. One of his scouts has discovered where in Ghost Town the rebels keep the prototypes. He needs someone to disable the automated defense turrets, steal the shuttle launch codes from the rebel pilots and fly one back to the Empire.
You storm Ghost Town cutting a bloody swath through the resistance (Show Your Own Loyalties | Bonus Quest). You destroy four anti-aircraft guns before entering the hidden rebel hangar, wrestling the launch codes for the shuttles from the Sivron Flight Officer and reprogramming the shuttle autopilot from nearby console, sending one straight back to the Empire for study. Moriden thanks you and assures you it will be dissected for technological secrets.
Summary: You recover a stolen Imperial bioweapon from a toxic dump.
Captain Jaggard at the Remote Markaran Outpost in the Sunstruck Grasslands tells you that a spy has infiltrated an Imperial Capital ship, killed 16 officers and stolen a sample of a deadly Imperial bioweapon years in the making before crash landing in the nearby swamps. He asks you to deal with the local wildlife, find the spy and retrieve the bioweapon, carefully, before the spy can sell it to the Republic.
In the toxic Spire Swamp in the Makaran Wastes, you find the spy’s crashed shuttle near the Traken Waste Processing plant and learn from its datalog that he was critically injured and fled on foot with the bioweapon canister. Killing tainted Zeldrate Marshwalkers and a Zeldrate Mother (Clean up the Wastes | Bonus Quest), you slog through the toxins until you find the dead spy.
A datapad left for the Republic near his body tells you he hid the canister under space debris in the swamp. After a brief search you fish it out and report back. Captain Jaggard thanks you and assures you that he will see the weapon transported off-world.
Summary: You recover a high-security Imperial datacard from the Resistance.
In the toxic Makaran Wastes, you discover the body of Imperial Lieutenant Xak Herra of the Eighty-third Platoon. He explains in a recording left on his body that he and his squad had orders to recover a stolen high-security Imperial data card that can open any security door on Balmorra from resistance forces. They succeeded, but were ambushed by a Republic patrol. Not willing to leave his injured squad members behind, Lieutenant Herra passed up the opportunity to escape. The Republic killed him and his squad and recovered the data card.
He overheard the rebels mention decrypting the card at a computer in their outpost and asks anyone who finds the recording to recover the card and report to Captain Labe at Vanguard Outpost. You eventually find the card in the decryption computer inside a tent in the resistance-held Traken-4 Outpost.
When you speak to Captain Labe, he is incensed by Lieutenant Herra’s death, a man with whom he served for six years. He tells you the Eighty-third Platoon will embark on a mission of vengeance against the resistance. You can goad him on or tell him to be cautious with his plan of attack. Depending which, he thanks you for either inspiring his men, or helping him keep his head, in which case he ensures you he is requesting reinforcements before launching any attacks.
Summary: You prevent the resistance from building chemical weapons.
At the bounty board at the Remote Makaran Outpost, you accept a mission from Darth Lachris. Due to prevous Governor Melchios’s incompetence, the Balmorra Resistance have established a factory and are manufacturing toxic bombs using the waste from pools in the bombed out remains of Balmorra’s old Industrial sector. These bombs are well guarded inside the Traken Waste Processing plant and protected by the resistance’s top marksmen, who have already taken out two crack Imperial commando teams.
You travel through the toxic Makaran Wastes to the Traken Waste Processing plant and destroy the bomb stocks inside. You also kill the resistance bomb makers for good measure (Defuse the Situation | Bonus Quest).
Notes: Like all Heroic quests, the ending conversation has been removed.
Summary: You use the Resistance’s own bombs against them, and destroy turrets, fuel barrel and ammunition caches in Ghost Town.
At the Remote Markaran Outpost, you speak to the very tired Intelligence Officer Kytoma who has been on watch for four days straight. She’s been following up on a confession from a captured resistance member. Apparently the rebels, operating out of the abandoned bunkers in the cliffs above Ghost Town, are scavenging unexploded thermal detonators from the battlefields of Balmorra and using the thermite to build their own improvised bombs. She suggests stealing the bombs and using them against the rebels.
You head down into Ghost Town, where you retrieve some of the makeshift bombs from inside the Rebel cliffside bunkers. You use them to destroy rebel turrets, fuel barrels and ammunition caches in a wide area before reporting back to Officer Kytoma heard the blasts from her locations.
Summary: You assassinate three Republic Commanders aiding the Resistance.
The bounty board at Vanguard Outpost offers you a mission from Darth Lachris: Jedi Noth Armin, Sergeant Tove Weylan and mercenary Korin Norrus, the Republic’s top tactician, field commander and gunner on Balmorra are re-grouping and re-arming the resistance. They have been co-ordiating strikes against Imperial ships and have already downed three Imperial squadrons.
You fight through the Republic’s cave hideout near the Stillwater Farms and take all three of them out.
Notes: Like all Heroic quests, the ending conversation has been removed.
Summary: You help a Balmorran businessman take revenge on the Republic squad that murdered his family.
At Vanguard Outpost in the Markaran Plains you come across a corporate security captain arguing with Maverse Pontilo, a Balmorran businessman who supports the Empire. Republic troops of Lancer Squad tried to assassinate him but managed to kill his wife and daughter instead. His hired mercenaries from Corporate Security lured them out of their base with a fake distress call, but Lancer Squad came prepared. Not wanting to lose any more men, Corporate Security refuse to take Maverse’s revenge for him and now he wants you to try, offering a handsome reward.
You head to the toxic Glowwater Swamp and eliminate Lancer Squad. When you return to Maverse with their dog tags as proof, he muses that revenge wasn’t as satisfying as he hoped and wonders if he should hunt down their families as well. You can encourage him to do this, or try to dissuade him from continuing the cycle of vengeance.
Summary: You take on the mission of a fallen Imperial Squad and destroy some Resistance food crops.
While travelling through the resistance-controlled Stillwater farms, you find a holo-communicator next to the body of Imperial Lieutenant Torsin. You intercept a call to the Lieutenant from his superior, Captain Ardmore, to whom you relay news of his death.
Ardmore tells you that the nearby Stillwater farmsteads are providing vital food production for the hungry resistance, who are gathering the crops. His squad having failed to recapture them, he now wants you to take a set of RK-9 soil devastators carried by Torsin’s squad and poison the fields.
You collect five of the soil devastators from the nearby dead Imperial troops and use them to render the nearby fields barren. While doing this, you defeat many resistance raiders and spotters, along with a resistance patron in one of the homesteads (Eliminate the Rebel Scum | Bonus Quest).
You return to the communicator and relay your success to Ardmore, who thanks you for completing his mission and arranges a reward.
Summary: You accept a bribe from, or bring to justice, an Imperial Captain guilty of slaughtering a village.
You find a datapad inside a homestead on one of the Stillwater Farms. Apparently a member of the village had an arrangement with a Colonel Adun to send supplies to Sobrik via dewback. However, a Captain Varmett with whom he had a petty feud, intercepted and killed him and his entire village, both committing an atrocity and depriving the Empire of its supplies. The message ends with a request for vengeance against Varmett.
You confront Captain Varmett at Vanguard Outpost. He lies about his reasons and offers you a bribe to keep quiet. You can accept or force him to contact Colonel Adun and come clean.
Summary: Bugtown is an area of Balmorra completely overrun by deadly, mutated, non-sentient coilicoid variants.
Colicoids are a highly intelligent, ruthless and calculating insectoid race at the cutting edge of scientific research and technology. A group of colicoids calling themselves the Creation Nest, were instrumental in the founding of the Farnel Research Facility on Balmorra.
The Creation Nest used this facility to create mutated colicoid variants. The Creation Nest’s plan was to evolve advantageous traits that could then be recombined with the species as a whole. This was initially successful as the mutated colicoids turned out to thrive on Balmorra’s excess toxic waste, metabolising it and becoming stronger and more vicious as a result.
Unfortunately, these violent non-sentient colicoids were released by Imperial forces during the invasion and have multiplied in the wild, posing a severe threat to everyone and completely over-running the research facility and surrounding area.
The remains of the infested research facility and grounds have become known as Bugtown in the years since.
Summary: You plant poisoned body parts in colicoid feasting mounds.
Captain Renzfeil Neuwt at Vanguard Outpost enlists your aid against the colicoids who are encroaching on Imperial holdings. He has developed a colicoid poison and a ghoulish plan to coat the dismembered body parts of fallen Imperials with it. He wants you to disperse the remains near the colicoid feasting mounds in Bugtown in the hope that once the colicoids associate the smell of human flesh with dying, they may attack less often.
You move through the colicoid nesting grounds slaughtering dozens of colicoids including a colicoid mutilator (Clean up Bugtown | Bonus Quest) and plant the body parts at each feasting mound. As you do, Savage Colicoid Feeders burst from the ground and attack. When done, you report back to Captain Neuwt.
Summary: You retrieve resistance bomb schematics from a colicoid infested lab.
You take a shuttle to Bugtown, where you find Lieutenant Piloc dressing down Private Gambar for failing his mission. Gambar and his squad suffered losses of 50% with severe injuries attempting an assault into the Farnell Facility’s Industrial Complex in order to retrieve the fragmented plans to a Republic neutron bomb. The bomb could potentially be used against Sobrik so must be recovered.
With his squad incapacitated or eaten by colicoids and moral at an all-time low, the task falls to you. Fighting your way through the complex, you kill the colicoids as you go (Colicoid Infestation | Bonus Quest). In the course of retrieving the three schematic fragments, you access a holo-recording of an Imperial Private Suzoku who claims that Pilic’s assault was never sanctioned by Imperial command. He accuses Piloc of sending him and his men to their deaths out of personal ambition.
When you return with the fragments, you have the option of confronting Piloc with Suzuku’s accusations. He assures you that his men will back him up only to find that they have little interest in defending the man who got half their squad wiped out. He prepares to face a likely court martial for his actions. If you do not confront him, he uses your victory to successfully boost the moral of his squad. Either way Imperial Command will get a full report.
Notes: Like all Heroic quests, the ending conversation has been removed.
Summary: You discover the truth behind the colicoid mutations on Balmorra and secure a deal for the Empire.
In Bugtown, you speak with Doctor Revis of the Imperial Science Bureau. Revis helms Project Hexapod, designed to turn the mutated colicoids against the Empire’s enemies. He wants you to enter the infested research base with a data spike and download all information remaining on the colicoids and the experiments that created them.
You fight through the facility as colicoid burrowers burst from the ground to attack you, and use the data spike in the Gas Chromatograph, the Genetic Compiler, the Regulatory System and the DNA Sequencer. Finally you access the facility mainframe only for Revis to tell you someone is blocking the data upload from within the lab.
Tracing the source, you discover a talking colicoid named Cessik. Cessik tells you that colicoids are usually sentient and that a faction called the Creation Nest willingly provided colicoid DNA to the balmorrans, and worked with them to create the non-sentiant colicoid mutations. The Nest were studying how the mutations evolved and adapted with a view to recombining their improvements with the species as a whole. Cressik wants to work with the Empire to ensure the experiments continue. You pass this information on to Doctor Revis.
Notes: Like all Heroic quests, the ending conversation has been removed.
Summary: You mark some colicoid nests for Imperial bombardment.
In Bugtown you speak to Captain Augatta. He tells you Imperial forces are setting up a new base of operations and the colicoids need to be driven out. Orbital bombers can deliver toxic bomb payloads but need infrared markers to aim at. You move through the colicoid nesting grounds and plant the markers in the Sol Nest, Matriarch’s Nest and Patriarch’s Nest, leaving them in ruins. Augatta confirms the colicoids are fleeing in all directions and rewards you for your efforts.
Summary: Having finally crushed the Balmorran Resistance, you return to Captain Laverse and Darth Lachris to report.
Having crushed the resistance once and for all, you return to Captain Laverse and Darth Lachris in Sobrik Spaceport who inform you that thanks to your campaign, such chaos and disorganization has been sown among the resistance forces that Imperial bombers devastated them in minutes. All available forces are engaged in a mop-up operation. The resistance sixth battalion was even forced into Bugtown to be devoured by the colicoids.
If you previously romanced Darth Lachris, you may flirt with her more now. Either way, you receive her personal thanks and respect along with some class-specific banter, and she tells Captain Laverse to inform his troops that victory is at hand.


























How to Craft
Choose a Crew Skill
Armormech
Armstech
Artifice
Biochem
Cybertech
Synthweaving

Gathering Guide
Rare Materials Guide
White Materials Guide
Jawa Junk
Augments
Medpacs, Stims and Adrenals
Synthweaving Crafting Tree




Crafted Decorations
Crafted Mounts
Crafted Dyes
Crafted Crystals
Galactic Seasons
PvP Seasons
Bounty Event
Double XP Event
Feast of Prosperity
Gree Event
Life Day
Nightlife Event
Pirate Incursion Event
Rakghoul Event
Spring Abundance Festival
Swoop Event

Jedi Knight
Jedi Consular
Trooper
Smuggler
Sith Warrior
Sith Inquisitor
Bounty Hunter
Imperial Agent
Bounty Hunter
Imperial Agent
Jedi Consular
Jedi Knight
Sith Inquisitor
Sith Warrior
Smuggler
Trooper
Legacy Gear
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