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SWTOR Location Codex List
Codexes are a type of lore entry that you can collect in-game - they can come from hidden glowing blue object in the open world, from defeating certain enemies, and from completing certain quests. Some codex entries can be found by all types of characters, while others are restricted to characters who are a certain class or faction.
Almost all codex entries are per-character, except for some of the Datacron entries, which are legacy-wide, and some Planet entries that you have earned a Datacron entry on will also be unlocked legacy-wide. The rest you will need to re-earn if you want them unlocked on your other characters.
Bounty Hunter
Imperial Agent
Sith Warrior
Sith Inquisitor
Smuggler
Jedi Consular
Jedi Knight
Trooper
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|
Alderaan
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Kaamos Territory | Locations | Planet | Alderaan | Location | Yes | |
| King's Pass | Locations | Planet | Alderaan | Location | Yes | |
| The Apalis Coast | Locations | Planet | Alderaan | Location | Yes | |
| The Elysium | Locations | Planet | Alderaan | Location | Imperial | Yes |
| The Glarus Valley | Locations | Planet | Alderaan | Location | Yes | |
| The Juran Mountains | Locations | Planet | Alderaan | Location | Yes |
Asation (Operation)
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Gree Hypergates | Lore | Operation | Terror From Beyond | Location | Yes |
Balmorra
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Balmorran Arms Factory | Locations | Planet | Balmorra | Location | Imperial | Yes |
| Balmorran Arms Factory [Republic] | Locations | Planet | Balmorra | Location | Republic | Yes |
| Bugtown [Empire] | Locations | Planet | Balmorra | Location | Imperial | Yes |
| Bugtown [Republic] | Locations | Planet | Balmorra | Location | Republic | Yes |
| Camp Conquest | Locations | Planet | Balmorra | Location | Republic | Yes |
| Camp Jacent | Locations | Planet | Balmorra | Location | Republic | Yes |
| Ghost Town | Locations | Planet | Balmorra | Location | Imperial | Yes |
| Okara Droid Factory [Empire] | Locations | Planet | Balmorra | Location | Imperial | Yes |
| Okara Droid Factory [Republic] | Locations | Planet | Balmorra | Location | Republic | Yes |
| Outpost Traken-4 | Locations | Planet | Balmorra | Location | Imperial | Yes |
| Outpost Victory | Locations | Planet | Balmorra | Location | Imperial | Yes |
| Sobrik [Empire] | Locations | Planet | Balmorra | Location | Imperial | Yes |
| Sobrik [Republic] | Locations | Planet | Balmorra | Location | Republic | Yes |
| Troida Military Workshop | Locations | Planet | Balmorra | Location | Imperial | Yes |
| Troida Military Workshop [Republic] | Locations | Planet | Balmorra | Location | Republic | Yes |
Belsavis
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| High Security Section | Locations | Planet | Belsavis | Location | Yes | |
| Maximum Security Section | Locations | Planet | Belsavis | Location | Yes | |
| Minimum Security Section | Locations | Planet | Belsavis | Location | Yes | |
| The Tomb | Locations | Planet | Belsavis | Location | Yes |
Corellia
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Axial Park | Locations | Planet | Corellia | Location | Yes | |
| Beharen Droid Factory | Locations | Planet | Corellia | Location | Republic | Yes |
| Blastfield Shipyards | Locations | Planet | Corellia | Location | Republic | Yes |
| Coronet Shipping | Locations | Planet | Corellia | Location | Republic | Yes |
| Coronet Zoo | Locations | Planet | Corellia | Location | Yes | |
| Government District | Locations | Planet | Corellia | Location | Yes | |
| Green Jedi Enclave | Locations | Planet | Corellia | Location | Imperial | Yes |
| Incorporation Islands | Locations | Planet | Corellia | Location | Imperial | Yes |
| Labor Valley | Locations | Planet | Corellia | Location | Yes | |
| Museum Republica | Locations | Planet | Corellia | Location | Republic | Yes |
| Republic Foundation Museum | Locations | Planet | Corellia | Location | Imperial | Yes |
| Tears of Taris | Locations | Planet | Corellia | Location | Imperial | Yes |
Coruscant
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Black Sun | Organizations | Planet | Coruscant | Location | Republic | Yes |
| Jedi Temple Ruins | Locations | Planet | Coruscant | Location | Republic | Yes |
| Old Galactic Market | Locations | Planet | Coruscant | Location | Republic | Yes |
| Senate Tower | Locations | Planet | Coruscant | Location | Republic | Yes |
| The Justicars | Organizations | Planet | Coruscant | Location | Republic | Yes |
| The Works | Locations | Planet | Coruscant | Location | Republic | Yes |
CZ-198
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| CZ-198 | Locations | Planet | CZ-198 | Location | Yes |
Dantooine
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Banir Regional Energy Complex | Locations | Planet | Dantooine | Location | Yes | |
| Dantooine | Planets | Planet | Dantooine | Location | Yes | |
| Dantooine Agriculture | Lore | Planet | Dantooine | Location | Yes | |
| Imperial Outpost DNT-X004 | Locations | Planet | Dantooine | Location | Yes | |
| Tokare Garrison | Locations | Planet | Dantooine | Location | Yes |
Darvannis
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Darvannis: Vassal World of the Eternal Empire | Planets | Planet | Darvannis | Location | Yes |
Dromund Kaas
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Grathan Estate | Locations | Planet | Dromund Kaas | Location | Imperial | Yes |
| Imperial Intelligence | Locations | Planet | Dromund Kaas | Location | Imperial | Yes |
| Kaas City [Dromund Kaas] | Locations | Planet | Dromund Kaas | Location | Imperial | Yes |
| Revanite Compound | Locations | Planet | Dromund Kaas | Location | Imperial | Yes |
| The Citadel | Locations | Planet | Dromund Kaas | Location | Imperial | Yes |
| The Dark Temple | Locations | Planet | Dromund Kaas | Location | Imperial | Yes |
| The Mandalorian Enclave | Locations | Planet | Dromund Kaas | Location | Imperial | Yes |
| The Sith Sanctum | Locations | Planet | Dromund Kaas | Location | Imperial | Yes |
| The Unfinished Colossus | Locations | Planet | Dromund Kaas | Location | Imperial | Yes |
| The Wilds [Dromund Kaas] | Locations | Planet | Dromund Kaas | Location | Imperial | Yes |
Hoth
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Chilling Death Spire | Locations | Planet | Hoth | Location | Yes | |
| Clabburn Tundra | Locations | Planet | Hoth | Location | Yes | |
| Crescent Canyon Facility | Locations | Planet | Hoth | Location | Yes | |
| Glacial Fissure | Locations | Planet | Hoth | Location | Yes | |
| Highmount Ridge | Locations | Planet | Hoth | Location | Yes | |
| Icefall Plains | Locations | Planet | Hoth | Location | Yes | |
| Star of Coruscant | Locations | Planet | Hoth | Location | Yes | |
| Starship Graveyard | Locations | Planet | Hoth | Location | Yes | |
| The Ambria's Fury Crash | Locations | Planet | Hoth | Location | Yes | |
| Tromper Crags Geothermal Plant | Locations | Planet | Hoth | Location | Yes | |
| Whiterock Wastes | Locations | Planet | Hoth | Location | Yes |
Hutta
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Bog People | Organizations | Planet | Hutta | Location | Imperial | Yes |
| Fa'athra's Palace | Locations | Planet | Hutta | Location | Imperial | Yes |
| Hutta Swamps | Locations | Planet | Hutta | Location | Imperial | Yes |
| Jiguuna | Locations | Planet | Hutta | Location | Imperial | Yes |
| Nem'ro's Palace | Locations | Planet | Hutta | Location | Imperial | Yes |
| Rust Yards | Locations | Planet | Hutta | Location | Imperial | Yes |
| The Old Muckworks | Locations | Planet | Hutta | Location | Imperial | Yes |
Ilum
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Fort Salvo | Locations | Planet | Ilum | Location | Yes | |
| The Ilum Temple | Locations | Planet | Ilum | Location | Yes |
Korriban
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Sith Academy | Locations | Planet | Korriban | Location | Imperial | Yes |
| The Wilds [Korriban] | Locations | Planet | Korriban | Location | Imperial | Yes |
| Tomb of Ajunta Pall | Locations | Planet | Korriban | Location | Imperial | Yes |
| Tomb of Marka Ragnos | Locations | Planet | Korriban | Location | Imperial | Yes |
| Tomb of Naga Sadow | Locations | Planet | Korriban | Location | Imperial | Yes |
| Tomb of Tulak Hord | Locations | Planet | Korriban | Location | Imperial | Yes |
| Valley of the Dark Lords | Locations | Planet | Korriban | Location | Imperial | Yes |
Makeb
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Talaos City | Locations | Planet | Makeb | Location | Republic | Yes |
Manaan
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Mercantile Plaza of Manaan | Locations | Planet | Depths of Manaan | Location | Yes | |
| Selkath | Species | Planet | Depths of Manaan | Location | Yes |
Nar Shaddaa
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Club Vertica Casino | Locations | Planet | Nar Shaddaa | Location | Republic | Yes |
| Corellian Sector | Locations | Planet | Nar Shaddaa | Location | Imperial | Yes |
| Duros Sector | Locations | Planet | Nar Shaddaa | Location | Imperial | Yes |
| Galactic Solutions Industries | Organizations | Planet | Nar Shaddaa | Location | Yes | |
| Lower Industrial Sector | Locations | Planet | Nar Shaddaa | Location | Yes | |
| Network Access | Locations | Planet | Nar Shaddaa | Location | Imperial | Yes |
| Nikto Sector | Locations | Planet | Nar Shaddaa | Location | Republic | Yes |
| Red Light Sector | Locations | Planet | Nar Shaddaa | Location | Republic | Yes |
| Shadow Town | Locations | Planet | Nar Shaddaa | Location | Republic | Yes |
| Star Cluster Casino | Locations | Planet | Nar Shaddaa | Location | Imperial | Yes |
| The Promenade | Locations | Planet | Nar Shaddaa | Location | Yes | |
| Upper Industrial Sector | Locations | Planet | Nar Shaddaa | Location | Yes |
Onderon
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Amplifiers | Game Rules | Planet | Onderon | Location | Yes | |
| Set Bonus Items | Game Rules | Planet | Onderon | Location | Yes | |
| Tactical Items | Game Rules | Planet | Onderon | Location | Yes |
Ord Mantell
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Drelliad Village | Locations | Planet | Ord Mantell | Location | Republic | Yes |
| Fort Garnik | Locations | Planet | Ord Mantell | Location | Republic | Yes |
| Mannett Point | Locations | Planet | Ord Mantell | Location | Republic | Yes |
| Oradam Village | Locations | Planet | Ord Mantell | Location | Republic | Yes |
| Savrip Island | Locations | Planet | Ord Mantell | Location | Republic | Yes |
| Separatist Stronghold | Locations | Planet | Ord Mantell | Location | Republic | Yes |
| Talloran Village | Locations | Planet | Ord Mantell | Location | Republic | Yes |
Quesh
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Adrenal Synthesis Factory | Locations | Planet | Quesh | Location | Imperial | Yes |
| Broga's Palace | Locations | Planet | Quesh | Location | Republic | Yes |
| Chem-Basin Mine | Locations | Planet | Quesh | Location | Republic | Yes |
| Grancha Lakand Venom Mine | Locations | Planet | Quesh | Location | Republic | Yes |
| Imperial Garrison | Locations | Planet | Quesh | Location | Imperial | Yes |
| Quesh Imperial Outpost | Locations | Planet | Quesh | Location | Republic | Yes |
| Quesh Venom Refinery | Locations | Planet | Quesh | Location | Imperial | Yes |
| Republic Operational Headquarters | Locations | Planet | Quesh | Location | Republic | Yes |
| Three Families Palace | Locations | Planet | Quesh | Location | Imperial | Yes |
| Three Families War Camp | Locations | Planet | Quesh | Location | Republic | Yes |
| Yuna Bore Venom Mine | Locations | Planet | Quesh | Location | Imperial | Yes |
Rishi
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Blaster's Path | Locations | Planet | Rishi | Location | Yes | |
| Raider's Cove | Locations | Planet | Rishi | Location | Yes | |
| Rishi | Planets | Planet | Rishi | Location | Yes | |
| Rishii Village | Locations | Planet | Rishi | Location | Yes | |
| The Aggressor | Locations | Planet | Rishi | Location | Yes |
Taris
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Brejik's Run [Empire] | Locations | Planet | Taris | Location | Imperial | Yes |
| Brejik's Run [Republic] | Locations | Planet | Taris | Location | Republic | Yes |
| Brell Sediment [Empire] | Locations | Planet | Taris | Location | Imperial | Yes |
| Brell Sediment [Republic] | Locations | Planet | Taris | Location | Republic | Yes |
| Dynamet General | Locations | Planet | Taris | Location | Republic | Yes |
| Endar Spire [Empire] | Locations | Planet | Taris | Location | Imperial | Yes |
| Endar Spire [Republic] | Locations | Planet | Taris | Location | Republic | Yes |
| Reclamation Base | Locations | Planet | Taris | Location | Republic | Yes |
| Republic Resettlement Zone | Locations | Planet | Taris | Location | Imperial | Yes |
| Sinking City [Empire] | Locations | Planet | Taris | Location | Imperial | Yes |
| Sinking City [Republic] | Locations | Planet | Taris | Location | Republic | Yes |
| Transport Station Five | Locations | Planet | Taris | Location | Imperial | Yes |
| Tularan Marsh | Locations | Planet | Taris | Location | Imperial | Yes |
| Tularan Marsh [Republic] | Locations | Planet | Taris | Location | Republic | Yes |
Tatooine
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Anchorhead | Locations | Planet | Tatooine | Location | Republic | Yes |
| Jundland | Locations | Planet | Tatooine | Location | Yes | |
| Mos Ila | Locations | Planet | Tatooine | Location | Imperial | Yes |
| Outlaw's Den | Locations | Planet | Tatooine | Location | Yes | |
| The Dune Sea | Locations | Planet | Tatooine | Location | Yes | |
| The Sarlacc | Lore | Planet | Tatooine | Location | Yes | |
| The Wound | Locations | Planet | Tatooine | Location | Yes | |
| Worm Food | Achievement: Titles | Planet | Tatooine | Location | Yes |
Tython
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Jedi Temple | Locations | Planet | Tython | Location | Republic | Yes |
| Kalikori Village | Locations | Planet | Tython | Location | Republic | Yes |
| Ruins of Kaleth | Locations | Planet | Tython | Location | Republic | Yes |
| The Chamber of Speech | Locations | Planet | Tython | Location | Republic | Yes |
| The Gnarls | Locations | Planet | Tython | Location | Republic | Yes |
| Tythos Ridge | Locations | Planet | Tython | Location | Republic | Yes |
Voss
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Alien Enclave | Locations | Planet | Voss | Location | Yes | |
| Gorma-Koss | Locations | Planet | Voss | Location | Yes | |
| Gormegan-1 | Locations | Planet | Voss | Location | Yes | |
| Nightmare Lands | Locations | Planet | Voss | Location | Yes | |
| Shrine of Healing | Locations | Planet | Voss | Location | Yes | |
| The Dark Heart | Locations | Planet | Voss | Location | Yes | |
| The Gormak Cannon | Locations | Planet | Voss | Location | Yes | |
| The Ruined City | Locations | Planet | Voss | Location | Yes | |
| The Step of Harmony | Locations | Planet | Voss | Location | Yes | |
| Voss-Ka | Locations | Planet | Voss | Location | Yes |
Yavin 4
| Name | Category | Subcategory | Tertiary | Type | Restrictions | Working |
|---|---|---|---|---|---|---|
| Imperial Guard Academy | Locations | Planet | Yavin 4 | Location | Yes | |
| Yavin 4 | Planets | Planet | Yavin 4 | Location | Yes |
169 codex entries in this SWTOR Location Codex List search.
Kaamos Territory
- Location
- Locations
- Planet
- Alderaan
How to get the Kaamos Territory codex: Guide on SWTOR-Spy.com: Head north from the Juran Mountains into Kaamos ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Kaamos Territory' codex.
Lore Entry: The Kaamos Territory is the ancestral homeland of House Thul, one of the major houses of Alderaan and a contender for the throne. After Thul returned from exile with its Imperial allies, the nobles set about rebuilding on the grounds of the ancient Thul palace--abandoned long ago but not entirely destroyed, ready to be returned to glory. Thul's grip on the territory is still tenuous, as the house faces incursions from both the native Killiks and enemy houses. The Lerantha Dam is also located in the Kaamos Territory--a long-standing landmark and generator plant built at the edge of the Lerantha Lake. Currently, House Ulgo controls the dam, threatening the edges of House Thul's territory.
Details
- Link: https://swtorista.com/codex/?codex=kaamos-territory
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Alderaan
- Faction: Both
- Patch: 1.0.0
- Level: 28
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
King's Pass
- Location
- Locations
- Planet
- Alderaan
How to get the King's Pass codex: Guide on SWTOR-Spy.com: Just south of empire outpost talarn thranta. I ... (Read More)
Lore Entry: Thousands of years ago, before the noble houses had united to form the Alderaanian parliament, the warring families gathered for a decisive battle at the ravine now known as King's Pass. Before the fighting could commence, Darrus Alde, the head of House Alde, parleyed with the other noble families and convinced them to abandon their centuries-old rivalries. His decisive leadership ended generations of strife and led to the construction of the Elysium, where Darrus was elected and anointed as the first king of Alderaan. In recent years, the native Killiks have repopulated the area, provoking increasingly violent skirmishes with the neighboring Alderaanians. The ravine's strategic location has also made it a hotbed of violence between the major noble houses as they struggle for control.
Details
- Link: https://swtorista.com/codex/?codex=kings-pass
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Alderaan
- Faction: Both
- Patch: 1.0.0
- Level: 30
- SWTOR Spy Coordinates: X:1967, Y:905
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Apalis Coast
- Location
- Locations
- Planet
- Alderaan
How to get the The Apalis Coast codex: Guide on SWTOR-Spy.com: For Republic: Coordinates: X:-1455, Y:1394. (Screenhots are for ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Apalis Coast' codex.
Lore Entry: South of the Juran Mountains, the Apalis Coast is a rich green flatland separated from the sea by a sheer cliff face. The ancestral home of House Organa, it has been a reliable source of wealth for generations, as the noble family has made the coast into productive farmland. Unfortunately, this fruitful land has now been marred by invaders from House Thul. After a failed assault on House Organa itself, Thul forces have dug up Organa's fertile farms and turned the area into a massive army camp. Thul forces are there to stay, a constant challenger in the face of their rivals.
Details
- Link: https://swtorista.com/codex/?codex=the-apalis-coast
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Alderaan
- Faction: Both
- Patch: 1.0.0
- Level: 28
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Elysium
- Location
- Locations
- Planet
- Alderaan
How to get the The Elysium codex: Guide on SWTOR-Spy.com: It’s the big archway in the Glarus Valley. ... (Read More)
Lore Entry: For millennia, the Elysium has served as the symbolic center of Alderaanian politics. Years before the capital city was founded, the various noble houses met in the Elysium to elect and anoint their first king. Until recently, every dispute over succession in Alderaan's history had been peacefully resolved within its stone walls, and the houses' greatest treasures were placed in Elysium vaults as a symbol of trust. When Gaul Panteer was assassinated and Alderaan's ailing queen passed on in a mysterious transport crash, the parliament assembled in the Elysium to elect a new sovereign. It was then that House Thul made its move, returning to Alderaan after decades of exile. Violence and accusations erupted almost immediately, and since then, the Elysium has remained an empty, forgotten symbol of Alderaanian unity--its ancient halls cracking as distant bombs fall, and its beauty quickly fading.
Details
- Link: https://swtorista.com/codex/?codex=the-elysium
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Alderaan
- Faction: Imperial
- Patch: 1.0.0
- Level: 31
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Glarus Valley
- Location
- Locations
- Planet
- Alderaan
How to get the The Glarus Valley codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Jacuh for additional information.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Glarus Valley' codex.
Lore Entry: Glarus Valley has long been the ancestral home of House Panteer, the royal family of Alderaan, and the site of the Elysium and Castle Panteer itself. The valley was once the seat of culture and democracy on Alderaan, a place where squabbling nobles could resolve their disputes peacefully. Like so much of Alderaan, the land is now ravaged by war. Castle Panteer has fallen to House Ulgo, and the Elysium is all but abandoned. Although House Thul and House Organa maintain a small presence in the area, the disciplined soldiers of House Ulgo tighten their hold every day. There are rumors that the royal family is still in hiding somewhere in the valley, but even Ulgo has been unable to find them.
Details
- Link: https://swtorista.com/codex/?codex=the-glarus-valley
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Alderaan
- Faction: Both
- Patch: 1.0.0
- Level: 29
- SWTOR Spy Coordinates: X:596, Y:-143
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Juran Mountains
- Location
- Locations
- Planet
- Alderaan
How to get the The Juran Mountains codex: Codex is unlocked when you travel across the bridge. It's just north east of the Republic Alaskan Lowlands base. On the Juran Mountains map you may need to go all the way to the southern part of the map.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Juran Mountains' codex.
Lore Entry: The majestic Juran Mountains have been the site of many conflicts in recent years. During the Battle of Alderaan, Republic resistance fighters sought refuge in the mountains, using the natural cover to hide from the invading Imperial forces. It was here that Captain Jace Malcom led Havoc Squad in an ambush against Darth Malgus; with the help of Satele Shan, the Republic troopers were able to triumph over the powerful Sith Lord. After a few short years of peace, violence has once again erupted in the area. House Ulgo, backed by its vassals in House Rist, has occupied the region and is locked in a brutal conflict with the forces of House Thul and House Organa.
Details
- Link: https://swtorista.com/codex/?codex=the-juran-mountains
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Alderaan
- Faction: Both
- Patch: 1.0.0
- Level: 29
- SWTOR Spy Coordinates: X:1305, Y:1277
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Gree Hypergates
- Location
- Lore
- Operation
- Terror From Beyond
How to get the Gree Hypergates codex: Guide on SWTOR-Spy.com: Gree Hypergates lore available in Asation operation (any ... (Read More)
Lore Entry: Not even the Gree fully understand the mysterious technology known as hypergates. These devices were constructed many millennia ago in a period the Gree reverently call 'the most ancient and forgotten days'--a rare instance of their language translating well into Basic. There are numerous hypergates scattered around Gree Enclave space, in varying sizes and states of functionality. Hypergates resemble freestanding doors or archways. Anyone who steps through an activated hypergate is instantly transported through hyperspace to an opposite hypergate somewhere else. Some hypergates simply move a traveler to a different continent on the same planet, but rumors persist of hypergates capable of sending whole vessels across the galaxy. Gree culture reveres hypergates as sacred technological works of art. The Enclave's leaders have long maintained that only elite members of the Operator caste known as 'gatemasters' know how to activate hypergates. However, the current crisis on Asation may have exposed this as mere cultural bias.
Details
- Link: https://swtorista.com/codex/?codex=gree-hypergates
- Type: Location
- Category: Lore
- Subcategory: Operation
- Tertiary Category: Terror From Beyond
- Faction: Both
- Patch: 1.4.0
- Level: 50
- Difficulty Mode: Story
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Balmorran Arms Factory
- Location
- Locations
- Planet
- Balmorra
How to get the Balmorran Arms Factory codex: Codex is unlocked when you reach the entrance to the Balmorran Arms Factory
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Balmorran Arms Factory' codex.
Lore Entry: The Balmorran Arms corporation has been one of Balmorra's largest and most influential manufacturers of weapons, military equipment and droids for over a century. Its products cemented Balmorra's reputation as a producer of high-quality technology, and shortly before the Imperial invasion, the company built a new factory headquarters--at the time, declared the most state-of-the-art arms production and research facility in the galaxy. When the Empire invaded, however, the Balmorran Arms Factory found a different purpose. The compound's massive walls and production facilities became the core of the Balmorran resistance effort, giving Republic troops and Balmorran soldiers an impenetrable fortress with a nearly endless supply of resources and weaponry. In the years since, the factory has been under constant siege, but has never fallen. Rumor has it that the resistance has even taken advantage of the factory's research facilities, developing devastating new technology to drive the Empire off Balmorra.
Details
- Link: https://swtorista.com/codex/?codex=balmorran-arms-factory
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Imperial
- Patch: 1.0.0
- Level: 18
- SWTOR Spy Coordinates: X:1284, Y:698
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Balmorran Arms Factory [Republic]
- Location
- Locations
- Planet
- Balmorra
How to get the Balmorran Arms Factory [Republic] codex: Northern part of the Sundari Flatlands on Balmorra, when you walk in the door of the Balmorran Arms Factory.
Lore Entry: Built shortly before the Imperial invasion by the prestigious Balmorran Arms corporation, the Balmorran Arms factory is unrivaled in its weapons production and research capabilities. It was designed to construct military equipment ranging from personal arms and armor to droids and heavy vehicles, all with top-notch quality and efficiency. Due to its tremendous manufacturing capacity, the fortress-like factory was one of the last holdouts of the resistance during the Imperial invasion, providing an almost inexhaustible supply of weapons and supplies to the besieged Balmorran people. Once the Empire finally gained control of the factory, however, the Imperial military wasted no time in putting the facilities to its own use.
Details
- Link: https://swtorista.com/codex/?codex=balmorran-arms-factory-republic
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Republic
- Patch: 1.0.0
- Level: 32
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Bugtown [Empire]
- Location
- Locations
- Planet
- Balmorra
How to get the Bugtown [Empire] codex: Codex is unlocked when you first arrive on Bugtown
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Bugtown [Empire]' codex.
Lore Entry: Bugtown represents the deadly, shattered remnants of Balmorran technological pride--ground zero for the planet's Colicoid infestation. Known originally as Lab 352, the genetic research facility came to be known as Bugtown when the Empire invaded. One of the Empire's many acts of sabotage involved releasing the results of Lab 352's biological experiments: the vicious, mutated Colicoids. The insects quickly overran the area, killing the facility's staff. Since the initial invasion, the Colicoids have gradually spread from the Bugtown ruins out across the planet. Why the Balmorrans were mutating Colicoids is unknown--everyone behind the experiments seemingly died when the creatures were set free. Still, if answers are to be found, they will be found in Bugtown's databanks.
Details
- Link: https://swtorista.com/codex/?codex=bugtown-empire
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Imperial
- Patch: 1.0.0
- Level: 19
- SWTOR Spy Coordinates: X:272, Y:-12
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Bugtown [Republic]
- Location
- Locations
- Planet
- Balmorra
How to get the Bugtown [Republic] codex: Bugtown codex becomes available when you load in to Balmorra.
Lore Entry: Once a genetic research facility called Lab 352, this complex became known as 'Bugtown' after the Colicoids--mutated insectoids used as experimental bioweapons--were released from the facility by Imperial saboteurs. The Colicoids took over the area surrounding the laboratory and began to infest the rest of the planet. Republic forces have managed to retake the old laboratory, clearing out the Colicoids and establishing a forward outpost. While much of the Colicoid infestation remains, the population has been contained by the Imperial and Republic fighting; for now, the Republic can keep its unorthodox base.
Details
- Link: https://swtorista.com/codex/?codex=bugtown-republic
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Republic
- Patch: 1.0.0
- Level: 32
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Camp Conquest
- Location
- Locations
- Planet
- Balmorra
How to get the Camp Conquest codex: Codex is unlocked when you reach the western entrance to Camp Conquest
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Camp Conquest' codex.
Lore Entry: The former site of the resistance's 'Outpost Victory,' this base was built into a crater formed during the Imperial bombardment of Balmorra. Losing the outpost was costly for the resistance, and the Empire renamed it to remind the Balmorran people of the consequences of defiance. Camp Conquest now serves as a forward base and prison camp for the Empire, housing several command and control centers alongside holding cells for high-value prisoners. Well-guarded by turrets and shields and boasting a significant terrain advantage, the camp is a symbol of Imperial oppression and domination.
Details
- Link: https://swtorista.com/codex/?codex=camp-conquest
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Republic
- Patch: 1.0.0
- Level: 32
- SWTOR Spy Coordinates: X:484, Y:1952
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Camp Jacent
- Location
- Locations
- Planet
- Balmorra
How to get the Camp Jacent codex: Codex is unlocked when you reach the vicinity of Camp Jacent
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Camp Jacent' codex.
Lore Entry: Camp Jacent was established in the ruins of a Balmorran factory town, formerly used by the resistance to launch guerilla strikes against the Empire. Now, it is a strategically placed and defensible supply base for Imperial troops. Before the Imperials set up camp, the area was occasionally referred to as Ghost Town, as every last inhabitant had been massacred during the Imperial invasion. Buildings were left abandoned and damage sustained to the town went unrepaired, leaving it a graveyard of scrap metal and scorched ground.
Details
- Link: https://swtorista.com/codex/?codex=camp-jacent
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Republic
- Patch: 1.0.0
- Level: 32
- SWTOR Spy Coordinates: X:-1192, Y:1128
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Ghost Town
- Location
- Locations
- Planet
- Balmorra
How to get the Ghost Town codex: Guide on SWTOR-Spy.com: I found this location at X: -1191 Y: ... (Read More)
Lore Entry: One of many small, unnamed factory towns on Balmorra, the place now known as Ghost Town was the site of experimental industrial farming operations meant to produce man-made, dense, nutrient-rich plants capable of feeding hundreds with only a small quantity. Ghost Town saw all its inhabitants massacred during the Imperial invasion. Since then, the resistance has crept into the area, using the abandoned buildings to launch guerrilla attacks on Imperial forces and a nearby cave system as a base for anti-aircraft assaults on Imperial squadrons. The small gardens have also been brought back into operation, supplying food for the resistance.
Details
- Link: https://swtorista.com/codex/?codex=ghost-town
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Imperial
- Patch: 1.0.0
- Level: 17
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Okara Droid Factory [Empire]
- Location
- Locations
- Planet
- Balmorra
How to get the Okara Droid Factory [Empire] codex: Codex is unlocked when you reach the entrance to the Okara Droid Factory
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Okara Droid Factory [Empire]' codex.
Lore Entry: Prior to the Imperial invasion, Balmorra was one of the galaxy's foremost producers of military droids, due in no small part to the Okara Droid Company. When the Empire invaded, its technicians uploaded a virus to the company's manufacturing center--the massive, automated Okara Droid factory--in hopes of turning the factory against the Balmorrans. The virus worked too well, and the factory's defense droids and systems took over entirely, resuming production operations and attacking any and all life that came near. The Empire is currently making efforts to bring the factory under control, but so far has had little success.
Details
- Link: https://swtorista.com/codex/?codex=okara-droid-factory-empire
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Imperial
- Patch: 1.0.0
- Level: 16
- SWTOR Spy Coordinates: X:-1058, Y:1543
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Okara Droid Factory [Republic]
- Location
- Locations
- Planet
- Balmorra
How to get the Okara Droid Factory [Republic] codex: Okara Droid Factory codex is located in the middle of Markaran Plains on Balmorra, when you walk in to the door of the Factory.
Lore Entry: Another victim of the Empire's many acts of sabotage during its initial invasion, the Okara Droid factory was one of the most productive droid manufacturers on Balmorra. Imperial technicians uploaded a virus into the automated factory's system, turning its military droids against the Balmorran population. But the virus was too successful--the droids fully secured the factory and continued production, forcing the Empire to take it back through military action. Now, after several hard-fought battles, Imperial soldiers have moved into the factory and established a base of operations there. Technicians are hard at work reversing the damage they caused, and hope to resume production of military droids to supplement the occupation force.
Details
- Link: https://swtorista.com/codex/?codex=okara-droid-factory-republic
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Republic
- Patch: 1.0.0
- Level: 32
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Outpost Traken-4
- Location
- Locations
- Planet
- Balmorra
How to get the Outpost Traken-4 codex: Guide on SWTOR-Spy.com: I got this codex entry at X: -795 ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Outpost Traken-4' codex.
Lore Entry: Named for the old Traken-4 ChemWorks, Outpost Traken-4 is now held by the Balmorran resistance. The ChemWorks were destroyed in the Imperial bombardment of Balmorra, and the entire area surrounding the outpost is covered in pools of deadly chemical waste. The toxic pools have been a boon to resistance defenders at the outpost--the choke points leading around the pools are well defended, making a large-scale assault impossible. Resistance fighters stationed at the outpost must rotate to other locations on Balmorra frequently, however: the long-term effects of exposure to the chemical waste are unknown.
Details
- Link: https://swtorista.com/codex/?codex=outpost-traken-4
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Imperial
- Patch: 1.0.0
- Level: 16
- SWTOR Spy Coordinates: X:-795, Y:651
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Outpost Victory
- Location
- Locations
- Planet
- Balmorra
How to get the Outpost Victory codex: This codex entry is earned when you enter Outpost Victory's pit from the top, going down the ramp. It's only available Imperial side.
Lore Entry: Built into one of the craters created by the Imperial bombardment, Outpost Victory began as a small outpost of resistance fighters. Over the years, however, it has grown into one of the resistance's major outposts, guarded by enormous anti-aircraft guns and shields to defend against orbital strikes. Imperial prisoners captured by the resistance are often held in Outpost Victory, and lately there have been unconfirmed rumors of a Republic presence at the outpost.
Details
- Link: https://swtorista.com/codex/?codex=outpost-victory
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Imperial
- Patch: 1.0.0
- Level: 16
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Sobrik [Empire]
- Location
- Locations
- Planet
- Balmorra
How to get the Sobrik [Empire] codex: Guide on SWTOR-Spy.com: You get this Codex Entry the first time ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Sobrik [Empire]' codex.
Lore Entry: Sobrik was the original capital of Balmorra before the more advantageous location of Bin Prime was chosen to replace it three hundred years ago. Since then, the city of Sobrik has first shrunk, then been almost entirely obliterated by bombing runs and rebuilt by Imperial engineers. Sobrik was one of the last cities to hold out during the Imperial invasion of the planet; because of this and its close proximity to the state-of-the-art Balmorran Arms and Okara Droid factories, the Empire has made Sobrik the headquarters of its occupation, maintaining tight control over the remaining civilian population.
Details
- Link: https://swtorista.com/codex/?codex=sobrik-empire
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Imperial
- Patch: 1.0.0
- Level: 16
- SWTOR Spy Coordinates: X:-170, Y:900
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Sobrik [Republic]
- Location
- Locations
- Planet
- Balmorra
How to get the Sobrik [Republic] codex: Codex is unlocked when you reach the main entrance to Sobrik
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Sobrik [Republic]' codex.
Lore Entry: Sobrik was the original capital of Balmorra before the more advantageous location of Bin Prime was chosen to replace it three hundred years ago. Since then, the city of Sobrik has first shrunk, then been almost entirely obliterated by bombing runs and rebuilt by Imperial engineers. Sobrik was one of the last cities to hold out during the Imperial invasion of the planet; because of this and its close proximity to the state-of-the-art Balmorran Arms and Okara Droid factories, the Empire has made Sobrik the headquarters of its occupation, maintaining tight control over the remaining civilian population.
Details
- Link: https://swtorista.com/codex/?codex=sobrik-republic
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Republic
- Patch: 1.0.0
- Level: 32
- SWTOR Spy Coordinates: X:-69, Y:1306
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Troida Military Workshop
- Location
- Locations
- Planet
- Balmorra
How to get the Troida Military Workshop codex: Codex is unlocked when you reach the main entrance to the Troida Military Workshop
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Troida Military Workshop' codex.
Lore Entry: The Troida Military Workshop epitomizes the 'new' Balmorra. Ostensibly an independent business, it nonetheless answers to the Empire and serves as a supply depot and weapons manufacturer for Imperial headquarters in Sobrik. Its overseers are expected to worry about Imperial edicts first, and profit last. Not surprisingly, its workers have been known in the past to harbor resistance sympathies. Nevertheless, its production remains strategically vital to the Imperial war effort, and caravans between Sobrik and Troida have been subjected to frequent guerrilla attacks by the resistance in an attempt to cut off the lifeblood of the Empire on Balmorra.
Details
- Link: https://swtorista.com/codex/?codex=troida-military-workshop
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Imperial
- Patch: 1.0.0
- Level: 16
- SWTOR Spy Coordinates: X:-224, Y:1665
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Troida Military Workshop [Republic]
- Location
- Locations
- Planet
- Balmorra
How to get the Troida Military Workshop [Republic] codex: Codex is unlocked as you travel down the road that takes you to the QT point located in the Troida Military Workshop
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Troida Military Workshop [Republic]' codex.
Lore Entry: For most of the Imperial occupation, the Troida Military Workshop kept supplies and goods flowing into Imperial headquarters in Sobrik. Balmorran resistance members often staged raids on Troida convoys, denying the Empire resources while securing much-needed supplies for themselves. But Troida's workers--ordinary citizens forced to work under Imperial oppression--also harbored resistance leanings, resentful that their independent company answered only to the Empire's directives. As the resistance on Balmorra crumbled, Troida became a rallying point for surviving resistance fighters. Imperial control was cast off, and now the workshop is the largest remaining base for the persistent Balmorran freedom fighters.
Details
- Link: https://swtorista.com/codex/?codex=troida-military-workshop-republic
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Balmorra
- Faction: Republic
- Patch: 1.0.0
- Level: 32
- SWTOR Spy Coordinates: X:-184, Y:1743
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
High Security Section
- Location
- Locations
- Planet
- Belsavis
How to get the High Security Section codex: Codex is unlocked as soon as you cross over to the High Security Section map
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'High Security Section' codex.
Lore Entry: The High Security Section of Belsavis prison contains cell blocks along with the medical, scientific and engineering centers for the facility. Necessities ranging from fresh water to electricity are produced here, and the science and medical teams work to better contain and better subdue the prison's more unusual residents. The cell blocks in the High Security Section are designed to hold small communities of nonhuman prisoners with similar cultural or physiological needs. Although many species can and do survive among near-humans, official policy states that prisoners kept in species-tailored conditions (with select food, atmospheric mixtures, and so on) are often more tranquil. The High Security Section has a dark reputation among Belsavis's inmates. Prisoners sent to the medical centers often don't return, the rumors say, and the Republic's scientists experiment with dangerous technologies drawn from Belsavis's ancient vaults. Whether any of these rumors are true, even the guards can't say; information, like everything else on Belsavis, is tightly restricted.
Details
- Link: https://swtorista.com/codex/?codex=high-security-section
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Belsavis
- Faction: Both
- Patch: 1.0.0
- Level: 41
- SWTOR Spy Coordinates: X:139, Y:717
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Maximum Security Section
- Location
- Locations
- Planet
- Belsavis
How to get the Maximum Security Section codex: Codex is unlocked as soon as you cross over to the Maximum Security Section map
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Maximum Security Section' codex.
Lore Entry: The Maximum Security Section hosts prisoners too dangerous, too uncooperative or too unusual to be permitted to gather in any number. Many Maximum Security inmates are kept in near-permanent solitary confinement, and the Maximum Security cells are customized for each occupant so that shapechangers, cyborgs, Force-sensitives and other powerful beings can be effectively restrained. The Maximum Security Section also contains the entrance to the deep levels of the prison--known as 'the Tomb'--built by ancient aliens who used Belsavis as their own prison long ago. The Republic has explored only portions of the deep prison, studying the primeval droids that patrol the old, sealed cells. Nowadays, the ancient droids have grown used to the Republic, willingly accepting modern prisoners transferred into their care and depositing them in vaults far below the surface.
Details
- Link: https://swtorista.com/codex/?codex=maximum-security-section
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Belsavis
- Faction: Both
- Patch: 1.0.0
- Level: 42
- SWTOR Spy Coordinates: X:-1340, Y:-68
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Minimum Security Section
- Location
- Locations
- Planet
- Belsavis
How to get the Minimum Security Section codex: Codex is unlocked as soon as you arrive at the "Minimum Security Section"
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Minimum Security Section' codex.
Lore Entry: By the standards of any other prison, Belsavis's Minimum Security Section would be considered escape-proof--a tightly controlled, heavily monitored maze of cell blocks, guard towers and work yards. By Belsavis standards, the Minimum Security Section is just what the name implies--the absolute minimum level of security acceptable for holding the worst criminals in the galaxy. The inmates in the Minimum Security Section consist mainly of murderers, pirates, gangsters and other violent criminals who possess a humanoid physiology and a willingness to communicate (if not cooperate) with prison authorities. Prisoners who require specialized holding facilities are shipped to higher-security areas, but here, inmates are permitted to gather and to work, albeit under strict supervision. When the Empire inserted its forces onto the planet, it converted the remains of a camp used by early Republic explorers into a fortified lodgment. From there, Imperial forces have made surgical strikes to breach cell blocks and obliterate dividing walls. The Republic has since pulled many of the Belsavis guards and their families to relative safety in the prison's security and administrative centers.
Details
- Link: https://swtorista.com/codex/?codex=minimum-security-section
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Belsavis
- Faction: Both
- Patch: 1.0.0
- Level: 40
- SWTOR Spy Coordinates: X:1139, Y:267
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
The Tomb
- Location
- Locations
- Planet
- Belsavis
How to get the The Tomb codex: Codex is unlocked as soon as you cross over to "The Tomb" map
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Tomb' codex.
Lore Entry: Thousands of years before the Republic conceived of the notion, a species known as the Rakata turned Belsavis into a prison planet. From what little scientists have learned by studying ancient writings and from the decaying memory banks of Rakata warden droids, Belsavis was built to hold monsters, warlords and so-called 'lords of the infinite'--anything the primeval and incredibly powerful Rakata feared. The Belsavis prison administration calls the Rakata section of Belsavis 'the Tomb.' Here, prisoners are held in eternal stasis, frozen in place and denied movement and thought by ancient technologies. Not all the inmates are ancient, however--many were given by the Republic to the warden droids for safekeeping, when no other cell could hold them. Through the use of droids, remote-controlled probes and rare exploratory teams, the Republic has set up a series of monitoring and communication stations throughout the Tomb. Despite this, only a tiny portion of the Tomb has been explored; this is the domain of the ancients.
Details
- Link: https://swtorista.com/codex/?codex=the-tomb
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Belsavis
- Faction: Both
- Patch: 1.0.0
- Level: 43
- SWTOR Spy Coordinates: X:-1086, Y:-1390
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Axial Park
- Location
- Locations
- Planet
- Corellia
How to get the Axial Park codex: Codex will unlock during the tram ride to Axial Park
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Axial Park' codex.
Lore Entry: A major point of differentiation between Coronet City and other metropolises--like those of Nar Shaddaa and Coruscant--is the Corellian appreciation for nature. Amid Corellia's towering structures and high speed trams, one can always find a small tree-lined park or quiet reflection pool. Axial Park is the grandest expression of Corellia's desire to remain connected to the natural world. At a cost of over seventy billion credits, Coronet City's civil engineers set aside valuable real estate for the creation of several museums and landmarks separated by beautiful parklands. For some, one of the greatest tragedies of the war is to see such beauty spoiled by bombardment and the park's grand museums converted into bunkers.
Details
- Link: https://swtorista.com/codex/?codex=axial-park
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Both
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Beharen Droid Factory
- Location
- Locations
- Planet
- Corellia
How to get the Beharen Droid Factory codex: Codex unlocks as soon as you zone in to the Beharen Droid Factory instance.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Beharen Droid Factory' codex.
Lore Entry: Droid manufacturing is one of Corellia's most successful industries, with almost ninety thousand droids produced every day in Labor Valley alone. The Beharen Droid Factory specializes in hazardous maintenance units designed specifically for disaster relief and recovery operations; these droid models are built to withstand high radiation, extreme temperatures and falling debris. The founder of the Beharen Droid Factory recently perished during the Empire's attack on Corellia. The high-rise tower containing his residence was clipped by a damaged Imperial warship, collapsing several floors and nearly toppling the structure. The factory founder's body has not yet been recovered from the rubble.
Details
- Link: https://swtorista.com/codex/?codex=beharen-droid-factory
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Republic
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Blastfield Shipyards
- Location
- Locations
- Planet
- Corellia
How to get the Blastfield Shipyards codex: Codex entry unlocks when you exit the Shipwright Auxilliary Spaceport
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Blastfield Shipyards' codex.
Lore Entry: Corellia has numerous spaceports, but few as extensive as the Blastfield Shipyards. Before the Imperial invasion, thousands of ships were built or serviced here on a daily basis by hundreds of local businesses. Mercenaries flying in from the Outer Rim to have their ships' engines tuned by a legendary Corellian mechanic would land next to construction yards for enormous luxury yachts catering to the galaxy's wealthiest nobles. Dozens of cantinas and small-scale entertainment districts nearby served the needs of visitors and workers seeking a break from spaceflight or daily labor. Now that war has come to Corellia, the Blastfield Shipyards are the main point of entry for Republic forces, from troop drop ships to battle cruisers in need of repair. The Empire has made numerous attack runs over the sector, leaving scorched starship wreckage and twisted scaffolding scattered through the streets, but the Republic military knows that losing the shipyards means losing Corellia. Every effort must be made to keep them secure.
Details
- Link: https://swtorista.com/codex/?codex=blastfield-shipyards
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Republic
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Coordinates: X:839, Y:914
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Coronet Shipping
- Location
- Locations
- Planet
- Corellia
How to get the Coronet Shipping codex: Codex unlocks while you navigate the "CORONET SHIPPING - DOCKS", located in the BLASTFIELD SHIPYARDS
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Coronet Shipping' codex.
Lore Entry: Trade goods from across the galaxy pass through Corellia every day, and Coronet Shipping has always been the busiest trade hub on the planet. Before the war, all manner of freighters visited its landing pads, bearing goods both legal and otherwise. Millions of credits worth of commerce occurred there every day. When the Republic established its beachhead at the Blastfield Shipyards, the Empire was quick to secure Coronet Shipping for itself as a rapid-response staging area. The main ground approach to these landing pads was destroyed by Imperial forces, rendering the area inaccessible to infantry and walker units. Aerial patrols keep Republic assault shuttles at bay and protect the Empire's elite troops.
Details
- Link: https://swtorista.com/codex/?codex=coronet-shipping
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Republic
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Coordinates: X:-59, Y:1585
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Coronet Zoo
- Location
- Locations
- Planet
- Corellia
How to get the Coronet Zoo codex: Codex unlocks as soon as you reach the vicinity of Coronet Zoo, located within Axial Park
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Coronet Zoo' codex.
Lore Entry: The fabled Coronet Zoo is renowned across the galaxy for its amazing animal exhibits. Every year, nearly extinct species are rescued from forgotten worlds and preserved in multimillion credit wildlife enclosures; the greatest xenozoologists in the Republic vie for a few coveted positions as curators. The Empire's assault on Corellia shattered several enclosure walls and sent alien wildlife running free in the city streets. This has resulted in scenes of great beauty--like the sight of a herd of kybucks proudly galloping down a major promenade--but it has also unleashed terrible predators that now stalk humanoid prey in the steel canyons. Unconfirmed reports of a rancor on the loose remain a hot topic on the comm channels.
Details
- Link: https://swtorista.com/codex/?codex=coronet-zoo
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Both
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Coordinates: X:618, Y:-2493
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Government District
- Location
- Locations
- Planet
- Corellia
How to get the Government District codex: Codex seems to be unlocked when you travel to the Government District by tram on Corellia.
Lore Entry: The fighting on Corellia has reached its apex at the planet's seat of political power: the Government District. Republic and Imperial forces wage fierce battles around the heavily-guarded legislature and the famous Drall Library--now a makeshift bunker. Dozens of politicians huddle in their private estates to wait out the fighting even as the fabled Green Jedi mount a desperate defense against Imperial units bent on the rebels' annihilation. Before the war, the Government District was the grandest part of Corellia--a bright testament to its wealth and freedom. Few suspected the influence of the Empire was taking root within a place of such prosperity, and no one--Imperial or Republic--knows what will become of the district after the war.
Details
- Link: https://swtorista.com/codex/?codex=government-district
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Both
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Green Jedi Enclave
- Location
- Locations
- Planet
- Corellia
How to get the Green Jedi Enclave codex: Guide on SWTOR-Spy.com: X: 3774 Y: -1535 of Government ... (Read More)
Lore Entry: The Green Jedi Enclave has been the Empire's top target since invading Corellia, but initial attempts to destroy it failed utterly. The enclave's inhabitants appear to have learned from what happened to the Jedi Temple on Coruscant and taken steps to avoid a similar fate. Powerful shields fueled by internal reactors protected the structure from the first assault, giving the Jedi time to erect offensive cannons. An Imperial warship sent to attack the structure was shot to pieces over the sector, and although a large chunk of the vessel crashed into the enclave, it did not inflict heavy casualties or substantially weaken the structure. The Green Jedi Enclave remains a dark blot on the Empire's otherwise nearly flawless invasion.
Details
- Link: https://swtorista.com/codex/?codex=green-jedi-enclave
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Imperial
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Incorporation Islands
- Location
- Locations
- Planet
- Corellia
How to get the Incorporation Islands codex: This codex is unlocked once you way out of the Imperial Spaceport. Even though you can reach this area by climbing on the tram rails the codex will not unlock if you are on a Republic player.
Lore Entry: Corellia's economy is built on free trade, and the major corporate entities established on the planet post trillions of credits in profits each year. The business transactions occurring on Corellia affect every other corner of the galaxy--including the Empire. In retrospect, Imperial invasion of Corellia was not merely inevitable--it was a necessary step toward the Republic's defeat. The largest and most prosperous business entities occupy a series of massive towers nicknamed the 'Incorporation Islands.' Most of the sector is wholly owned and controlled by different galaxy-spanning enterprises, and many have responded with hostility to the Imperial takeover. Some of the fiercest fighting on Corellia has been against highly-paid corporate security forces and their armies of droids.
Details
- Link: https://swtorista.com/codex/?codex=incorporation-islands
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Imperial
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Labor Valley
- Location
- Locations
- Planet
- Corellia
How to get the Labor Valley codex: Codex unlocks during your tram ride to Labor Valey
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Labor Valley' codex.
Lore Entry: Corellian-manufactured high-tech goods--particularly starships and starship parts--are considered some of the finest in the galaxy. The planet's Labor Valley sector is home to dozens of interconnected industrial factories producing everything from raw durasteel to hyperdrives and thermal detonators. Millions of middle-class Corellians found their livelihoods in Labor Valley before war devastated the area. Republic and Imperial forces are battling for control of key factories and destroying anything they can't hold for themselves. Vital plants lay in ruins and a massive fire rages out of control at a major fuel refinery. What was once an industrial paradise has become an apocalyptic inferno. Corellia's citizens can only look on in horror as everything they've built is methodically obliterated.
Details
- Link: https://swtorista.com/codex/?codex=labor-valley
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Both
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Coordinates: X:-2659, Y:-2551
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Museum Republica
- Location
- Locations
- Planet
- Corellia
How to get the Museum Republica codex: Guide on SWTOR-Spy.com: U should get it when u leave this ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Museum Republica' codex.
Lore Entry: Whereas the Republic Foundation Museum in the Government District is considered a scholarly resource of priceless antiquities, Axial Park's Museum Republica was designed with tourists in mind. Combining the refined presentation of more traditional museums with display exhibits best described as carnival-like, the Museum Republica tries to offer something for everyone. Before the Imperial Guard raided the museum and transformed it into a base of operations, the museum displayed many items of disputed provenance: a cybernetic lower jaw allegedly belonging to Darth Malak, a pair of boots worn by the fabled Jedi Cay Qel-Droma and a deactivated G0-T0 infrastructure planning droid said to have been recovered from the Malachor Five asteroid field.
Details
- Link: https://swtorista.com/codex/?codex=museum-republica
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Republic
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Coordinates: X:488, Y:-2239
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Republic Foundation Museum
- Location
- Locations
- Planet
- Corellia
How to get the Republic Foundation Museum codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Jod for additional information .
Lore Entry: One of the largest archival resources on Corellia is the Republic Foundation Museum, a monument to the multi-millennial history of the Empire's greatest enemy. Priceless antiquities and invaluable records rest within the museum's vault-like walls, protected by high-security energy shields--now augmented to withstand Imperial bombardments. Morale is high among the rebel forces clustered inside, despite a life under siege; many of the soldiers and Jedi find the surroundings inspirational. Once the Empire has crushed all resistance on Corellia, its first order of business will be to storm the Republic Foundation Museum and remove all of its wonders. Moff Tarandon has proposed that the museum be converted to a celebration of Imperial culture, while Diplomatic Service officials hope the museum can be used to teach Republic history from a more honest perspective. Other proposals include setting fire to the museum's contents in a public square and broadcasting the destruction across the Empire.
Details
- Link: https://swtorista.com/codex/?codex=republic-foundation-museum
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Imperial
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Coordinates: X:2644, Y:-2080
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Tears of Taris
- Location
- Locations
- Planet
- Corellia
How to get the Tears of Taris codex: Guide on SWTOR-Spy.com: I got this entry with my Empire character ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Tears of Taris' codex.
Lore Entry: One of the most storied Imperial vessels orbiting Corellia is the legendary 'Tears of Taris,' a modified dreadnought built, in part, from the remains of a Centurion-class battle cruiser from the time of Darth Malak. The Centurion was part of the fleet that bombarded the Republic world of Taris over three hundred years ago; it changed hands many times over the centuries that followed, but it has always served the Sith in one form or another. When Darth Charnus became aware of the Centurion, he ordered it disassembled and its key elements integrated into his new dreadnought--an act to honor the vessel that had survived for so long. Now, it is a formidable ship built to besiege planets and deploy troops. Corellia is its greatest challenge yet.
Details
- Link: https://swtorista.com/codex/?codex=tears-of-taris
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Corellia
- Faction: Imperial
- Patch: 1.0.0
- Level: 48
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Black Sun
- Location
- Organizations
- Planet
- Coruscant
How to get the Black Sun codex: As soon as you reach the first "double ramp" in the "Black Sun Territory" map on Coruscant
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Black Sun' codex.
Lore Entry: Black Sun is a powerful crime syndicate that rose to prominence on Coruscant in the latter days of the war. Taking advantage of the chaos and rioting in the city after the planet's sacking, several gangsters joined forces and began seizing control of lower-city neighborhoods. The origin of the syndicate's name is unclear, but a common phrase among despairing Coruscant citizens was 'better a black sun than none.' Alas, hopes that Black Sun would bring order instead of anarchy died quickly. For Black Sun, the rioting and looting never really stopped. Although the gangsters have profitable spice- and weapons-trafficking operations, their members, almost to a man, have an extraordinary taste for violence. Civilians are extorted until they have nothing left to extort; afterwards, they're used for target practice. City blocks are incinerated for the pleasure of demolitionists. Despite the efforts of the Justicars' Brigade, Black Sun has become a force to be reckoned with. The Republic Senate has begun to realize the threat Black Sun represents, but with the syndicate's influence already beginning to stretch beyond Coruscant, stopping it may be impossible.
Details
- Link: https://swtorista.com/codex/?codex=black-sun
- Type: Location
- Category: Organizations
- Subcategory: Planet
- Tertiary Category: Coruscant
- Faction: Republic
- Patch: 1.0.0
- Level: 13
- SWTOR Spy Coordinates: X:-3310, Y:-149
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Jedi Temple Ruins
- Location
- Locations
- Planet
- Coruscant
How to get the Jedi Temple Ruins codex: This entry is automatically given when you take the elevator and enter the Jedi Temple Ruins area on Coruscant. It's Republic only.
Lore Entry: Although the Jedi Temple was destroyed by the Empire during the Sacking of Coruscant, its ruins still speak of its former glory. After the temple was bombed in the initial attack, the upper floors were deliberately collapsed on Darth Malgus's orders. The Jedi Temple's tower, once a Coruscant landmark, broke free during the bombing and fell to the city's lower levels. The old Jedi Council chamber is the only room left largely intact, but it is still considered dangerous and prone to collapse. The temple ruins have continued to see strife even after the Sacking of Coruscant. They were the site of a duel between Darth Malgus and the Jedi empath Aryn Leneer before Imperial forces were withdrawn from the planet. Exceptionally brave and lucky looters have also disturbed the ruins, hunting--and often finding--valuable Jedi artifacts.
Details
- Link: https://swtorista.com/codex/?codex=jedi-temple-ruins
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Coruscant
- Faction: Republic
- Patch: 1.0.0
- Level: 15
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Old Galactic Market
- Location
- Locations
- Planet
- Coruscant
How to get the Old Galactic Market codex: Codex unlocks as you exit the OLD GALACTIC MARKET speeder pad
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Old Galactic Market' codex.
Lore Entry: Twenty years ago, the old Galactic Market was a bustling center of commerce where the goods and wealth of the galaxy flowed freely. Since the Treaty of Coruscant, however, the market has become a shadow of its former self. The old Galactic Market was the site of extraordinary scenes after the war. Thousands of homes in the lower reaches of Coruscant--most belonging to poor families--were destroyed during the Imperial invasion. The homeless families squatted in the marketplace; when ordered to leave by Republic military forces, the squatters rioted in protest. The market has never been truly safe since, and the criminal Migrant Merchants' Guild has gradually established its own control over the area. While careful and well-armed visitors can still find useful technology or rare weapons there, most are advised to stay away.
Details
- Link: https://swtorista.com/codex/?codex=old-galactic-market
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Coruscant
- Faction: Republic
- Patch: 1.0.0
- Level: 10
- SWTOR Spy Coordinates: X:2441, Y:628
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Senate Tower
- Location
- Locations
- Planet
- Coruscant
How to get the Senate Tower codex: Guide on SWTOR-Spy.com: You will receive this codex when you come ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Senate Tower' codex.
Lore Entry: No visitor to Coruscant can fail to be awed by the majestic Senate tower. Built to house the thousands-strong Galactic Senate, it is also home to the offices of the Supreme Chancellor, numerous embassies and the headquarters of Republic Special Forces. The interior of the Senate tower is open to the public, though Coruscant Security and the Republic military patrol the corridors. While it survived the Sacking of Coruscant, the Senate tower was later damaged when a number of Senators, supporters of the Treaty of Coruscant, were targeted by a bomb. Entrance to the Senate tower is via the Avenue of the Core Founders, a famous concourse flanked by the statues of the Core Founders themselves. Inside, visitors to the Senate tower are encouraged to enjoy the guided tours or peruse the holographic statues of famous Senators.
Details
- Link: https://swtorista.com/codex/?codex=senate-tower
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Coruscant
- Faction: Republic
- Patch: 1.0.0
- Level: 10
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Justicars
- Location
- Organizations
- Planet
- Coruscant
How to get the The Justicars codex: Guide on SWTOR-Spy.com: I received this codex the moment I entered ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Justicars' codex.
Lore Entry: Formally known as the Justicars' Brigade, this militia was formed in the years after the Sacking of Coruscant, when a crime syndicate began seizing control of Coruscant's lower regions. The Republic Senate lacked the resources to challenge the syndicate--later called Black Sun--and withdrew its security forces. Outraged at Black Sun's treatment of the local citizens, a group of ex-military individuals formed the Justicars, intending to retake their neighborhoods. However, eliminating Black Sun and regaining control proved more difficult than the Justicars had expected. They took extreme measures to restore order, beginning with a simple curfew and culminating in the imposition of martial law. The Justicars have now instituted checkpoints and armed guards throughout their territory, acting with lethal force against anyone lacking 'proper clearance.' Their unshakeable belief that this is necessary to keep people safe only makes the Justicars more dangerous. Coruscant's government has declared the Justicars a threat to be dismantled, and the Justicars have cut off all communication with outsiders.
Details
- Link: https://swtorista.com/codex/?codex=the-justicars
- Type: Location
- Category: Organizations
- Subcategory: Planet
- Tertiary Category: Coruscant
- Faction: Republic
- Patch: 1.0.0
- Level: 13
- SWTOR Spy Coordinates: X:1326, Y:3987
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Works
- Location
- Locations
- Planet
- Coruscant
How to get the The Works codex: Guide on SWTOR-Spy.com: While i was doing quests at the justicar ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Works' codex.
Lore Entry: Impressive as Coruscant's shining towers are, they could not exist without the less-glamorous Works, the heavy industrial complex deep below in the lower levels. The Works is home to Coruscant's hydrosupply stations, pollution-processing plants and electrical generators, staffed by droids who can survive accidents in the Works' dangerous machinery. Some of Coruscant's more desperate homeless hide in the Works, tapping the pipes for water and sleeping under the power conduits to keep warm. Occasionally they will break a major pipeline, causing blackouts and water shortages on the levels above. One Senator, while demanding harsher penalties for vagrancy, found his water supply mysteriously cut off forty times in a month.
Details
- Link: https://swtorista.com/codex/?codex=the-works
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Coruscant
- Faction: Republic
- Patch: 1.0.0
- Level: 14
- SWTOR Spy Coordinates: X:1196, Y:4309
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
CZ-198
- Location
- Locations
- Planet
- CZ-198
How to get the CZ-198 codex: When you go to CZ-198, stay in the landing area and position yourself so that you can see this faint building [it's in the distance, it has two attached powers] in the background. Activate your Macrobinoculars, and you'll see that the building will begin to flash. Normally, hovering the binoculars anywhere over such an item will enable you to zoom in and activate the scanning function, but for some reason this building on CZ-198 is not so amenable. To get around this, simply focus your Binoculars on the bridge between the two buildings. This will enable you to zoom in and scan the building, although for some reason the Binoculars still play silly buggers and the targeting reticule refuses to turn orange. - Calphy on the Galactic Antics blog
Lore Entry: In its heyday, Czerka Corporation bought up all the land it could manage--including entire moons. While some of these moons were purchased to exploit their abundant mineral deposits, most were turned into massive warehouses for excess manufacturing parts and inventory. One such storage facility was designated CZ-198. Czerka Special Executive Rasmus Blys, thrilled with its remote locale, handpicked CZ-198 to become home to his new research projects. Over the years that followed, CZ-198 grew into a major profit center for Czerka, developing and manufacturing cutting-edge droids and weapons. Due to the facility's top-secret nature, it is unclear whether Czerka's executive board was aware that CZ-198's Green Habitat Zone biomes were built for Blys' ultimate goal: to gauge the effects of foreign environments on creatures and beings that have been forcibly mutated and enhanced into weapons of war.
Details
- Link: https://swtorista.com/codex/?codex=cz-198
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: CZ-198
- Faction: Both
- Patch: 2.3.0
- Level: 55
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Banir Regional Energy Complex
- Location
- Locations
- Planet
- Dantooine
How to get the Banir Regional Energy Complex codex: Go near the dam.
Swtorista has more info about this achievement on the fansite.
Swtorista Guide
Lore Entry: The Republic's renewed interest in Dantooine led to heavy investment in the planet's aging infrastructure. The crumbling dam near Tokare Garrison was transformed by Republic engineers into a high-tech energy complex. This combination wind and hydroelectric facility is capable of producing the enormous amounts of power needed by the Republic's industrialized farming initiative. Despite the benefits of the Republic's attention to the planet--improved defenses and infrastructure, and a revitalized economy--some of Dantooine's old guard decry the rapid development and caution their fellow citizens against relying too heavily on the Republic's support.
Details
- Link: https://swtorista.com/codex/?codex=banir-regional-energy-complex
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dantooine
- Faction: Both
- Patch: 5.10.3
- Level: 1
- Jedipedia Link
- Author of How-to: Swtorista
Dantooine
- Location
- Planets
- Planet
- Dantooine
How to get the Dantooine codex: Fly to Dantooine and walk forward in to the grass.
Swtorista has more info about this achievement on the fansite.
Swtorista Guide
Lore Entry: An agrarian world of rolling hills, vast fields, and hardy blba trees, Dantooine is a remote, sparsely inhabited planet. The resilient folk who tend its fields have never minded that most of the galaxy considers their home a backwater-in fact, many prefer it that way. Unfortunately for those citizens, when war erupted anew following the defeat of the Eternal Empire, both sides of the conflict became keenly aware of the sudden strategic importance of this once-ignored world poised on the edge of Imperial territory.
Details
- Link: https://swtorista.com/codex/?codex=dantooine
- Type: Location
- Category: Planets
- Subcategory: Planet
- Tertiary Category: Dantooine
- Faction: Both
- Patch: 5.10.3
- Level: 1
- Jedipedia Link
- Author of How-to: Swtorista
Dantooine Agriculture
- Location
- Lore
- Planet
- Dantooine
How to get the Dantooine Agriculture codex: Go near any crops on Dantooine.
Swtorista has more info about this achievement on the fansite.
Swtorista Guide
Lore Entry: Dantooine is a pastoral planet populated by resilient farmers. For much of their history, Dantooine's inhabitants focused primarily on sustenance, carting what little excess they produced to the planet's few mercantile centers on the rare occasion off-world traders arrived. Staple crops include kibla greens and yot beans, though the Republic has been pushing for the cultivation of faster-cycle non-native species to support increasing supply needs. The planet, once deemed beneath notice by both sides of the conflict, now serves as an integral link in the Republic's supply chain.
Details
- Link: https://swtorista.com/codex/?codex=dantooine-agriculture
- Type: Location
- Category: Lore
- Subcategory: Planet
- Tertiary Category: Dantooine
- Faction: Both
- Patch: 5.10.3
- Level: 1
- Jedipedia Link
- Author of How-to: Swtorista
Imperial Outpost DNT-X004
- Location
- Locations
- Planet
- Dantooine
How to get the Imperial Outpost DNT-X004 codex: Go near the Imperial outpost in the very North West of the Dantooine map.
Swtorista has more info about this achievement on the fansite.
Swtorista Guide
Lore Entry: The barebones Imperial base on Dantooine embodies their mission on the planet: accomplish as much as possible with practically no resources. Sneaking in under the cover of the Nova Blades' attack, a small strike force hurried to establish a recon base in a strategic location near the Banir Regional Energy Complex. This location proved a perfect launchpad for strikes on the Republic's infrastructure. Despite operating with the bare minimum of staff and materiel, the effort has been deemed successful thus far.
Details
- Link: https://swtorista.com/codex/?codex=imperial-outpost-dnt-x004
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dantooine
- Faction: Both
- Patch: 5.10.3
- Level: 1
- Jedipedia Link
- Author of How-to: Swtorista
Tokare Garrison
- Location
- Locations
- Planet
- Dantooine
How to get the Tokare Garrison codex: Go near the Republic base in the very South West of the Dantooine map.
Swtorista has more info about this achievement on the fansite.
Swtorista Guide
Lore Entry: The Garrison is a recent construction and part of Republic efforts to reinforce its hold on Dantooine. The planet now serves as a resupply station for Republic ships, and its position at the edge of Imperial space makes it a prime location to stage assault forces. The military presence on Dantooine has therefore grown rapidly, to the consternation of some of the planet's farmers. This large base of Republic operations was named in honor of Master Vandar Tokare, a member of the Jedi Council who oversaw the enclave on Dantooine. Tokare perished during Darth Nihilus' devastation of the planet Katarr, but he remains an inspiration to many.
Details
- Link: https://swtorista.com/codex/?codex=tokare-garrison
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dantooine
- Faction: Both
- Patch: 5.10.3
- Level: 1
- Jedipedia Link
- Author of How-to: Swtorista
Darvannis: Vassal World of the Eternal Empire
- Location
- Planets
- Planet
- Darvannis
How to get the Darvannis: Vassal World of the Eternal Empire codex: The Darvannis: Vassal World of the Eternal Empire Codex entry is earned simply by flying to Darvannis.
Lore Entry: The desert planet of Darvannis meant little to both the Sith Empire and the Republic. When the Eternal Empire invaded the remote world, only the Hutt Cartel's hired mercenaries were present to fend them off. The Eternal Fleet easily drove the Hutts away and claimed the planet. Now Darvannis is home to one of the largest factories in Zakuul's possession, manufacturing ships, weapons, and the countless Spire droids. Located beneath kilometers of tunnels and heavily defended, the Darvannis factory has been impenetrable since it fell into the Eternal Empire's hands. Even the Hutts grudgingly admit the Empire has done extraordinary things with the desolate planet. When asked, however, the Cartel insist they presented Darvannis as a gift to Zakuul, desperate for the galaxy to think they still hold a measure of power.
Details
- Link: https://swtorista.com/codex/?codex=darvannis-vassal-world-of-the-eternal-empire
- Type: Location
- Category: Planets
- Subcategory: Planet
- Tertiary Category: Darvannis
- Faction: Both
- Patch: 4.4.0
- Level: 1
- Jedipedia Link
- Author of How-to: Swtorista
Grathan Estate
- Location
- Locations
- Planet
- Dromund Kaas
How to get the Grathan Estate codex: Guide on SWTOR-Spy.com: You get this Codex as you approach the ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Grathan Estate' codex.
Lore Entry: The estate of the rogue Sith Lord Grathan is a miniature fortress, reinforced by cutting-edge weapons technology and experimental shielding. Lord Grathan's cadre of scientists are constantly upgrading the defenses to ensure that air strikes fail to do harm--only ground-based attacks can do real damage. It's the perfect place for a rogue Sith Lord to make his stand. Lord Grathan has been reinforcing his territory and adding sublevels to his manor for years, suggesting that his plan to declare himself the thirteenth Dark Council member has been in progress longer than many assume. Any number of traps and treasures may exist deep underground, guarded by Grathan's personal guards and automated war droids.
Details
- Link: https://swtorista.com/codex/?codex=grathan-estate
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dromund Kaas
- Faction: Imperial
- Patch: 1.0.0
- Level: 13
- SWTOR Spy Coordinates: X:-637, Y:1592
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Imperial Intelligence
- Location
- Locations
- Planet
- Dromund Kaas
How to get the Imperial Intelligence codex: Guide on SWTOR-Spy.com: You get this by approaching the Imperial Intelligence ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Imperial Intelligence' codex.
Lore Entry: Behind the Sith and the powerful Imperial military is the vast network of agents, information gatherers, deception specialists and strategists that makes up Imperial Intelligence. Part spy organization, part secret police, Imperial Intelligence handles all of the Empire's covert operations--guarding the Empire's secrets, acquiring valuable intel from the Republic, hunting down traitors and cleaning up messes created by unhinged Sith Lords. Imperial Intelligence reports to the Minister of Intelligence, who in turn reports directly to the Dark Council. Not a military organization, Imperial Intelligence officers are nonetheless viewed with respect by military and civilian personnel--it's Intelligence that can judge a person as loyal or traitorous, arrange the advancement of a career or the blacklisting of a powerful leader. A place in Imperial Intelligence is a coveted rank, reserved for some of the best of the Empire's non-Force sensitive subjects. In some cases, officers are 'poached' by Sith Lords seeking to build their own specialized intelligence networks; for the most part, however, Intelligence personnel go unnoticed by anyone outside the organization. The best agents are the ones no one's ever heard of.
Details
- Link: https://swtorista.com/codex/?codex=imperial-intelligence
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dromund Kaas
- Faction: Imperial
- Patch: 1.0.0
- Level: 10
- SWTOR Spy Coordinates: X:101, Y:-584
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Kaas City [Dromund Kaas]
- Location
- Locations
- Planet
- Dromund Kaas
How to get the Kaas City [Dromund Kaas] codex: Guide on SWTOR-Spy.com: You get this the first time you enter ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Kaas City [Dromund Kaas]' codex.
Lore Entry: Dromund Kaas is the capital of the Sith Empire, founded a millennium ago in the aftermath of the Great Hyperspace War. Since then, the sleek metropolis of Kaas City has grown into a symbol of Imperial power, towering over the surrounding jungle and looming dark against the stormy skies. The military and the Sith have authority here, under the eye of the Emperor himself. Aside from the wildlife, the greatest threats are internal--slave revolts, feuding Sith Lords and the like. Planetary defenses are formidable, as the Empire still remembers its defeat and exile long ago.
Details
- Link: https://swtorista.com/codex/?codex=kaas-city-dromund-kaas
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dromund Kaas
- Faction: Imperial
- Patch: 1.0.0
- Level: 10
- SWTOR Spy Coordinates: X:-191, Y:283
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Revanite Compound
- Location
- Locations
- Planet
- Dromund Kaas
How to get the Revanite Compound codex: Guide on SWTOR-Spy.com: You get this Codex as you approach the ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Revanite Compound' codex.
Lore Entry: Outsiders in Sith society, followers of the philosophies of the mysterious Darth Revan meet in a hidden enclave in the jungles of Dromund Kaas, submitting any who want to join them to rigorous tests to establish their loyalty and sincerity. Originally, the Revanites met in Kaas City to study Revan's teachings, but as suspicions arose about the Revanites' loyalties to the Emperor and the Dark Council, they were forced to conceal their activities. At first, they took shelter in the compound of a prominent Sith Lord, but when that Sith was assassinated (presumably for supporting the Revanites), they were forced to relocate their sacred texts and relics and build their sanctuary in the jungle. Revanites inside the Imperial military and the Sith have kept the compound from appearing on most scans of the area. Explorers who stumble upon the compound are rarely heard from again.
Details
- Link: https://swtorista.com/codex/?codex=revanite-compound
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dromund Kaas
- Faction: Imperial
- Patch: 1.0.0
- Level: 12
- SWTOR Spy Coordinates: X:-803, Y:1141
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Citadel
- Location
- Locations
- Planet
- Dromund Kaas
How to get the The Citadel codex: Guide on SWTOR-Spy.com: You get this when you fly to the ... (Read More)
Lore Entry: The Citadel stands at the heart of Kaas City, a monument to the Sith Empire's strength and home to its most powerful Dark Lords. The Ministries of War, Intelligence and Logistics are all headquartered here, along with a Mandalorian enclave. The Emperor's Dark Council gathers to meet in the Citadel when not on the Sith holy world of Korriban. The original Citadel mimicked the designs of Korriban's Sith Academy and the Great Citadel on Ziost, but it was destroyed four hundred years ago when two members of the Dark Council fought an ancient Sith duel, called the Kaggath, on its grounds. The duel was a draw, and both of the combatants were executed by the remaining Dark Council members, who oversaw the rebuilding of the Citadel in its current form.
Details
- Link: https://swtorista.com/codex/?codex=the-citadel
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dromund Kaas
- Faction: Imperial
- Patch: 1.0.0
- Level: 10
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Dark Temple
- Location
- Locations
- Planet
- Dromund Kaas
How to get the The Dark Temple codex: Guide on SWTOR-Spy.com: You get this as you approach the Dark ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Dark Temple' codex.
Lore Entry: Hundreds of years ago, the Sith Emperor ordered the construction of the Dark Temple as a burial place for his dead and defeated enemies, 'to aid them in becoming one with the Force.' Little is known of what rituals the Emperor performed there, but the Dark Temple has become a nexus of powerful dark side energy, and a place where ancient weapons and ancient secrets of the Sith lay sealed away in cavernous chambers. Although the Dark Temple grounds have always been a dangerous place for the weak-willed (the expansion of the Kaas City power grid into tunnels beneath the temple drove a thousand slaves mad), the temple itself remained sealed until recently, when an expedition of power-hungry Sith Lords and their servants breached the gateway. The Dark Council did not sanction this intrusion, nor did it punish the rogue Sith; no one returned from the expedition to punish. Violent electrical storms surrounded the temple for the first week after it was opened, and since then, additional expeditions have been sent by the council to determine the temple's status. Their reports have not been made public.
Details
- Link: https://swtorista.com/codex/?codex=the-dark-temple
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dromund Kaas
- Faction: Imperial
- Patch: 1.0.0
- Level: 15
- SWTOR Spy Coordinates: X:-1763, Y:426
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Mandalorian Enclave
- Location
- Locations
- Planet
- Dromund Kaas
How to get the The Mandalorian Enclave codex: Guide on SWTOR-Spy.com: You get this entry when you walk close ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Mandalorian Enclave' codex.
Lore Entry: The most recent architectural addition to the Citadel, the Mandalorian enclave is reserved for the Empire's allies among the mercenary Mandalorian warrior clans. Although it may appear to be a simple embassy from the outside, the proceedings inside are anything but diplomatic. The enclave is a place where new warriors come to test themselves against the Mandalorians and compete in violent (and often deadly) tournaments, as well as where the best among the Mandalorians help plan the Empire's next strikes.
Details
- Link: https://swtorista.com/codex/?codex=the-mandalorian-enclave
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dromund Kaas
- Faction: Imperial
- Patch: 1.0.0
- Level: 10
- SWTOR Spy Coordinates: X:-328, Y:-554
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Sith Sanctum
- Location
- Locations
- Planet
- Dromund Kaas
How to get the The Sith Sanctum codex: Guide on SWTOR-Spy.com: You get this Codex entry as soon as ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Sith Sanctum' codex.
Lore Entry: The Sith Sanctum is the heart of the Sith Order on Dromund Kaas, where lords gather and where the Dark Council meets when not on the Imperial burial world of Korriban. The Emperor himself is believed to have chambers in the sanctum's lower levels, though none save the council and the Imperial Guard are allowed into its depths. The original Citadel, like the Sith Academy on Korriban, was off-limits to everyone but the Sith. After the Citadel was rebuilt, the headquarters of the three Imperial ministries were added; more recently, the Mandalorian enclave was given a wing within the sprawling building. As a result, chambers in the Sith Sanctum have become an increased source of conflict and backstabbing among aspiring Sith. A place in the Sith Sanctum signifies aspirations to the Dark Council, or a prominent role in the direct governing of Dromund Kaas.
Details
- Link: https://swtorista.com/codex/?codex=the-sith-sanctum
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dromund Kaas
- Faction: Imperial
- Patch: 1.0.0
- Level: 10
- SWTOR Spy Coordinates: X:-129, Y:-582
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Unfinished Colossus
- Location
- Locations
- Planet
- Dromund Kaas
How to get the The Unfinished Colossus codex: Guide on SWTOR-Spy.com: You get this Codex as you approach the ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Unfinished Colossus' codex.
Lore Entry: A massive, unfinished statue towering over the jungles of Dromund Kaas, the colossus was the project of Dark Council member Darth Vowrawn's ambitious apprentice, Lord Qet. In a bid to advance in prestige within the Sith Order, Lord Qet commissioned the construction of the colossus--a statue of his master--in secret, bringing in offworld slaves to do the work. The slaves rebelled, and now the colossus stands unfinished while the slaves search for a way to destroy it and win their freedom through force. Lord Qet has been trying to end the rebellion and finish the colossus, but other Sith Lords have seen the chaos as an opportunity to advance their own reputations in the Empire.
Details
- Link: https://swtorista.com/codex/?codex=the-unfinished-colossus
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dromund Kaas
- Faction: Imperial
- Patch: 1.0.0
- Level: 11
- SWTOR Spy Coordinates: X:469, Y:1064
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Wilds [Dromund Kaas]
- Location
- Locations
- Planet
- Dromund Kaas
How to get the The Wilds [Dromund Kaas] codex: Guide on SWTOR-Spy.com: The location is when you get off the ... (Read More)
Lore Entry: When the Sith discovered Dromund Kaas, it was an untamed jungle world, uninhabited by any sentient species. Over centuries, gleaming and orderly Imperial cities have spread to cover most of the planet, but stretches of harsh, untamed wilderness remain. Populated by violent predators such as the gundark and jurgoran, the wilds separate Kaas City from its spaceport and are best navigated at a safe distance, by speeder, rather than on foot.
Details
- Link: https://swtorista.com/codex/?codex=the-wilds-dromund-kaas
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Dromund Kaas
- Faction: Imperial
- Patch: 1.0.0
- Level: 10
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Chilling Death Spire
- Location
- Locations
- Planet
- Hoth
How to get the Chilling Death Spire codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Treggy for additional information.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Chilling Death Spire' codex.
Lore Entry: The Hailstorm Brotherhood is a fringe group of White Maw pirates who abandoned the starship graveyard's plunder to form a permanent settlement on Hoth. These men and women are more than mere survivalists, however. They are artisans and warrior-poets shaping Hoth's natural landscape according to their own designs. The massive ice spire towering above the Glacial Fissure sector was painstakingly carved from an ancient mountain by the Hailstorm Brotherhood. No one knows how many of the group's members perished making the spire a reality, but the achievement stands as a testament to these warriors' iron wills--and a warning to all who might oppose them.
Details
- Link: https://swtorista.com/codex/?codex=chilling-death-spire
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 38
- SWTOR Spy Coordinates: X:181, Y:-155
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Clabburn Tundra
- Location
- Locations
- Planet
- Hoth
How to get the Clabburn Tundra codex: Guide on SWTOR-Spy.com: Coordinates are for empire side. [SWTOR Spy thanks] ... (Read More)
Lore Entry: The Clabburn Tundra sector has become a key battleground in the three-way war for Hoth. The rolling snow dunes of the drift hills and the spectacular frozen geysers of the jagged plains were initially claimed by the Republic military, which saw the region as an excellent artillery staging area. However, strategic mismanagement allowed both White Maw and Imperial forces to invade and establish their own camps. Recent reports indicate some of Hoth's most hostile wildlife calls the Clabburn Tundra home, and these beasts are not happy to see their habitat invaded. Whitefangs, wampas and even the occasional tribe of attacking skels prey upon whole squads of soldiers.
Details
- Link: https://swtorista.com/codex/?codex=clabburn-tundra
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 37
- SWTOR Spy Coordinates: X:-3109, Y:-508
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Crescent Canyon Facility
- Location
- Locations
- Planet
- Hoth
How to get the Crescent Canyon Facility codex: Codex unlocks as you reach the vicinity of Crescent Canyon Facility, located in the southern area of the Whiterock Wastes
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Crescent Canyon Facility' codex.
Lore Entry: The Crescent Canyon Facility was established decades ago by the Czerka Corporation to explore mining opportunities beneath Hoth's frozen tundra. The operation was eventually deemed too costly to pursue and Czerka personnel abandoned the sprawling base. Later, Ortolan explorers seeking to establish a permanent settlement on Hoth moved in and took over the structures. The current conflict between Republic, Empire and White Maw has turned the facility into a battle zone. Reports indicate the Empire has invaded and enslaved the helpless Ortolans living there. Because of the facility's proximity to the Republic's Aurek Base, an immediate and strong military response is required.
Details
- Link: https://swtorista.com/codex/?codex=crescent-canyon-facility
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:-2266, Y:-472
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Glacial Fissure
- Location
- Locations
- Planet
- Hoth
How to get the Glacial Fissure codex: Codex unlocks as soon as you arrive on the Glacial Fissure map area
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Glacial Fissure' codex.
Lore Entry: The sector designated as the Glacial Fissure is almost entirely White Maw territory. The deep ice canyons and extensive underground cave networks provide shelter and staging areas for the vicious pirate forces. When the White Maw's leaders saw the Republic and Imperial militaries arriving on Hoth, they immediately established well-defended camps and supply routes throughout the area. Traveling through the Glacial Fissure is suicide for all but the most well-armed and highly trained operatives. The White Maw pirates do not fight conventionally, preferring to set ambushes and traps for their victims. Both the Republic and Imperial militaries have sustained heavy losses here, demonstrating the extraordinary threat the pirates represent.
Details
- Link: https://swtorista.com/codex/?codex=glacial-fissure
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 38
- SWTOR Spy Coordinates: X:-901, Y:-925
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Highmount Ridge
- Location
- Locations
- Planet
- Hoth
How to get the Highmount Ridge codex: Codex unlocks as soon as you enter the Highmount Ridge map area
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Highmount Ridge' codex.
Lore Entry: Initially home to Ortolan settlers, the Highmount Ridge sector is now contested territory where both Republic and Imperial military units contend with the White Maw pirate army. These deadly cutthroats have seized control of an extensive geothermal plant, giving them a well-defended staging area from which to conduct their assaults. Fierce battles rage on the ridge's open areas, making the sector especially dangerous for travel. White Maw ambushes are common, but Republic and Imperial forces are managing to hold their own and establish footholds in the territory. Whether or not they can keep these positions is another matter.
Details
- Link: https://swtorista.com/codex/?codex=highmount-ridge
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 37
- SWTOR Spy Coordinates: X:-1942, Y:-1045
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Icefall Plains
- Location
- Locations
- Planet
- Hoth
How to get the Icefall Plains codex: Guide on SWTOR-Spy.com: Republic Players should exiting the zone in the ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Icefall Plains' codex.
Lore Entry: When the Empire's forces scouted Hoth for a landing site, both Imperial and Chiss tacticians agreed that the Icefall Plains sector was the best location for a military staging ground. The easy but defensible access to White Maw pirate territory rendered it ideal for both offensive sorties and a defensive fallback. More importantly, once the Republic committed to Hoth and the salvage operation in the starship graveyard, it would become the perfect place from which to launch assaults and drag out the conflict forever. Dorn Base, the heavily defended main Imperial complex, is protected by powerful shield generators and turrets. A series of smaller forward bases stand ready to alert commanders of any impending assault. Nonetheless, Republic commandos have made extensive inroads into the sector and now threaten to isolate the Icefall Plains from resupply and reinforcements.
Details
- Link: https://swtorista.com/codex/?codex=icefall-plains
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:-1514, Y:975
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Star of Coruscant
- Location
- Locations
- Planet
- Hoth
How to get the Star of Coruscant codex: Entry unlocks as soon as you reach the entrance to the "Star of Coruscant", located in the eastern area of the Starship Graveyard
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Star of Coruscant' codex.
Lore Entry: The greatest prize in Hoth's starship graveyard is a behemoth of a vessel called the Star of Coruscant. At the time of its crash, this superdreadnought was the most advanced ship in the Republic fleet--a project years in the making, shepherded along by one Colonel Omas. Its experimental weapons and breakthrough technology could have turned the war's tide, had the Empire not devoted every resource to trapping and destroying it. Not even the long fall from orbit to Hoth's hard-packed ice plains could shatter the Star of Coruscant's hull. The ship remains intact, and White Maw pirates have spent considerable effort reactivating its internal power systems and shields. Indeed, the ship is now a veritable fortress on the planet's surface.
Details
- Link: https://swtorista.com/codex/?codex=star-of-coruscant
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 39
- SWTOR Spy Coordinates: X:2891, Y:459
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Starship Graveyard
- Location
- Locations
- Planet
- Hoth
How to get the Starship Graveyard codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Treggy for additional information.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Starship Graveyard' codex.
Lore Entry: Decades ago, Imperial starships led the Republic fleet into a deadly trap above the remote ice planet of Hoth. The Republic's fabled prototype superdreadnought, the Star of Coruscant, was the Empire's primary target, but many other warships suffered the same terrible fate. The remains of these vessels fell to the planet's surface in a tightly-packed radius, creating an awe-inspiring graveyard of derelict ships. Republic vessels were not the only victims of this devastating space battle, however. Several noteworthy Imperial ships were also destroyed, their cracked hulls raining down among the enemy's remains. Years of heavy snowfall and shifting ice have obscured the many wrecks to the point that sorting Republic from Imperial ships is often an impossible task.
Details
- Link: https://swtorista.com/codex/?codex=starship-graveyard
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 39
- SWTOR Spy Coordinates: X:2889, Y:-98
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Ambria's Fury Crash
- Location
- Locations
- Planet
- Hoth
How to get the The Ambria's Fury Crash codex: Guide on SWTOR-Spy.com: This is way up on the North Shelf. ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Ambria's Fury Crash' codex.
Lore Entry: Among the Empire's losses in Hoth's fabled space battle was a sleek, fast warship designated the Ambria's Fury. Until recently, the ship's manifest had remained a mystery to all but the highest Imperial echelons. The only certainty was that the Imperial Moffs were most distressed at the ship's loss. The wreck of the Ambria's Fury was recently discovered by Imperial and Republic forces, prompting a rush to secure the crash site and recover whatever secrets the ship has kept for so many years....
Details
- Link: https://swtorista.com/codex/?codex=the-ambrias-fury-crash
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 38
- SWTOR Spy Coordinates: X:597, Y:-885
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Tromper Crags Geothermal Plant
- Location
- Locations
- Planet
- Hoth
How to get the Tromper Crags Geothermal Plant codex: Entry unlocks when you enter the vicinity of "Tromper Crags Geothermal Plant", located around the central area of the HIGHMOUNT RIDGE map
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Tromper Crags Geothermal Plant' codex.
Lore Entry: The Ortolan settlers on Hoth needed a renewable energy source to power their habitat in the Crescent Canyon Facility and help them expand their territory, so Ortolan engineers constructed a massive geothermal plant tapping directly into Hoth's underground volcano network. The Tromper Crags plant provided more than adequate power and heat to keep the Ortolans in relative comfort... until the White Maw came. The pirate army's leaders understood the value of controlling the most abundant power resource on Hoth and quickly stormed the geothermal plant. Any Ortolans who did not immediately submit to White Maw authority were summarily executed. Now that the Republic and Empire have come to Hoth, the Tromper Crags facility has become hotly contested territory.
Details
- Link: https://swtorista.com/codex/?codex=tromper-crags-geothermal-plant
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 37
- SWTOR Spy Coordinates: X:-998, Y:-27
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Whiterock Wastes
- Location
- Locations
- Planet
- Hoth
How to get the Whiterock Wastes codex: Entry unlocks as soon as you land on the "Whiterock Wastes" map area
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Whiterock Wastes' codex.
Lore Entry: The Republic established its primary military lodgment, Aurek Base, in the Whiterock Wastes sector with cooperation from the nearby Ortolan settlement in Crescent Canyon. The Ortolans aided the Republic military's engineers and helped construct their mountain fortress in return for protection from the White Maw pirates. Had Republic military strategists foreseen the Empire's real plan--not to claim technology from the starship graveyard, but to draw Republic forces into an unwinnable fight--they might have reconsidered establishing anything in the Whiterock Wastes. The vast snowy plains stretching out from the mountain base provide unimpeded access to enemy forces. In retrospect, the Empire's violent invasion of the Whiterock Wastes was inevitable.
Details
- Link: https://swtorista.com/codex/?codex=whiterock-wastes
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hoth
- Faction: Both
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:-3336, Y:-1288
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Bog People
- Location
- Organizations
- Planet
- Hutta
How to get the Bog People codex: As soon as you leave Jiguuna and start heading towards the swamps.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Bog People' codex.
Lore Entry: Even on Hutta, even in communities built around theft and violence, there are outcasts. People who cross a line, committing acts so vile that their fellow criminals don't dare retain them; people who lose everything, and have nowhere to turn; people who outrage their Hutt overlords. These people are exiled to the swamps, and most die quickly... but not all. Survivors learn what it takes to endure in the swamps--respirators to cut down on toxic gas inhalation, medicinal compounds to counteract absorbed chemicals, specially treated clothes to alter one's scent, and blasters, of course, for self-defense. But no one can escape the changes wrought by living submerged in poison, and survivors suffer from paranoia, delusions and hallucinations. They become, as locals say, 'bog people.' For the most part, bog people aren't organized--but they form packs and adopt new exiles to teach them the ways of the world. They are invariably violent (and most always were, even before becoming pariahs), and target anyone of any species in hopes of obtaining supplies.
Details
- Link: https://swtorista.com/codex/?codex=bog-people
- Type: Location
- Category: Organizations
- Subcategory: Planet
- Tertiary Category: Hutta
- Faction: Imperial
- Patch: 1.0.0
- Level: 1
- SWTOR Spy Coordinates: X:-281, Y:424
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Fa'athra's Palace
- Location
- Locations
- Planet
- Hutta
How to get the Fa'athra's Palace codex: Guide on SWTOR-Spy.com: You get this entry as soon as you ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Fa'athra's Palace' codex.
Lore Entry: Like the palace of Nem'ro, Fa'athra's palace is modeled after the capitol building in the Hutta city of Bilbousa. Unlike the palace of Nem'ro, Fa'athra's home is a veritable deathtrap--built with warfare and defense as its primary purpose, rather than business and luxury. Fa'athra employs several different mercenary groups to patrol the palace grounds and corridors. Each mercenary organization is given information only about its own territory and has no information about the rest of the palace's defenses. Fa'athra's paranoia guarantees that no single betrayal can cause his downfall, but it may also be his greatest weakness.
Details
- Link: https://swtorista.com/codex/?codex=faathras-palace
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hutta
- Faction: Imperial
- Patch: 1.0.0
- Level: 8
- SWTOR Spy Coordinates: X:434, Y:679
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Hutta Swamps
- Location
- Locations
- Planet
- Hutta
How to get the Hutta Swamps codex: Entry unlocks as soon as you enter the "Hutta Swamps" area, located just outside Jiguuna
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Hutta Swamps' codex.
Lore Entry: Outside the settled and industrialized sectors of Hutta are the swamps--land occupied only by the desperate and foolhardy. Mutated animal life and crazed bog people are a threat to all ground transport; the Hutts normally travel by air, leaving their humanoid servants to move by foot or landspeeder. Swampland covers nearly half of Hutta's surface, uninhabitable by galactic standard due to the level of pollutants in the water and air. This wasn't always the case--before the Hutts migrated to the planet, most of what is now swampland was jungle and ocean. Over centuries of intentional planetary engineering and simple neglect, however, the jungles died and the oceans were drained and chemically converted.
Details
- Link: https://swtorista.com/codex/?codex=hutta-swamps
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hutta
- Faction: Imperial
- Patch: 1.0.0
- Level: 3
- SWTOR Spy Coordinates: X:-248, Y:487
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Jiguuna
- Location
- Locations
- Planet
- Hutta
How to get the Jiguuna codex: Guide on SWTOR-Spy.com: Just approach the Cantina. [SWTOR Spy thanks] Deltachief ... (Read More)
Lore Entry: Hutts are notoriously territorial creatures, and their settlements reflect this. Enormous urban centers inhabited by thousands of Hutts are few on Hutta; instead, the planet's industrial towns are scattered across the globe, ruled like city-states by whichever Hutt rises to the top. Jiguuna is one such industrial town, serving as an operational hub for nearby factories, mines and processing centers. Booming and influential two centuries ago, Jiguuna fell into anarchy when its founder, Bakuush the Hutt, died in a mechanical accident. Afterward, Jiguuna's population of humanoid enforcers, workers and slaves fought for scraps under a succession of would-be ganglords. Eventually, a Hutt called Nem'ro eliminated his competitors and declared himself Jiguuna's new ruler. Since then, Jiguuna has been on an upswing, facilitating the distribution of shvash gas, spice and weapons. Competition with neighboring Hutts has brought gang warfare back to town, but business goes on, and Nem'ro controls the locals with bribes and brute force.
Details
- Link: https://swtorista.com/codex/?codex=jiguuna
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hutta
- Faction: Imperial
- Patch: 1.0.0
- Level: 1
- SWTOR Spy Coordinates: X:-432, Y:290
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Nem'ro's Palace
- Location
- Locations
- Planet
- Hutta
How to get the Nem'ro's Palace codex: Unlocked as soon as you enter Nem'ro's Palace, in the southern area of Jiguuna
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Nem'ro's Palace' codex.
Lore Entry: The palace of Nem'ro the Hutt is half-fortress, half-monument-to-hedonism. Anyone who does business in Jiguuna is expected to come to the palace and pay his or her dues, but Nem'ro himself stays hidden behind multiple layers of security; most visitors are lucky to speak to one of his lieutenants. Still, a visit to the palace has its privileges. In addition to the fully stocked cantina and the right to socialize with traveling traders, pirates and businesspeople from across the galaxy, the pleasures of the fighting pit and the private suites await those of a particular temperament. Murder and theft aren't unknown in the palace, either--but acts performed without Nem'ro's blessing can have gruesome repercussions.
Details
- Link: https://swtorista.com/codex/?codex=nemros-palace
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hutta
- Faction: Imperial
- Patch: 1.0.0
- Level: 2
- SWTOR Spy Coordinates: X:-525, Y:510
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Rust Yards
- Location
- Locations
- Planet
- Hutta
How to get the Rust Yards codex: Guide on SWTOR-Spy.com: You get this codex entry as soon as ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Rust Yards' codex.
Lore Entry: The Rust Yards, according to common wisdom, are where old industrial facilities go to die. Over the decades, many factories have been constructed, operated and run into the ground here--only to be rebuilt and repurposed. Ore refineries become droid recycling plants when the ore supply runs dry; weapons assembly lines become toxic chemical storage bays when the arms dealing business is slow. Nem'ro the Hutt has traditionally controlled the businesses in the Rust Yards--never by official contract, but by virtue of having the largest armed force in the area and by coaxing plant foremen into cooperating. Recent brutal attacks have shifted control of the Rust Yards to Nem'ro's rival, Fa'athra, who keeps the area locked down with his own mercenaries and security droids. The local workforce has little choice but to cooperate.
Details
- Link: https://swtorista.com/codex/?codex=rust-yards
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hutta
- Faction: Imperial
- Patch: 1.0.0
- Level: 6
- SWTOR Spy Coordinates: X:426, Y:293
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Old Muckworks
- Location
- Locations
- Planet
- Hutta
How to get the The Old Muckworks codex: Guide on SWTOR-Spy.com: You get this codex as you enter the ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Old Muckworks' codex.
Lore Entry: The facilities at the Old Muckworks process the enormous quantities of chemicals and liquid pollutants in the waters of Hutta. Unfortunately, this 'processing' doesn't necessarily clean the water. Although the facilities do prevent the planet from becoming entirely lethal to non-Hutt life, their primary job is to filter any valuable compounds from waste dumped into the swamps. These compounds are drained into enormous factory vats. Whatever useless chemicals remain afterward go right back into the swamp water. The original Jiguuna Muckworks was replaced by new Muckworks--built some distance west of town--several decades ago, but the successor facility went into critical failure shortly after its installation. The 'Old Muckworks' returned to use, and the name stuck.
Details
- Link: https://swtorista.com/codex/?codex=the-old-muckworks
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Hutta
- Faction: Imperial
- Patch: 1.0.0
- Level: 7
- SWTOR Spy Coordinates: X:-413, Y:56
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Fort Salvo
- Location
- Locations
- Planet
- Ilum
How to get the Fort Salvo codex: Guide on SWTOR-Spy.com: Go to x:-69 y:-92 z:0 at eastern shalf, ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Fort Salvo' codex.
Lore Entry: Nicknamed by the soldiers who first erected the base, Fort Salvo is the Republic's main artillery and munitions outpost on Ilum. Fort Salvo's gunners are some of the best in the galaxy, and have claimed dozens of Imperial troop carriers; they train by shooting down stray meteorites. The installation of a protective ray shield offended Fort Salvo's more maverick gunners, who saw it as impugning their ability to handle incoming hostiles. As the Empire presses the Republic forces harder on Ilum, Fort Salvo has become an increasingly important position. Members of the Republic's alien coalition have begun transferring forces there in earnest; this also allows them to claim their share of munitions before anyone else.
Details
- Link: https://swtorista.com/codex/?codex=fort-salvo
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Ilum
- Faction: Both
- Patch: 1.0.0
- Level: 50
- SWTOR Spy Coordinates: X:-112, Y:-116
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Ilum Temple
- Location
- Locations
- Planet
- Ilum
How to get the The Ilum Temple codex: Guide on SWTOR-Spy.com: Republic side : Around X: 660 , Y: ... (Read More)
Lore Entry: In the distant past, when the Jedi Order was first venturing into the galaxy, the order sought to establish a new home and training grounds on the planet Ilum. These ancient Jedi built a new Jedi Temple above Ilum's network of crystal caverns, and while the planet's climate was far from idyllic, its isolation and supply of lightsaber crystals made it an ideal place for schooling Padawans. Careful to protect Ilum against the darkness that had threatened them on Tython, the ancient Jedi kept the hyperspace routes to Ilum secret from the rest of the Republic. The preferred means of learning the route required Force sensitivity and became the first trial of many an aspiring Jedi. But warfare with the Sith under the fallen Jedi Exar Kun led to the destruction of the training grounds, and in the centuries since, Ilum has been home to only a select few. The temple became a place for young Jedi to travel and build their lightsabers, and where they might meditate in silence. It was a place of beauty and tranquility and crystalline perfection. Until today.
Details
- Link: https://swtorista.com/codex/?codex=the-ilum-temple
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Ilum
- Faction: Both
- Patch: 1.0.0
- Level: 50
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Sith Academy
- Location
- Locations
- Planet
- Korriban
How to get the Sith Academy codex: Guide on SWTOR-Spy.com: Obtainable upon approaching Sith Academy on Korribian. [SWTOR ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Sith Academy' codex.
Lore Entry: Rising above the Valley of the Dark Lords, the Sith Academy is a monument to the power of the dark side and the might of the Sith Empire. Would-be students throughout Imperial space compete for the privilege of studying within the Academy halls, but only those strong in the Force are selected--and most of those perish in the struggle to become Sith. Beyond the training rooms lay many secrets that remain hidden to all but the most powerful Sith Lords. Higher levels contain chambers for members of the Dark Council, where few living creatures are permitted. Whispered rumors suggest that the Emperor himself has a sanctum within the Academy, but no one has seen the Emperor on Korriban for many years.
Details
- Link: https://swtorista.com/codex/?codex=sith-academy
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Korriban
- Faction: Imperial
- Patch: 1.0.0
- Level: 2
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Wilds [Korriban]
- Location
- Locations
- Planet
- Korriban
How to get the The Wilds [Korriban] codex: To unlock this Codex you must take the Korriban taxi to the Lower Wilds Taxi point.
Lore Entry: Nowhere on Korriban is the planet's dark influence stronger than in the lower wilds. What begins as ringing ears and a cold unease can eventually cripple and dominate an unprepared Sith; weaker minds can be twisted and broken in a matter of hours, leaving soldiers weeping in the sand or slaves frothing, ready to kill. The source of this corrupting power is unknown. Some believe it is the residual dark energy of the ancient Sith species, while others insist the canyon serves as a focal point for the combined hatred and strength of the entombed Dark Lords. Some even hope the madness is caused by an artifact buried beneath the sands, waiting for a Sith to claim its power
Details
- Link: https://swtorista.com/codex/?codex=the-wilds-korriban
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Korriban
- Faction: Imperial
- Patch: 1.0.0
- Level: 4
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Tomb of Ajunta Pall
- Location
- Locations
- Planet
- Korriban
How to get the Tomb of Ajunta Pall codex: Guide on SWTOR-Spy.com: The coordinates of this Codex Entry are actually ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Tomb of Ajunta Pall' codex.
Lore Entry: Before the Empire, before the Sith Order, Ajunta Pall was the very first Dark Lord. Once a Jedi Master, Ajunta Pall learned how to create and shape life itself through the Force--an art the Jedi feared and sought to end. In an act of defiance, he turned his newfound power against the Jedi Order and rebelled. In the end, the Jedi banished Ajunta Pall and his followers, exiling them to the Outer Rim--where the exiles found Korriban and a Force-wielding native species called the Sith. Ajunta Pall impressed the Sith with his power and technology, and the Sith soon revered the exiles as gods. From his seat of power on Korriban, Ajunta Pall was named Dark Lord of the Sith and founded the Sith Empire. Upon his death, Ajunta Pall's body was entombed in the Valley of the Dark Lords. After millennia of sandstorms, cave-ins and warfare, the tomb still stands as a testament to his lasting influence.
Details
- Link: https://swtorista.com/codex/?codex=tomb-of-ajunta-pall
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Korriban
- Faction: Imperial
- Patch: 1.0.0
- Level: 1
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Tomb of Marka Ragnos
- Location
- Locations
- Planet
- Korriban
How to get the Tomb of Marka Ragnos codex: Guide on SWTOR-Spy.com: You get this codex entry as you approach ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Tomb of Marka Ragnos' codex.
Lore Entry: Strength, power and strategy marked the rule of Marka Ragnos. Descended from the original Sith inhabitants of Korriban and the Dark Jedi exiles who interbred with them, Marka Ragnos was destined for greatness. He conquered his competitors in a series of quick, ruthless campaigns and became Dark Lord of all Sith, a title he would hold for more than a century. The reign of Marka Ragnos might have been short-lived had he not displayed great strategic discipline. Instead of clashing directly with Sith challengers who hungered for his power, he pitted his enemies against each other to weaken and destroy them. Similarly, he was one of few Sith of his era who knew of the existence of the Republic and the Jedi Order. He chose not to attack, and instead focused on strengthening the Sith Empire. The golden age of the Sith would end shortly after his death, but the legacy and spirit of Marka Ragnos would live on within his tomb in the Valley of the Dark Lords.
Details
- Link: https://swtorista.com/codex/?codex=tomb-of-marka-ragnos
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Korriban
- Faction: Imperial
- Patch: 1.0.0
- Level: 4
- SWTOR Spy Coordinates: X:436, Y:-80
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Tomb of Naga Sadow
- Location
- Locations
- Planet
- Korriban
How to get the Tomb of Naga Sadow codex: Guide on SWTOR-Spy.com: You get this the moment you enter the ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Tomb of Naga Sadow' codex.
Lore Entry: Naga Sadow was ruled by ambition: ambition for power, for dominance and for the expansion of the Sith Empire. Marka Ragnos's body was still warm when Naga Sadow clashed with Sith Lord Ludo Kressh over their late ruler's title. The spirit of Marka Ragnos interrupted their duel and told the two Sith Lords of a greater enemy: the Republic and its Jedi defenders. Naga Sadow saw opportunity in this revelation and launched an attack on Republic space, a move that would see Sadow named the Empire's ruler and spark the Great Hyperspace War. Naga Sadow's ambition and overconfidence soon became his greatest weaknesses. Even with his mastery of Force illusions, the Republic outmatched the Sith. Sadow's invasion failed, and the Republic fleet pursued him back to Sith space. He fled Korriban with his warriors as the Sith Empire crumbled around him. Sadow sought refuge on the remote moon Yavin Four, where he died after spending years trying to rebuild the Empire he had inadvertently helped to destroy. Naga Sadow's spirit, however, survived to pass on Sith teachings, planting the seed of corruption among his Jedi enemies.
Details
- Link: https://swtorista.com/codex/?codex=tomb-of-naga-sadow
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Korriban
- Faction: Imperial
- Patch: 1.0.0
- Level: 7
- SWTOR Spy Coordinates: X:-19, Y:-73
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Tomb of Tulak Hord
- Location
- Locations
- Planet
- Korriban
How to get the Tomb of Tulak Hord codex: Guide on SWTOR-Spy.com: I got this Codex Entry the moment I ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Tomb of Tulak Hord' codex.
Lore Entry: Lord of Hate, Master of the Gathering Darkness and Dark Lord of the Sith. These are but a few of the titles worn by the great Tulak Hord. His command of the dark side and mastery of lightsaber techniques won Hord many battles, and each victory earned him enemies abroad and within the Sith ranks. Of the many who challenged his might, none were successful. Among Hord's greatest triumphs were the battles of Yn and Chabosh. With an army of dark side warriors and his faithful Dashade assassin at his side, he annihilated the rebels who defied the expansion of the Sith Empire and went on to conquer the Dromund system--setting the stage for Dromund Kaas to eventually become capital of the Empire. Imperial historians believe the worlds conquered by Hord number in the hundreds, but any records from his bygone era were lost in the Great Hyperspace War.
Details
- Link: https://swtorista.com/codex/?codex=tomb-of-tulak-hord
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Korriban
- Faction: Imperial
- Patch: 1.0.0
- Level: 5
- SWTOR Spy Coordinates: X:-21, Y:72
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Valley of the Dark Lords
- Location
- Locations
- Planet
- Korriban
How to get the Valley of the Dark Lords codex: Guide on SWTOR-Spy.com: This is the first codex entry you will ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Valley of the Dark Lords' codex.
Lore Entry: Since the dawn of the Empire, the Valley of the Dark Lords has been the final resting place for the galaxy's most legendary Sith. Carved into the rock walls and anointed with the blood of a thousand slaves, the valley's tombs are monuments to the influence and strength of their interred lords. A tomb's construction can require decades, construction beginning long before death claims its eventual occupant and ending long after. With the defeat of the Sith Empire in the Great Hyperspace War, Korriban was abandoned with only ancient statues to guard over the valley. Grave robbers and cave-ins wore down the tombs for a thousand years until the Sith returned and restored Korriban to its former glory. Excavations into the rediscovered tombs are now underway, and already Sith wonder who will be the next great warrior to lie among the legends in the Valley of the Dark Lords.
Details
- Link: https://swtorista.com/codex/?codex=valley-of-the-dark-lords
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Korriban
- Faction: Imperial
- Patch: 1.0.0
- Level: 1
- SWTOR Spy Coordinates: X:63, Y:-16
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Talaos City
- Location
- Locations
- Planet
- Makeb
How to get the Talaos City codex: Guide on SWTOR-Spy.com: [Republic]: You can receive this in The Avenue, ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Talaos City' codex.
Lore Entry: The capital of Makeb, Talaos City is a small but prosperous urban center constructed near the landing site of the planet's first settlers. As mining interests expanded and enriched Makeb's economy over the years, the locals made a special effort to keep industrial activities separated from their capital, which grew into a center for the world's banking, technological and artistic endeavors. Unfortunately, Talaos City has suffered extensive damage from the groundquakes caused by the Hutt Cartel's reckless mining operations. The Hutts' invasion has only worsened the situation, with locals afraid to leave their homes and businesses for fear of the mercenary patrols that enforce martial law.
Details
- Link: https://swtorista.com/codex/?codex=talaos-city
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Makeb
- Faction: Republic
- Patch: 2.0.0
- Level: 1
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Mercantile Plaza of Manaan
- Location
- Locations
- Planet
- Depths of Manaan
How to get the Mercantile Plaza of Manaan codex: Guide on SWTOR-Spy.com: Republic: Obtainable upon exiting the Welcoming Center area ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Mercantile Plaza of Manaan' codex.
Lore Entry: After the bombardment of Manaan's surface cities and structures by the Empire, the Selkath became deeply untrusting of offworlders and once again withdrew to the depths, from which it was believed they would never return. But with the demand for Manaan's healing fluid kolto at an all-time high, it would only be a matter of time before outside influences would attempt to reestablish contact. A diplomat from the ocean world Dac, Advocate Mahreen, spent several years convincing a delegation from the Selkath's protective Order of Shasa to even meet with her. Over time, and with Republic pressure mounting, Mahreen was able to coax the order into converting one of the few existing surface platforms into the Mercantile Plaza. There, the Selkath could provide kolto in exchange for much-desired goods from across the galaxy. The denizens of Manaan found the plaza to be successful enough that, despite protests from the Republic, a trade relationship was soon reestablished with the Empire, thus clinching the planet's status once more as a strategic imperative.
Details
- Link: https://swtorista.com/codex/?codex=mercantile-plaza-of-manaan
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Depths of Manaan
- Faction: Both
- Patch: 2.9.0
- Level: 55
- SWTOR Spy Coordinates: X:-110, Y:134
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Selkath
- Location
- Species
- Planet
- Depths of Manaan
How to get the Selkath codex: Guide on SWTOR-Spy.com: As soon as you land on Manaan, turn ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Selkath' codex.
Lore Entry: Selkath are a sleek, amphibious species native to the oceans of the planet Manaan. Diplomatic and family-oriented, they have traditionally been advocates of peace in the galaxy, taking a decidedly neutral political stance. Their homeworld is a major exporter (and formerly the sole source) of the medicinal fluid kolto, and it is the kolto trade that made the Selkath an influential force in the past. However, when the Empire first returned to the galaxy and launched its attacks on Republic worlds, Manaan was one of the first worlds to be devastated. A massive bombing destroyed most of the planet's surface infrastructure, driving the Selkath to their underwater cities. Since then, the Selkath have mostly been cut off from the larger galaxy; those who were offworld when Manaan was attacked have largely been stranded, and only a few Selkath--mainly ambassadors seeking aid for their devastated planet--have left Manaan since.
Details
- Link: https://swtorista.com/codex/?codex=selkath
- Type: Location
- Category: Species
- Subcategory: Planet
- Tertiary Category: Depths of Manaan
- Faction: Both
- Patch: 1.0.0
- Level: 1
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Club Vertica Casino
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the Club Vertica Casino codex: Unlocked as soon as you land on Club Vertica Casino (reachable by speeder)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Club Vertica Casino' codex.
Lore Entry: On a world full of bright lights and glamorous casinos, Club Vertica was quick to establish itself as an exclusive experience. Run by a mysterious wealthy backer, Club Vertica strictly monitored admittance for its first several years. As a rule, only the wealthiest, best-dressed and most beautiful patrons were allowed entrance; exceptions were made only as they suited the fancy of Club Vertica's owner. Recently, the restrictions were loosened, sparking rumors that Club Vertica had been sold. Still, much of its old reputation remains; if you want to seem important on Nar Shaddaa, you talk about going to Club Vertica.
Details
- Link: https://swtorista.com/codex/?codex=club-vertica-casino
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Republic
- Patch: 1.0.0
- Level: 20
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Corellian Sector
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the Corellian Sector codex: This codex entry is automatically received when you take an Imperial taxi to the Corellian Sector.
Lore Entry: Although individuals from many planets and species live in the Corellian Sector, it's humans of Corellian descent who made the area what it is today: a pro-Republic criminal's paradise. There is no cargo that can't be offloaded here and no job so dirty that someone won't take it. The families of migrant workers live alongside grizzled Republic veterans who settled on Nar Shaddaa to retire in style, happily turning a blind eye to the darker activities around them. Over the past decade, the gangs and pirates of the Corellian Sector have become overshadowed by the presence of the Exchange. Once a group mentioned primarily in HoloNet information crime reports, the Exchange crime syndicate has found an army of able recruits on Nar Shaddaa willing to back its slicers and spice-refiners with muscle--much to the dismay of the Hutt Cartel.
Details
- Link: https://swtorista.com/codex/?codex=corellian-sector
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Imperial
- Patch: 1.0.0
- Level: 21
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Duros Sector
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the Duros Sector codex: This codex entry is automatically received when you take an Imperial taxi to the Duros Sector.
Lore Entry: The glitz and glamour of Nar Shaddaa hides an uglier side. One of the poorest sectors on Nar Shaddaa, the Duros Sector hosts men and women who've been exploited and left behind--refugees of war and casualties of the immense wealth hoarded by Nar Shaddaa's Hutt masters. The peoples of the Duros Sector--the majority Duros, but with a mixed minority of Evocii and other alien species--have watched Nar Shaddaa's wealth grow and seen none of it for themselves. Some have lived in the sector for generations, while others are recent immigrants desperate for any work they can find. The residents' unrest has been stirred by charismatic leaders in the past, from Jedi Masters to would-be warlords.
Details
- Link: https://swtorista.com/codex/?codex=duros-sector
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Imperial
- Patch: 1.0.0
- Level: 22
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Galactic Solutions Industries
- Location
- Organizations
- Planet
- Nar Shaddaa
How to get the Galactic Solutions Industries codex: Guide on SWTOR-Spy.com: Obtained after entering the GSI Headquarters on Nar ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Galactic Solutions Industries' codex.
Lore Entry: Galactic Solutions Industries is a fast-rising star in the personal weapons industry on Nar Shaddaa. The company was founded by genius inventor and tycoon Addalar Hyland shortly after the resumption of hostilities between the Republic and Empire. GSI's first production run of blaster pistols, the GSI-B4, was noted for packing impressive firepower into an easily-concealed holdout weapon. According to both Republic and Imperial reports, Galactic Solutions Industries is willing to do business with both factions. The company's motto glibly promotes this fact: 'We stay neutral, so you don't have to!' GSI has been known to approach high-profile combatants on both sides of the war and enlist their aid with research and resource-gathering.
Details
- Link: https://swtorista.com/codex/?codex=galactic-solutions-industries
- Type: Location
- Category: Organizations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Both
- Patch: 2.0.0
- Level: 1
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Lower Industrial Sector
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the Lower Industrial Sector codex: Guide on SWTOR-Spy.com: I can comfirm that it works if you ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Lower Industrial Sector' codex.
Lore Entry: Factories and corporate offices cover much of Nar Shaddaa's surface, and the Lower Industrial Sector houses some of the oldest industrial facilities and warehouses still in use--some dating back hundreds of years to the Evocii's construction of the city. But layers of rust haven't prevented new tenants from making use of these resources. The Empire operates a series of front corporations out of Nar Shaddaa, concentrated in the lower levels. These companies are used to provide experimental weaponry and technologies to the Empire at a discount rate, facilitate the slave trade that fuels Imperial labor across the galaxy, and serve as a clearinghouse for cargo, credits and individuals being moved through non-Imperial space. The Hutt Cartel also maintains an interest in the sector --buildings not leased to the Empire store spice, adrenals and implants. The warehouses are heavily guarded, and some are rumored to hide the special projects of individual Hutts from their rivals.
Details
- Link: https://swtorista.com/codex/?codex=lower-industrial-sector
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Both
- Patch: 1.0.0
- Level: 24
- SWTOR Spy Coordinates: X:-1974, Y:2840
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Network Access
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the Network Access codex: This codex entry is automatically received when you take an Imperial taxi to the Network Access area.
Lore Entry: As the technological heart of the galaxy, Nar Shaddaa is home to Network Access, a vital HoloNet hub that governs all HoloNet operations on Nar Shaddaa and much of Hutt Space. Billions of transactions and communications are processed each second by Network Access computer systems, ensuring the proper functioning of communications throughout the sector. Boasting the galaxy's most state-of-the-art security protocols, Network Access is the ultimate challenge for enterprising slicers. The wealthy and powerful pay good money for information pirates to break into Network Access and recover data, redirect communications or simply 'tweak' the truth. As one of the most heavily guarded places on Nar Shaddaa, anyone who manages to infiltrate Network Access's inner workings earns the status of legend.
Details
- Link: https://swtorista.com/codex/?codex=network-access
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Imperial
- Patch: 1.0.0
- Level: 23
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
Nikto Sector
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the Nikto Sector codex: Unlocked when you land on the Nikto Sector, northwest area of Nar Shaddaa
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Nikto Sector' codex.
Lore Entry: Nar Shaddaa has ever been an attractive world for Nikto enforcers seeking employment with the Hutt Cartel. The Nikto Sector, as it is now known, began as a place where Nikto warriors came to attract the attention of prospective employers, but the sector was formally bequeathed to the Nikto Horoth Gendi by his Hutt master when he saved the Hutt's life and business in an act of quick-thinking bloodshed. Horoth Gendi used the opportunity to found his own gang and free himself from servitude to higher powers. Since that time, the Nikto Sector has fallen under the control of a succession of Nikto gangs seeking a bigger piece of Nar Shaddaa's underworld business--the latest of these gangs being the formidable Kintan Kings.
Details
- Link: https://swtorista.com/codex/?codex=nikto-sector
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Republic
- Patch: 1.0.0
- Level: 21
- SWTOR Spy Coordinates: X:-3851, Y:-3199
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Red Light Sector
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the Red Light Sector codex: Unlocked when you land on the Red Light Sector, northeast area of Nar Shaddaa
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Red Light Sector' codex.
Lore Entry: For this year's proven, high-quality implants and neuro-stim technology, visitors to Nar Shaddaa go to the Promenade. For next year's innovations, they go to the Red Light Sector. The bodily enhancements available in the Red Light Sector are almost uniformly illegal, untested, highly dangerous or all three. Athletes looking for an undetectable edge, opportunistic gang members and adrenaline junkies alike all come in search of the new and death-defying. Some of the technologies sold in the Red Light shops eventually make it to market in legitimate form, while others become staples of the high-risk, high-reward underground implant scene. Alongside the surgical and bioenhancement shops, other shady businesses preying on sentient appetites tend to bloom. In particular, slavers and spice dealers often offer products here, taking advantage of Red Light Sector customers' wealth, desperation or moral flexibility, as appropriate.
Details
- Link: https://swtorista.com/codex/?codex=red-light-sector
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Republic
- Patch: 1.0.0
- Level: 22
- SWTOR Spy Coordinates: X:3341, Y:-3073
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Shadow Town
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the Shadow Town codex: Guide on SWTOR-Spy.com: This one is a little bit tricky. Right ... (Read More)
Lore Entry: At first glance, Shadow Town resembles an ordinary Nar Shaddaa slum. Its population makes it unique. Rather than housing underworld gangs or powerful Hutts, Shadow Town is home to imprisoned individuals who were once useful to the Empire and who may be useful still--scientists, assassins and genetic experiments too valuable to kill and too dangerous to release. Cranial implants designed to explode upon leaving Shadow Town's borders are implanted in prisoners' heads. Secondary prisons manned by Imperial personnel store prisoners who must be kept docile. Many residents of Shadow Town make the best of their early, forced retirement, cooperating with Imperial authorities and living relatively 'ordinary' lives... but nearly all would flee, given an opportunity. The Empire pays the Hutt Cartel a considerable sum to keep Shadow Town running. For the Hutts, the risk of keeping prisoners even the Empire doesn't want inside its borders is offset by the considerable rewards.
Details
- Link: https://swtorista.com/codex/?codex=shadow-town
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Republic
- Patch: 1.0.0
- Level: 23
- SWTOR Spy Coordinates: X:2546, Y:2624
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Star Cluster Casino
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the Star Cluster Casino codex: This codex entry is automatically received when you take an Imperial taxi to the Star Cluster Casino.
Lore Entry: The Star Cluster Casino certainly wasn't the first casino to be built on Nar Shaddaa, but every casino since has tried to match its sleek design, pulsing lights and various entertainment options. The Star Cluster was the first to debut live dancers, the first to feature sabacc and the first to hire scantily clad girls as waitresses. Owned by a conglomerate of Nar Shaddaa industrialists (including Czerka Corporation executive Yem Leksende), the Star Cluster Casino is an attraction for tourists and weary working stiffs alike. Some have derided it as just another way in which the rich steal from the poor on Nar Shaddaa, but that hasn't stopped business from booming.
Details
- Link: https://swtorista.com/codex/?codex=star-cluster-casino
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Imperial
- Patch: 1.0.0
- Level: 20
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
The Promenade
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the The Promenade codex: As soon as you land on "The Promenade", central area of Nar Shaddaa (via speeder or probably also by exitting a NS stronghold)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Promenade' codex.
Lore Entry: The Promenade is Nar Shaddaa at its most lavish and inviting. Divided into upper and lower levels, the area is covered by the Hutts' strict no-fighting policy and offers a rare respite from the conflict that wracks the rest of the galaxy. Rivals and sworn enemies are expected to put aside their differences here--or else be brutally handled by Hutt Cartel enforcers. Clubs, entertainment venues and high-end shopping line the arrival points from Nar Shaddaa's spaceports, and casual visitors can find everything they need at Promenade vendors. Speeders are available to many of Nar Shaddaa's districts, but by far the most popular routes lead to the Club Vertica and Star Cluster casinos.
Details
- Link: https://swtorista.com/codex/?codex=the-promenade
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Both
- Patch: 1.0.0
- Level: 20
- SWTOR Spy Coordinates: X:-867, Y:-1003
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Upper Industrial Sector
- Location
- Locations
- Planet
- Nar Shaddaa
How to get the Upper Industrial Sector codex: Guide on SWTOR-Spy.com: As a republic player you get this by ... (Read More)
Lore Entry: The Upper Industrial Sector is the center of manufacturing and industry for Republic corporations on Nar Shaddaa. Here, centuries-old droid construction facilities stand next to the cluttered offices of startup firms desperate for resources and space. The companies share a common need for heavy security and compete for similar clientele, ensuring that this sector remains a choice location--but are otherwise wholly independent. For a corporation headquartered in Republic space, Nar Shaddaa is a convenient place to develop technologies restricted by Republic laws--or from which to deal with foreign parties. The Senate frowns on these activities, but just as often turns a blind eye when these same corporations bring their innovations back to Republic worlds.
Details
- Link: https://swtorista.com/codex/?codex=upper-industrial-sector
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Nar Shaddaa
- Faction: Both
- Patch: 1.0.0
- Level: 24
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Amplifiers
- Location
- Game Rules
- Planet
- Onderon
How to get the Amplifiers codex: This codex automatically pops up as you are walking further away from the starter area on Onderon - Republic side it shows up as you walk down the brick path of Iziz and are about to exit the city walls. - Imperial side, when the player is half way between the hunting lodge main building and main gate
Lore Entry: Amplifiers are additional statistical boosts that can be found on some pieces of equipment, potentially improving your character in a variety of ways. Some Amplifiers may bolster your character's prowess in combat, while others boost aptitude in a Crew Skill or increase the rate of experience gain. There are many Amplifiers to discover, each providing their own unique benefits to your character. For a price, you can reroll amplifiers that don't appeal to you, changing them out for others that might be a better fit for your character. Whatever goals you have for your characters, there will certainly be Amplifiers that can help you get the job done!
Details
- Link: https://swtorista.com/codex/?codex=amplifiers
- Type: Location
- Category: Game Rules
- Subcategory: Planet
- Tertiary Category: Onderon
- Faction: Both
- Patch: 6.0.0
- Level: 1
- Jedipedia Link
- Author of How-to: Swtorista
Set Bonus Items
- Location
- Game Rules
- Planet
- Onderon
How to get the Set Bonus Items codex: This codex automatically pops up as you are walking away from the starter area on Onderon - Republic side it shows up as you walk down the brick path of Iziz. - Imperial side, as you walk down the ramp leading away from the Royal Hunting Lodge's main building.
Lore Entry: Set bonuses are another way for you to improve your character. Some equipment your character comes across in their journey will be part of a set. Activating a Set Bonus is as easy as simultaneously equipping a few pieces of equipment from the same set - doing so unlocks special benefits granted by the equipment set. Unlocking a benefit might require as few as two pieces from a set to be equipped, while additional benefits might require several more pieces to be equipped before unlocking. As your character explores the galaxy, you're sure to discover a wide variety of set bonuses - some of which will suit your character perfectly for the things they do best!
Details
- Link: https://swtorista.com/codex/?codex=set-bonus-items
- Type: Location
- Category: Game Rules
- Subcategory: Planet
- Tertiary Category: Onderon
- Faction: Both
- Patch: 6.0.0
- Level: 1
- Jedipedia Link
- Author of How-to: Swtorista
Tactical Items
- Location
- Game Rules
- Planet
- Onderon
How to get the Tactical Items codex: This codex automatically pops up when you leave the starter area / palace on Onderon. - Imperial side, as you walk back inside the main building of the Royal Hunting Lodge (storywise, after dealing with the King's cousins)
Lore Entry: Tactical items are specialized pieces of gear you can equip in the Tactical Slot of your character sheet. These powerful items modify your abilities in unique and interesting ways, allowing you to further customize your favorite character. With effects that range from improving survivability to enhancing your favorite attacks and everything in between, Tacticals have something to offer for every playstyle. There are a host of Tactical items tailored to each character class and discipline as well as more generalized Tactical items that any character can use. They can be found as loot drops throughout the galaxy or from unique Tactical vendors. Be sure to look out for them and experiment with their exciting benefits!
Details
- Link: https://swtorista.com/codex/?codex=tactical-items
- Type: Location
- Category: Game Rules
- Subcategory: Planet
- Tertiary Category: Onderon
- Faction: Both
- Patch: 6.0.0
- Level: 1
- Jedipedia Link
- Author of How-to: Swtorista
Drelliad Village
- Location
- Locations
- Planet
- Ord Mantell
How to get the Drelliad Village codex: Guide on SWTOR-Spy.com: Also location: 1. X:55 Y:-435 2. ... (Read More)
Lore Entry: What is now called Drelliad village was established decades ago as the private retreat of Ord Mantell's most celebrated smuggler, the voluptuous and quick-witted Ulla Drelliad. In the years after Ulla's death, her hideaway was transformed into a thriving trading post. Now, Drelliad village is hotly contested territory where separatist and Republic forces battle in the streets, and the handful of civilians who haven't already fled hide in basements and behind locked doors. Although small, Drelliad village occupies a critical point between separatist-controlled territory and areas still loyal to the Republic. More importantly, what used to be Ulla's personal docking bay is now one of the only starship landing pads outside of local Republic headquarters. If Drelliad village falls entirely to the separatists, it will bring the enemy one step closer to securing the entire island.
Details
- Link: https://swtorista.com/codex/?codex=drelliad-village
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Ord Mantell
- Faction: Republic
- Patch: 1.0.0
- Level: 1
- SWTOR Spy Coordinates: X:121, Y:13
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Fort Garnik
- Location
- Locations
- Planet
- Ord Mantell
How to get the Fort Garnik codex: Guide on SWTOR-Spy.com: Found at X:135, Y:-123 for a visiting Jedi. ... (Read More)
Lore Entry: The area now called Fort Garnik began as a series of makeshift landing pads built on the island of Avilatan for spacers who were too disreputable for the mainland. Avilatan was a haven for gangsters, smugglers and pirates, but was also one of the largest and most thriving economies on Ord Mantell. Settlements formed, and over decades, Avilatan became respected as a major commerce center. When separatist bombings destroyed Ord Mantell's other spaceports, Avilatan became the Republic military's primary staging area, and its now-substantial landing zone took on strategic importance. Renaming the Avilatan spaceport to 'Fort Garnik' in honor of a Republic war hero from Ord Mantell, the military established a fortified garrison there. Since then, Avilatan Island and Fort Garnik have become major targets of the separatist forces.
Details
- Link: https://swtorista.com/codex/?codex=fort-garnik
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Ord Mantell
- Faction: Republic
- Patch: 1.0.0
- Level: 2
- SWTOR Spy Coordinates: X:135, Y:-123
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Mannett Point
- Location
- Locations
- Planet
- Ord Mantell
How to get the Mannett Point codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] ketchfraze and Dave A. for ... (Read More)
Lore Entry: Mannett Point was originally founded by Ord Mantellian pirates as an underground vault for their ill-gotten gains. As their criminal haven became respectable, the pirates were eventually replaced by 'businessmen' who converted the subterranean warehouses into a freight shipping center. Goods that landed at Fort Garnik were sorted at Mannett Point and then distributed across Ord Mantell. After the establishment of Fort Garnik, the Republic military continued using Mannett Point to store munitions and war materiel. This would prove to be a fatal mistake. Separatists staged a daring midnight raid that destroyed the bridge between Mannett Point and Fort Garnik, cutting off reinforcements. Separatist commandos swarmed Mannett Point under cover of darkness, using the chaos from the bridge's destruction to infiltrate the warehouses. The separatists quickly slaughtered the Republic defenders to a man. By dawn, Mannett Point was a separatist stronghold--giving the Republic's enemy a major storehouse of weapons and supplies to continue besieging Fort Garnik.
Details
- Link: https://swtorista.com/codex/?codex=mannett-point
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Ord Mantell
- Faction: Republic
- Patch: 1.0.0
- Level: 5
- SWTOR Spy Coordinates: X:574, Y:355
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Oradam Village
- Location
- Locations
- Planet
- Ord Mantell
How to get the Oradam Village codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Dave A. for additional information.
Lore Entry: In contrast to the working-class origins of Talloran village, Oradam was a beachfront paradise for wealthy trader-barons and their families. These men and women spent their profits constructing elaborate homes and relaxing by the sea. Their freely flowing credits attracted numerous merchants and artisans to Oradam, many of whom remained long after their wealthy patrons fled. Oradam is the last uncontested Republic village on the island of Avilatan, partially because it holds very little strategic significance. Its importance to the separatists is mostly symbolic. Republic strategists theorize that if the encroaching separatists were to successfully invade Oradam, the enemy would most likely burn the village to the ground as a way of spiting the corrupt upper class.
Details
- Link: https://swtorista.com/codex/?codex=oradam-village
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Ord Mantell
- Faction: Republic
- Patch: 1.0.0
- Level: 7
- SWTOR Spy Coordinates: X:-217, Y:20
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Savrip Island
- Location
- Locations
- Planet
- Ord Mantell
How to get the Savrip Island codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Dave A. for additional information.
Lore Entry: The thin sliver of beach colloquially referred to as 'Savrip Island' derives its name from the hulking brutish creatures infesting it. For whatever reason, the savrips inhabiting the islet rarely stray from its borders--but on the other hand, they do not appreciate uninvited guests. Beachcombers have disappeared in this deadly region for decades. Local legends tell of a clever crime lord named 'Frang the Toothless' who negotiated a deal with the savrips. In return for Frang being allowed to dump his enemies on Savrip Island, the gangster promised to provide the natives with a steady food supply. It is said both sides benefited tremendously from this arrangement.
Details
- Link: https://swtorista.com/codex/?codex=savrip-island
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Ord Mantell
- Faction: Republic
- Patch: 1.0.0
- Level: 8
- SWTOR Spy Coordinates: X:-558, Y:6
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Separatist Stronghold
- Location
- Locations
- Planet
- Ord Mantell
How to get the Separatist Stronghold codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Dave A. for additional information.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Separatist Stronghold' codex.
Lore Entry: The separatist command center closest to Fort Garnik was originally thought to be Mannett Point, but Republic intelligence operatives recently discovered that the main separatist force occupies the island's still-active volcano. This position gives the separatists multiple access points to the island's settlements, as well as a predator's eye view of Fort Garnik itself. Sources indicate the volcano base originally belonged to a notorious gangster known only as 'the Corellian' who disappeared in the civil war's early years. Whether the Corellian joined the separatists or gave them his volcano base under duress is anyone's guess. Regardless, taking out the separatist stronghold has proven almost impossible. Any attack on foot exposes the invading force to withering counterattacks and heavy casualties, but artillery strikes on the volcano risk flooding the entire island with lava.
Details
- Link: https://swtorista.com/codex/?codex=separatist-stronghold
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Ord Mantell
- Faction: Republic
- Patch: 1.0.0
- Level: 9
- SWTOR Spy Coordinates: X:-805, Y:-23
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Talloran Village
- Location
- Locations
- Planet
- Ord Mantell
How to get the Talloran Village codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Dave A. for additional information.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Talloran Village' codex.
Lore Entry: One of the few settlements around Fort Garnik not originally founded by criminals, Talloran village began as home to the laborers and their families who toiled in the island's starship ports and shipping warehouses. The people of Talloran were hardworking, mostly poor and easily exploited by the corrupt businessmen in charge of Ord Mantell's government. When the separatists came to the island, Talloran was the first village they infiltrated. The people, long oppressed by the existing power structure, were ready to side with anyone who offered them a way out. Ironically, siding with the separatists only got the workers trapped inside their village as the Republic laid siege to the enemy occupation.
Details
- Link: https://swtorista.com/codex/?codex=talloran-village
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Ord Mantell
- Faction: Republic
- Patch: 1.0.0
- Level: 2
- SWTOR Spy Coordinates: X:458, Y:25
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Adrenal Synthesis Factory
- Location
- Locations
- Planet
- Quesh
How to get the Adrenal Synthesis Factory codex: Guide on SWTOR-Spy.com: I had the Quest Adrenal Shutdown: Production Destruction ... (Read More)
Lore Entry: The source of the Three Families' wealth is their adrenal synthesis factories, which convert the Republic's processed Quesh venom into precious adrenals. The length of the process depends on the quality of the adrenals required; military grade adrenals take a week or so to produce, while cheaper ones can be created in days. The Three Families guard the secret of adrenal creation very closely, meaning access to the factories is strictly regulated. All Republic personnel working there have to be carefully vetted and vouched for, and are subject to search without warning by Three Families enforcers. To keep its partnership with the Three Families harmonious, the Republic employs harsh punishments for theft; it is not uncommon for thieves of a single adrenal canister to be jailed and fined the cost of an entire vat.
Details
- Link: https://swtorista.com/codex/?codex=adrenal-synthesis-factory
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Imperial
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:-146, Y:223
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Broga's Palace
- Location
- Locations
- Planet
- Quesh
How to get the Broga's Palace codex: Soon as you reach the entrance to Broga's Palace, located in the extreme southern portion of Quesh. (the quest "Storm the Gates" takes place there)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Broga's Palace' codex.
Lore Entry: As head of the Three Families, Broga the Hutt considered it his right to have his own private home and base of operations separate from the Three Families Palace. Stocked with well-trained slaves and imported luxuries from Nar Shaddaa, Broga's Palace gradually became a power center in its own right, which made the Empire's siege and capture of the palace all the more humiliating. Now held by the Imperial Moff Dracen, the defenses and strategic position of Broga's Palace have been turned against the Republic. With the Republic military focused on defending Quesh's miners and the Three Families protecting their mines, Broga has discussed hiring offworld mercenaries to retake his home... or to at least to reclaim his beloved wine cellar from Imperial hands.
Details
- Link: https://swtorista.com/codex/?codex=brogas-palace
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Republic
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:484, Y:1872
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Chem-Basin Mine
- Location
- Locations
- Planet
- Quesh
How to get the Chem-Basin Mine codex: Guide on SWTOR-Spy.com: At the entry of the Mine. [SWTOR Spy ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Chem-Basin Mine' codex.
Lore Entry: The Chem-Basin Mine has only been open for four years, but it has already earned a reputation for accidents and mismanagement. The original survey team was almost suffocated when the members accidentally released a pocket of evaporated Quesh venom, and substandard materials meant the initial tunnels had to be re-propped and re-dug after a major collapse. Ever since, problems have dogged the site and slowed venom production. Strangely, the miners who work at Chem-Basin exhibit a degree of pride in their mine. They claim any fool can work at the Grancha Lakand site and get results, but Chem-Basin calls for a degree of finesse that is scarce on Quesh. The subject is guaranteed to come up whenever Grancha Lakand and Chem-Basin miners are drinking together.
Details
- Link: https://swtorista.com/codex/?codex=chem-basin-mine
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Republic
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:839, Y:476
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Grancha Lakand Venom Mine
- Location
- Locations
- Planet
- Quesh
How to get the Grancha Lakand Venom Mine codex: Soon as you reach the entrance to Grancha Lakand Venom Mine, located in the southeastern most area of Quesh (quest "Reclaiming Quesh" takes you there)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Grancha Lakand Venom Mine' codex.
Lore Entry: Grancha Lakand is the largest and oldest venom mine on Quesh. Built through a fissure created by the Quake, the mine is named for its first explorer, who was trapped by a rockfall during his initial survey. By the time he was rescued, Grancha Lakand's adrenal countermeasures had worn off and he had been breathing Quesh venom fumes for some time. Lakand excitedly told his rescuers that he had had an epiphany while trapped. The biggest supply of Quesh venom on the planet lay beneath the fissure somewhere, and Lakand knew exactly where to find it. He was dismissed as a venom-intoxicated madman, but when Lakand recovered, he returned to the fissure and, after weeks of surveying, located a huge reservoir of Quesh venom. While not necessarily the largest on the planet, the reservoir has supplied the Grancha Lakand mine for several years without the venom running dry.
Details
- Link: https://swtorista.com/codex/?codex=grancha-lakand-venom-mine
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Republic
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:1001, Y:1813
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Imperial Garrison
- Location
- Locations
- Planet
- Quesh
How to get the Imperial Garrison codex: Awarded to imperial players after taking the shuttle down to the Imperial Garrrison, on the surface of Quesh
Lore Entry: When the Empire arrived on Quesh, its tacticians believed one swift strike would devastate the sparsely populated world. Instead, the Imperial forces managed to capture only a few mines and one processing station before they found themselves pushed back by the Republic. The captured processing station and its warehouses were soon converted into a garrison which remains the Empire's base of operations on Quesh today. The headquarters of Moff Dracen and his commanders was once a storage warehouse for the processing station's chemicals. It has been thoroughly cleaned and furnished to the standards demanded by Imperial officers, though the lingering smell has never been fully removed.
Details
- Link: https://swtorista.com/codex/?codex=imperial-garrison
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Imperial
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Quesh Imperial Outpost
- Location
- Locations
- Planet
- Quesh
How to get the Quesh Imperial Outpost codex: Guide on SWTOR-Spy.com: As a Republic player – found this by ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Quesh Imperial Outpost' codex.
Lore Entry: Originally intended to be the Empire's base of venom research on Quesh, a variety of setbacks and concerted attacks by the Republic hampered the Empire's scientific studies at this outpost. Hutt Cartel forces have since been stationed here at the Empire's request, guarding the scientists and using the outpost as a staging point and repair center for their battle droids. Although the Empire's research is now considered safe from the Republic, the strong cartel presence has made some of the Imperial scientists uneasy. The cartel has repeatedly offered to help the Empire with its study of Quesh venom, but Imperial commanders are concerned that the outpost half-belongs to the cartel already.
Details
- Link: https://swtorista.com/codex/?codex=quesh-imperial-outpost
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Republic
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:314, Y:609
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Quesh Venom Refinery
- Location
- Locations
- Planet
- Quesh
How to get the Quesh Venom Refinery codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Treggy for additional information.
Lore Entry: As the Republic's main source of processed Quesh venom, the Quesh Venom Refinery is one of the most secure locations on the planet. Cut by droids from a ravine created by the Quake thousands of years ago, the stone quarried was used to build the high walls around the refinery. The main courtyard is under constant guard, and access is restricted to dignitaries and scientific experts. This refinery is actually the second that the Republic built on Quesh. The first was destroyed when contaminants polluted the refining process, causing the processed Quesh venom to eat through the vats and then the lower refinery floor. The high walls around the current refinery are not only for defensive purposes, but to contain any future accidents or acts of sabotage.
Details
- Link: https://swtorista.com/codex/?codex=quesh-venom-refinery
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Imperial
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:679, Y:-595
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Republic Operational Headquarters
- Location
- Locations
- Planet
- Quesh
How to get the Republic Operational Headquarters codex: Guide on SWTOR-Spy.com: As a republic player , u get it ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Republic Operational Headquarters' codex.
Lore Entry: The Republic's center of operations on Quesh was established roughly ten years ago. Initially housing civilian miners, medical professionals and scientists, these workers gradually moved on to smaller camps elsewhere. When the Empire attacked Quesh, the old miners' quarters were quickly converted into a barracks and the entire site was turned over to the Republic military. Many newly arrived soldiers remark upon the Operational Headquarters' light defenses, especially considering the high-level personnel stationed there. In fact, the headquarters' best protection is the large Quesh venom pipelines nearby. In a dire emergency, the pipelines can be vented, causing a massive biohazard to slow any aggressors while personnel are evacuated.
Details
- Link: https://swtorista.com/codex/?codex=republic-operational-headquarters
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Republic
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Three Families Palace
- Location
- Locations
- Planet
- Quesh
How to get the Three Families Palace codex: Guide on SWTOR-Spy.com: I had the Quest Quesh Showdown which led ... (Read More)
Lore Entry: Freed from the Hutt Cartel's watchful eye, the Three Families have grown immensely wealthy on Quesh--and as their influence grows, the Three Families have begun solidifying their power base. A large portion of their profits from the adrenal refineries was spent building a lavish palace, complete with all modern conveniences and an impressive security network. Much more than a simple defensive position or status symbol, the Three Families Palace is intended to be a clear statement that the Three Families are wholly committed to defending Quesh. The Palace has generally been kept off-limits to Republic personnel, especially the local military officials. This is partly for security reasons, as the Three Families keep their sensitive files close at hand. Portho the Hutt's indulgence in adrenals has also become something of an embarrassment in recent years. After several inappropriate comments from Portho to the Republic commanders, the Three Families prefer to simply keep him out of sight.
Details
- Link: https://swtorista.com/codex/?codex=three-families-palace
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Imperial
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:800, Y:-345
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Three Families War Camp
- Location
- Locations
- Planet
- Quesh
How to get the Three Families War Camp codex: Soon as you ener the Three Families War Camp, located towards the southern area of Quesh (quest "Venom Safeguards takes you there)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Three Families War Camp' codex.
Lore Entry: When the Empire attacked Quesh, the Three Families initially coordinated the defense from their palace, but quickly realized they needed a more efficient operational post. They poured money into establishing a defensive point between their headquarters and the Republic base, and in a matter of days, the war camp was set up, supplied and staffed--an object lesson in how Hutts react when their credits are at stake. Broga, the head of the Three Families, spends much of his time at the war camp since his private palace was captured by the Empire. His role is twofold: firstly, overseeing his forces as they coordinate with the Republic military, and secondly, ensuring that Republic forces are not passing on any of the Three Families' secrets concerning the handling of Quesh venom.
Details
- Link: https://swtorista.com/codex/?codex=three-families-war-camp
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Republic
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:590, Y:1266
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Yuna Bore Venom Mine
- Location
- Locations
- Planet
- Quesh
How to get the Yuna Bore Venom Mine codex: Guide on SWTOR-Spy.com: You get this codex entry as you approach ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Yuna Bore Venom Mine' codex.
Lore Entry: The Yuna Bore mine was once known for two strange treasures: Quesh venom and bones. The first miners found a fossil bed containing remains of Quesh's prehistoric creatures, preserved by rising silt and venom deposits after the big Quake. Since the Republic was only interested in the Quesh venom, the miners were free to recover the bones, ship them offworld and sell them to collectors and paleontologists on Coruscant. This turned out to be immensely profitable. Many miners were able to buy out their contracts on profits from the fossils alone. Even today, with the fossil bed cleared, the Yuna Bore remains productive, as the miners' attempts to discover more bones have driven the tunnels on well ahead of schedule.
Details
- Link: https://swtorista.com/codex/?codex=yuna-bore-venom-mine
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Quesh
- Faction: Imperial
- Patch: 1.0.0
- Level: 36
- SWTOR Spy Coordinates: X:-294, Y:970
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Blaster's Path
- Location
- Locations
- Planet
- Rishi
How to get the Blaster's Path codex: Guide on SWTOR-Spy.com: You get this codex once you enter the ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Blaster's Path' codex.
Lore Entry: Raider's Cove has become a top stop for those who like their fun times in a tropical paradise seasoned with a healthy pinch of danger, and the Blaster's Path cantina is the go-to destination. Set a short distance from ebony-sanded beaches, patrons can enjoy their drinks out under the warmth of the sun and in Rishi's tranquil waters. And when the weather turns, the Path serves as shelter from relentless monsoons and chilly winter nights. The Path's two stories offer ample space for drinks, concerts, card tournaments, and large private events, leaving many first-timers stunned to hear the cantina's owner downplay its qualities. But anyone who knows Kareena knows that her dry cynicism comes from regret. Ever since she allowed the Nova Blades a stake in the Path, the Blades have had their run of the place and profits have declined as a result. Kareena does hold onto a glimmer of hope that she'll one day make the Blaster's Path fully hers again, though she's not exactly holding her breath.
Details
- Link: https://swtorista.com/codex/?codex=blasters-path
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Rishi
- Faction: Both
- Patch: 3.0.0
- Level: 1
- SWTOR Spy Coordinates: X:650, Y:-61
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Raider's Cove
- Location
- Locations
- Planet
- Rishi
How to get the Raider's Cove codex: Guide on SWTOR-Spy.com: Automatically granted on Dock Causeway. [SWTOR Spy thanks] ... (Read More)
Lore Entry: In the hearts and minds of many of its residents, Raider's Cove isn't some cobbled-together beach town--it's their safe haven. The same relative lawlessness that allows unsavory types to steal and fight with abandon also gives those who don't wish to live under the rule of galactic authorities a suitable home. And it's not as though Raider's Cove is a hotbed of anarchy: the town's founding pirate crew, the Nova Blades, routinely contend with residents and visitors who become too much of a nuisance. The first phase of Raider's Cove, now a bustling port, was built using only what the stranded Nova Blades had available from their crashed ship, plus whatever natural resources they could plunder from the local Rishii. As more pirates arrived on Rishi and the local economy began to flourish, relatively polished structures were constructed along the black-sand shores and Raider's Cove became a vacation destination for adventure and trouble seekers everywhere--a true resort for the wicked.
Details
- Link: https://swtorista.com/codex/?codex=raiders-cove
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Rishi
- Faction: Both
- Patch: 3.0.0
- Level: 55
- SWTOR Spy Coordinates: X:998, Y:630
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Rishi
- Location
- Planets
- Planet
- Rishi
How to get the Rishi codex: Guide on SWTOR-Spy.com: You get this codex automatically once you arrive ... (Read More)
Lore Entry: For a very long time, Rishi remained ignored and untouched on the fringes of the Outer Rim. Its dominant species--the intelligent, avian Rishii--lived a simple and mostly serene existence on the island-flecked world. But when a pirate craft crash-landed on Rishi more than a hundred years ago, all that changed. With its plentiful fossil fuel reserves and close proximity to a largely unexplored dwarf galaxy, this tropical pearl of a planet has since become a favorite hub for underworld types in search of riches, refuge from authorities or just a good time.
Details
- Link: https://swtorista.com/codex/?codex=rishi
- Type: Location
- Category: Planets
- Subcategory: Planet
- Tertiary Category: Rishi
- Faction: Both
- Patch: 3.0.0
- Level: 55
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Rishii Village
- Location
- Locations
- Planet
- Rishi
How to get the Rishii Village codex: Unlocked by riding the speeder in Raider's Cove that takes you to the Rishii Village
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Rishii Village' codex.
Lore Entry: Species-wide, the Rishii appreciate community. Many, however, also exhibit an affinity for transience. Because of this, Rishii villages are designed to offer lodging and social activities in a tribal setting for as long as any family or individual Rishii wishes to remain. No one owns property but rather claims it for a time of their choosing. Rishii villages are commonly set upon high elevation near the sea, allowing the Rishii to easily spot prey in the waters below while severely restricting the pathways of would-be predators. Their huts are typically built from bark, roots, branches and cereal stalks. They are far more durable than appears at first glance, as each hut is constructed with its specific location in mind to best withstand local atmospheric patterns and phenomena. A more recent addition to their villages are wooden bridges, which have been added for the convenience of non-Rishii guests.
Details
- Link: https://swtorista.com/codex/?codex=rishii-village
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Rishi
- Faction: Both
- Patch: 3.0.0
- Level: 57
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
The Aggressor
- Location
- Locations
- Planet
- Rishi
How to get the The Aggressor codex: Guide on SWTOR-Spy.com: You get this codex when you enter Aggressor ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Aggressor' codex.
Lore Entry: To visitors and most of the residents of Raider's Cove, it is a shipwreck. At most, a unique landmark that stands tall along the western horizon. But to the Nova Blades on Rishi, the Aggressor is their home. Since its construction, the corvette has traversed the galaxy and beyond as part of the Nova Blades' pursuit of riches and notoriety, but now its engines and hull stand in such a state of disassembly and devastation that it will never sail among the stars again. Even as an apparent husk, the Aggressor continues to serve its owners' needs. The portion of the vessel that rests parallel to the ground is now used for security services, management and, when inclement weather strikes, social gatherings; the vertical aft has been cleverly refitted to serve as living quarters and minor manufactories, with scrap metal and wood used to fashion ladders and lifts along the ship's former halls.
Details
- Link: https://swtorista.com/codex/?codex=the-aggressor
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Rishi
- Faction: Both
- Patch: 3.0.0
- Level: 55
- SWTOR Spy Coordinates: X:-761, Y:-87
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Brejik's Run [Empire]
- Location
- Locations
- Planet
- Taris
How to get the Brejik's Run [Empire] codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Dave A. for additional information.
Lore Entry: The remains of an old swoop track, Brejik's Run is named for Milos Brejik, a famous Tarisian swoop racer who turned scavenger after the destruction of Taris, using his swoop skills to quickly forage and deliver supplies to the few unfortunate survivors of the bombardment. Brejik's Run has had many occupants over the centuries, as its large overhangs make good shelter from the harsh elements, but it currently hosts a Republic settlement and outpost--one of the earliest attempts to tame and rebuild Taris.
Details
- Link: https://swtorista.com/codex/?codex=brejiks-run-empire
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Imperial
- Patch: 1.0.0
- Level: 35
- SWTOR Spy Coordinates: X:1177, Y:-166
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Brejik's Run [Republic]
- Location
- Locations
- Planet
- Taris
How to get the Brejik's Run [Republic] codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Sphinxen for additional information.
Lore Entry: The remains of an old swoop track, Brejik's Run is named for Milos Brejik, a famous Tarisian swoop racer who turned scavenger after the destruction of Taris, using his swoop skills to quickly forage and deliver supplies to the few unfortunate survivors of the bombardment. Brejik's Run has had many occupants over the centuries, as its large overhangs make good shelter from the harsh elements, but it currently hosts a Republic settlement and outpost--one of the earliest attempts to tame and rebuild Taris.
Details
- Link: https://swtorista.com/codex/?codex=brejiks-run-republic
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Republic
- Patch: 1.0.0
- Level: 20
- SWTOR Spy Coordinates: X:1170, Y:505
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Brell Sediment [Empire]
- Location
- Locations
- Planet
- Taris
How to get the Brell Sediment [Empire] codex: Guide on SWTOR-Spy.com: Zone: The Brell Sediment [SWTOR Spy thanks] Jacuh ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Brell Sediment [Empire]' codex.
Lore Entry: The Brell Sediment refers to a large area of Tarisian ruins dominated by a massive acidic lake and a former chemical plant. It gets its name--somewhat ironically--from Ark Brell, a leading environmentalist on Taris in the days before its destruction. Before the bombardment, Ark Brell set up several water purification and waste disposal plants on Taris, with the aim of turning the waste from Taris's factories into alternative fuel sources and minimizing the waste produced by the massive city-world. Legend has it that the collapse of one of his factories during the bombardment created the acid lake, although present rumor suggests that other, less well-intentioned groups on Taris may be the cause.
Details
- Link: https://swtorista.com/codex/?codex=brell-sediment-empire
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Imperial
- Patch: 1.0.0
- Level: 32
- SWTOR Spy Coordinates: X:-81, Y:665
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Brell Sediment [Republic]
- Location
- Locations
- Planet
- Taris
How to get the Brell Sediment [Republic] codex: Guide on SWTOR-Spy.com: Zone: The Brell Sediment [SWTOR Spy thanks] Jacuh ... (Read More)
Lore Entry: The Brell Sediment refers to a large area of Tarisian ruins dominated by a massive acidic lake and a former chemical plant. It gets its name--somewhat ironically--from Ark Brell, a leading environmentalist on Taris in the days before its destruction. Before the bombardment, Ark Brell set up several water purification and waste disposal plants on Taris, with the aim of turning the waste from Taris's factories into alternative fuel sources and minimizing the waste produced by the massive city-world. Legend has it that the collapse of one of his factories during the bombardment created the acid lake, although present rumor suggests that other, less well-intentioned groups on Taris may be the cause.
Details
- Link: https://swtorista.com/codex/?codex=brell-sediment-republic
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Republic
- Patch: 1.0.0
- Level: 18
- SWTOR Spy Coordinates: X:-81, Y:665
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Dynamet General
- Location
- Locations
- Planet
- Taris
How to get the Dynamet General codex: Once you enter the Dynamet General Hospital, located within the "Sinking City", on Taris
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Dynamet General' codex.
Lore Entry: Dynamet General was Taris's foremost research hospital and led the galaxy in the development of cures for rare neurological diseases such as Cathington's Disorder. Originally founded as Mercy General, the hospital was renamed a century before Taris's destruction after the Dynamet Corporation, which donated a large sum of credits for the construction of a wing devoted to developing a cure for the rakghoul virus. Rumor states that a cure was found, but Taris was bombed shortly after and the hospital destroyed.
Details
- Link: https://swtorista.com/codex/?codex=dynamet-general
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Republic
- Patch: 1.0.0
- Level: 17
- SWTOR Spy Coordinates: X:-384, Y:-370
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Endar Spire [Empire]
- Location
- Locations
- Planet
- Taris
How to get the Endar Spire [Empire] codex: Guide on SWTOR-Spy.com: Zone: The Sinking City. 2nd possible location : ... (Read More)
Lore Entry: The Republic cruiser Endar Spire was shot down over Taris during the Jedi Civil War in an attempt by Darth Malak to capture the young Jedi Bastila Shan. This event led directly to Taris's ultimate destruction, securing the ship's place in history. Over the centuries, the Endar Spire's husk has become a shelter to many different groups on Taris, including surviving settlers, pirates and scavengers. Its internal systems are believed to contain a bounty of information and useful materials to anyone with the will and ability to recover them.
Details
- Link: https://swtorista.com/codex/?codex=endar-spire-empire
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Imperial
- Patch: 1.0.0
- Level: 34
- SWTOR Spy Coordinates: X:-217, Y:-88
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Endar Spire [Republic]
- Location
- Locations
- Planet
- Taris
How to get the Endar Spire [Republic] codex: Guide on SWTOR-Spy.com: Zone: The Sinking City. 2nd possible location : ... (Read More)
Lore Entry: The Republic cruiser Endar Spire was shot down over Taris during the Jedi Civil War in an attempt by Darth Malak to capture the young Jedi Bastila Shan. This event led directly to Taris's ultimate destruction, securing the ship's place in history. Over the centuries, the Endar Spire's husk has become a shelter to many different groups on Taris, including surviving settlers, pirates and scavengers. Its internal systems are believed to contain a bounty of information and useful materials to anyone with the will and ability to recover them.
Details
- Link: https://swtorista.com/codex/?codex=endar-spire-republic
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Republic
- Patch: 1.0.0
- Level: 17
- SWTOR Spy Coordinates: X:-217, Y:-88
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Reclamation Base
- Location
- Locations
- Planet
- Taris
How to get the Reclamation Base codex: Guide on SWTOR-Spy.com: republic resettlement zone
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Reclamation Base' codex.
Lore Entry: As part of its efforts to rebuild and restore ruined Taris, the Republic has set up a reclamation base that acts as the headquarters and point of arrival for all who come to help with the reconstruction effort. The base was first established shortly after the Treaty of Coruscant, when it became clear that the Republic needed to shore up morale and show it could still stand strong. The Taris reclamation effort has become symbolic of the Republic's will to restore life where the Empire brings only destruction.
Details
- Link: https://swtorista.com/codex/?codex=reclamation-base
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Republic
- Patch: 1.0.0
- Level: 16
- SWTOR Spy Coordinates: X:-2002, Y:602
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Republic Resettlement Zone
- Location
- Locations
- Planet
- Taris
How to get the Republic Resettlement Zone codex: Guide on SWTOR-Spy.com: You get this codex entry upon entering the ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Republic Resettlement Zone' codex.
Lore Entry: After the Treaty of Coruscant, the Republic set out to rebuild the demolished planet Taris and forge a symbol of renewed strength. As the operation grew, the Olaris Reclamation Base rose from the ashes and Republic forces tamed the surrounding jungle. But progress stalled after repeated setbacks in Taris's hostile wilds. It wasn't until the arrival of Governor Saresh that Republic reconstruction finally took hold. Through sheer will and ambition, Saresh turned the reclamation around and established the Republic Resettlement Zone. As the heart of the reconstruction, this zone houses the tens of thousands of machines, administrators and soldiers that make the reclamation possible. Although Governor Saresh has since relinquished her post on Taris, the Republic Resettlement Zone still stands as a haven for the Republic and a sign of the rebirth to come.
Details
- Link: https://swtorista.com/codex/?codex=republic-resettlement-zone
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Imperial
- Patch: 1.0.0
- Level: 33
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Sinking City [Empire]
- Location
- Locations
- Planet
- Taris
How to get the Sinking City [Empire] codex: Guide on SWTOR-Spy.com: Zone: The Sinking City. [SWTOR Spy thanks] Jacuh ... (Read More)
Lore Entry: The Sinking City is where the heart of old Taris collapsed into the world below during the bombardment. Taris's most lively business and cultural districts have become a morass of urban decay. The ruins of Dynamet General Hospital, as well as massive building plates that once supported towering skyscrapers, provide shelter for rakghouls, pirates and scavengers. But the Sinking City promises to rise again--several attempts have been made to begin new construction in the area, and the Republic is focusing its reconstruction efforts on returning Taris to its former glory.
Details
- Link: https://swtorista.com/codex/?codex=sinking-city-empire
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Imperial
- Patch: 1.0.0
- Level: 33
- SWTOR Spy Coordinates: X:267, Y:-141
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Sinking City [Republic]
- Location
- Locations
- Planet
- Taris
How to get the Sinking City [Republic] codex: Guide on SWTOR-Spy.com: Zone: The Sinking City. [SWTOR Spy thanks] Jacuh ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Sinking City [Republic]' codex.
Lore Entry: The Sinking City is where the heart of old Taris collapsed into the world below during the bombardment. Taris's most lively business and cultural districts have become a morass of urban decay. The ruins of Dynamet General Hospital, as well as massive building plates that once supported towering skyscrapers, provide shelter for rakghouls, pirates and scavengers. But the Sinking City promises to rise again--several attempts have been made to begin new construction in the area, and the Republic is focusing its reconstruction efforts on returning Taris to its former glory.
Details
- Link: https://swtorista.com/codex/?codex=sinking-city-republic
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Republic
- Patch: 1.0.0
- Level: 17
- SWTOR Spy Coordinates: X:267, Y:-141
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Transport Station Five
- Location
- Locations
- Planet
- Taris
How to get the Transport Station Five codex: Guide on SWTOR-Spy.com: Zone: Tularan Marsk. [SWTOR Spy thanks] Jacuh for ... (Read More)
Lore Entry: Before the planet's destruction, billions of citizens visited Taris's transport stations daily to quickly travel across the massive city world. Speeders ran on schedule and trams hauled freight and passengers safely to their destinations. As Taris's alien population took to the Lower City, Transport Station Five was built to serve their expanding needs. When the planet was bombarded in the Jedi Civil War, transport stations on the upper levels of Taris were incinerated and turned to rubble. Now only the ruins of Transport Station Five remain intact, a ghostly reminder of a planet once teeming with life.
Details
- Link: https://swtorista.com/codex/?codex=transport-station-five
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Imperial
- Patch: 1.0.0
- Level: 34
- SWTOR Spy Coordinates: X:392, Y:-4
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Tularan Marsh
- Location
- Locations
- Planet
- Taris
How to get the Tularan Marsh codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Jacuh for additional information.
Lore Entry: Swampland has overtaken much of the area now called the Tularan Marsh. The origin of the name is unknown--before the bombardment, the Tularan Skyway was a major thoroughfare through the industrial zone surrounding one of Taris's primary power plants, but who or what it was named after is a piece of history lost in the rubble. Now the area is infested with rakghouls and pirates, and only a few intrepid representatives of the Republic venture this far into the unknown, untamed wilds of Taris.
Details
- Link: https://swtorista.com/codex/?codex=tularan-marsh
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Imperial
- Patch: 1.0.0
- Level: 34
- SWTOR Spy Coordinates: X:282, Y:595
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Tularan Marsh [Republic]
- Location
- Locations
- Planet
- Taris
How to get the Tularan Marsh [Republic] codex: Guide on SWTOR-Spy.com: [SWTOR Spy thanks] Jacuh for additional information.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Tularan Marsh [Republic]' codex.
Lore Entry: Swampland has overtaken much of the area now called the Tularan Marsh. The origin of the name is unknown--before the bombardment, the Tularan Skyway was a major thoroughfare through the industrial zone surrounding one of Taris's primary power plants, but who or what it was named after is a piece of history lost in the rubble. Now the area is infested with rakghouls and pirates, and only a few intrepid representatives of the Republic venture this far into the unknown, untamed wilds of Taris.
Details
- Link: https://swtorista.com/codex/?codex=tularan-marsh-republic
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Taris
- Faction: Republic
- Patch: 1.0.0
- Level: 18
- SWTOR Spy Coordinates: X:282, Y:595
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Anchorhead
- Location
- Locations
- Planet
- Tatooine
How to get the Anchorhead codex: Awarded as soon as the player exits the Anchorhead Spaceport
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Anchorhead' codex.
Lore Entry: One of the first outsider settlements built on Tatooine, Anchorhead started as a desperate mining colony and has, over the centuries, grown into one of the largest spaceports on the planet. Anchorhead plays host to pirates and smugglers looking for a place to lie low, merchants and businessmen integral to the survival of the city's outlying moisture farms, and permanent residents who eke out a living running cantinas, fixing machines and otherwise maintaining the cultural infrastructure. The mining industry has faded away altogether in and around Anchorhead. It was Czerka Corporation that was most resolved to unearth valuable metals several centuries ago, and even after it became clear that no profit was forthcoming, Czerka maintained offices in Anchorhead on and off for centuries--committed not to write the planet off as a total loss.
Details
- Link: https://swtorista.com/codex/?codex=anchorhead
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tatooine
- Faction: Republic
- Patch: 1.0.0
- Level: 24
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Jundland
- Location
- Locations
- Planet
- Tatooine
How to get the Jundland codex: Should unlocks when you enter the Jundland area map on Tatooine (take the speeder)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Jundland' codex.
Lore Entry: Stretches of sand pockmarked by canyons and rocky outcroppings, the Jundland Wastes mark the border between the great Dune Sea and the spaceports of Anchorhead and Mos Ila. Home to a scattered few outposts and moisture farms along with Sand People, wild beasts and the kind of criminal scum unwelcome even in Tatooine's most disreputable settlements, the intense heat is far from the only danger. Jundland's cliffs are festooned with cave systems extending kilometers below ground, but mechanical problems related to the pervasive heat and sand mean they have never been properly mapped. Every once in a while, a brave individual builds a permanent shelter inside one of these caves. There's rarely anything left after a month, thanks to the predators of Jundland.
Details
- Link: https://swtorista.com/codex/?codex=jundland
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tatooine
- Faction: Both
- Patch: 1.0.0
- Level: 25
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Mos Ila
- Location
- Locations
- Planet
- Tatooine
How to get the Mos Ila codex: Guide on SWTOR-Spy.com: Empire only. Received upon exiting the spaceport. [SWTOR ... (Read More)
Lore Entry: Before the Empire converted the city into a garrison, Mos Ila was a settlement largely overrun by Exchange outlaws and smugglers. The local farmers and traders who made up the bulk of the population were at the mercy of the crime syndicate, which found Tatooine to be a perfect base of operations. When Imperial troops landed unannounced and swept all opposition out of the city, the residents reacted with mixed emotion--glad to see the Exchange gone, less certain of their new Imperial masters. This is not the first time Mos Ila's local authority has been deposed. The settlement was originally built as a trading post with the assistance of local Jawas and was governed by a Jawa council. The non-Jawa population had no problem with this arrangement, despite the unpredictability of the Jawa-built machines; rather, it was the arrival of the Exchange that forced the Jawas out and soured outsider-Jawa relations in the region.
Details
- Link: https://swtorista.com/codex/?codex=mos-ila
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tatooine
- Faction: Imperial
- Patch: 1.0.0
- Level: 24
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Outlaw's Den
- Location
- Locations
- Planet
- Tatooine
How to get the Outlaw's Den codex: This codex is automatically granted the first time you walk in to the Outlaw's Den pvp area on Tatooine.
Lore Entry: Of all the wretched and lawless regions that dot the sun-bleached surface of Tatooine, there's one forsaken strip of desert that even the most hardened wanderers avoid: the Outlaw's Den. A ghost town whose sad history consists only of conquest, desperation and despair. Dozens of gangs, pirate crews and even native raiders have claimed the blighted region over the years, but never for long as the place seems to attract the criminal element like a lure. Some say the land is cursed, others say it's the ghosts of the murdered settlers who drive trespassers to violence, all that's really known is that no one is ever truly safe in the Outlaw's Den.
Details
- Link: https://swtorista.com/codex/?codex=outlaws-den
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tatooine
- Faction: Both
- Patch: 1.0.0
- Level: 24
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Swtorista
The Dune Sea
- Location
- Locations
- Planet
- Tatooine
How to get the The Dune Sea codex: Guide on SWTOR-Spy.com: Dune Sea entrance using the upper path (not ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Dune Sea' codex.
Lore Entry: A vast ocean of sand stretching endlessly into the horizon, the Dune Sea is the image that springs to mind when most think of Tatooine--even those who've settled on the planet. Few dare to wander too far into the wasteland, fearful of Sand People, hideous monsters and worst of all: the utterly unknown. Particularly brave Jawas have retrieved salvage during journeys into the Dune Sea, returning with puzzling devices and broken gadgets. No one is entirely sure how these scraps ended up in the wastes, but the occasional piece bears the worn, faded emblem of Czerka Corporation.
Details
- Link: https://swtorista.com/codex/?codex=the-dune-sea
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tatooine
- Faction: Both
- Patch: 1.0.0
- Level: 26
- SWTOR Spy Coordinates: X:-560, Y:-1608
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Sarlacc
- Location
- Lore
- Planet
- Tatooine
How to get the The Sarlacc codex: Guide on SWTOR-Spy.com: The Dune Sea, The Sarlacc Pit. [SWTOR Spy ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Sarlacc' codex.
Lore Entry: Extremely rare creatures that defy classification, semi-sentient sarlaccs have been identified on a handful of worlds scattered across the galaxy. Xenobiologists estimate the lifespan of an average sarlacc to be anywhere from 20,000 to 50,000 years, with virtually all of that time being spent at a single location. Sarlaccs typically bury themselves deep below the ground so that only their great mouths are exposed, making them virtually invulnerable to standard weapons. The mouth resembles a massive pit lined with spiny protrusions. From the center, long tentacles can lash out to grasp prey near the edges of the pit, dragging it down into the creature's stomach where the unfortunate victim is slowly digested. Victims may survive for a period of weeks or months, kept alive by the sarlacc's unique stomach fluids, but total digestion can take centuries.
Details
- Link: https://swtorista.com/codex/?codex=the-sarlacc
- Type: Location
- Category: Lore
- Subcategory: Planet
- Tertiary Category: Tatooine
- Faction: Both
- Patch: 1.0.0
- Level: 24
- SWTOR Spy Coordinates: X:-1398, Y:-2032
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Wound
- Location
- Locations
- Planet
- Tatooine
How to get the The Wound codex: Central area of the Jundland map, on Tatooine. Unlocked by crossing the sunsrise ridge by taking the stone overpass.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Wound' codex.
Lore Entry: In the middle of the Jundland Wastes, the land is split by a deep chasm known only as the Wound. The bottom is impossible to see from the upper ridge, and the rim of the Wound is dotted with the camps of Sand People. The Sand People seem to revere the Wound and are occasionally seen casting the dead into its depths. Most people consider the Wound a natural formation, but some fringe geologists believe otherwise. They speculate the Wound was created during a violent orbital bombardment in ancient times. Their evidence is thin, however, and many wonder why anyone would bombard such a remote and desolate world.
Details
- Link: https://swtorista.com/codex/?codex=the-wound
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tatooine
- Faction: Both
- Patch: 1.0.0
- Level: 26
- SWTOR Spy Coordinates: X:1012, Y:-820
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Worm Food
- Location
- Achievement: Titles
- Planet
- Tatooine
How to get the Worm Food codex: You receive this title by travelling to the dune sea on Tatooine and doing your best Boba Fett impression. X: -1378, Y: -1999
Swtorista has more info about this achievement on the fansite.
Swtorista Guide
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Worm Food' codex.
Lore Entry: You received this title after being devoured by the sarlacc creature on Tatooine.
Details
- Link: https://swtorista.com/codex/?codex=worm-food
- Type: Location
- Category: Achievement: Titles
- Subcategory: Planet
- Tertiary Category: Tatooine
- Faction: Both
- Patch: 2.0.0
- Level: 1
- SWTOR Spy Coordinates: X:-1378, Y:-1999
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Jedi Temple
- Location
- Locations
- Planet
- Tython
How to get the Jedi Temple codex: Guide on SWTOR-Spy.com: You will receive this codex at the entrance ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Jedi Temple' codex.
Lore Entry: Since the destruction of the original temple during the Sacking of Coruscant, the Jedi Temple on Tython has become the spiritual home and sanctuary of the Jedi Order. Housing meditation rooms, lecture theaters and the Jedi Archives, the temple's architecture was deliberately changed from the original on Coruscant, in line with the Jedi philosophy of non-attachment. The new design is intended to echo the style of Alderaan's famous castles and to evoke the Jedi virtues of humility, serenity and patience. Construction began a year after the Jedi made a permanent settlement on Tython and took three years to complete using local Tythonian stone and timber. The temple's site, built upon the ruins of a much older temple, was chosen by the Jedi Council after a week of fasting and meditation. While the temple's formidable technological defenses are concealed and integrated into the architecture, it's the presence of the Council and the Jedi who train there who truly ensure its safety from invaders.
Details
- Link: https://swtorista.com/codex/?codex=jedi-temple
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tython
- Faction: Republic
- Patch: 1.0.0
- Level: 3
- SWTOR Spy Coordinates: X:-300, Y:-437
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Kalikori Village
- Location
- Locations
- Planet
- Tython
How to get the Kalikori Village codex: Soon as you enter the Kalikori Village on Tython. (will visit it a lot during the JK/JC prologue)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Kalikori Village' codex.
Lore Entry: Named after an old Twi'lek word for 'beginning,' Kalikori village is a settlement in the Tythonian hills, founded by a group of Twi'lek Pilgrims fleeing persecution. The Pilgrims asked the Republic for permission to settle on Tython but were refused; defying the ruling, the Pilgrims founded a small camp that gradually grew into Kalikori village. The village Matriarch's home is built on the site of the original landing. Kalikori is technically an illegal settlement, without protection under Republic law. As the village grew, boasting fertile fields and its own irrigation system, the Twi'lek Pilgrims realized they were expanding into Flesh Raider territory and have been fighting off the creatures ever since without outside help. Despite the anger of the villagers at the Jedi who have 'abandoned' them, many Padawans travel to Kalikori village to seek the Matriarch's blessing or to learn about the Pilgrims' teachings.
Details
- Link: https://swtorista.com/codex/?codex=kalikori-village
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tython
- Faction: Republic
- Patch: 1.0.0
- Level: 4
- SWTOR Spy Coordinates: X:155, Y:-221
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Ruins of Kaleth
- Location
- Locations
- Planet
- Tython
How to get the Ruins of Kaleth codex: Guide on SWTOR-Spy.com: You will receive this codex when you enter ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Ruins of Kaleth' codex.
Lore Entry: Crumbling walls and rubble are all that remain of the fortified city of Kaleth. Carvings at Kaleth suggest the site has been inhabited and abandoned more than once over the millennia--but always by Force users. This has given rise to dozens of theories about Kaleth from scholars at the Jedi Temple, not to mention interest from archaeologists seeking artifacts of the ancient Jedi. Unfortunately, exploration of Kaleth is hampered by ancient hostile droids that still roam the ruins. The presence of these droids, the discovery of surviving computers and reports of strange lights at night prove Kaleth still has sections with functioning power despite being abandoned for centuries. Because of this, some members of the first expedition to Tython recommended restoring Kaleth and making it the new settlement of the Jedi Order. The Jedi Council decided against this, however, preferring to study Kaleth and its history from a distance.
Details
- Link: https://swtorista.com/codex/?codex=ruins-of-kaleth
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tython
- Faction: Republic
- Patch: 1.0.0
- Level: 5
- SWTOR Spy Coordinates: X:-368, Y:-21
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Chamber of Speech
- Location
- Locations
- Planet
- Tython
How to get the The Chamber of Speech codex: Guide on SWTOR-Spy.com: You will receive this Codex while u are ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Chamber of Speech' codex.
Lore Entry: The Chamber of Speech is mentioned several times in surviving histories of Kaleth, though only in passing. The scrolls Jedi Knight Do Zonn obtained suggest the chamber was a repository of knowledge in some form, and reference a mysterious being who was master of the chamber's lore. Attempts to fully examine the old machines in the Chamber of Speech have proved fruitless, as the battle droids that guard the ruin are particularly violent. There is evidence that the droids were programmed to return to the chamber if its other defenses failed. Whatever secrets the chamber hides, the ancients of Kaleth were careful to protect them.
Details
- Link: https://swtorista.com/codex/?codex=the-chamber-of-speech
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tython
- Faction: Republic
- Patch: 1.0.0
- Level: 9
- SWTOR Spy Coordinates: X:-1005, Y:120
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
The Gnarls
- Location
- Locations
- Planet
- Tython
How to get the The Gnarls codex: Soon as you land on "The Gnarls" area. (first speeder you take as a JK/JC)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Gnarls' codex.
Lore Entry: The Gnarls' is a name given to the wilds near the outpost and landing pads beneath the Masters' Retreat. It was nicknamed for the thick undergrowth that originally covered the region, which took several months to clear. The original explorers of Tython discovered and restored ruined stone paths and bridges leading through the Gnarls, suggesting these wilds were once used by the ancient Jedi. Although still a proving ground for Jedi Padawans, in recent years the Gnarls has become increasingly dangerous. Wild animals have begun migrating closer to the Gnarls outpost, and there have been sightings of Tython's native Flesh Raiders in neighboring sectors. The Jedi Council is in discussions about moving the training grounds to a safer region, but many Masters feel that risk is necessary at a certain level of tutelage; the galaxy is dangerous, and Jedi can't be shielded forever if they're to be prepared.
Details
- Link: https://swtorista.com/codex/?codex=the-gnarls
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tython
- Faction: Republic
- Patch: 1.0.0
- Level: 1
- SWTOR Spy Coordinates: X:-144, Y:-1009
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Tythos Ridge
- Location
- Locations
- Planet
- Tython
How to get the Tythos Ridge codex: Guide on SWTOR-Spy.com: You will receive this codex when you eneter ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Tythos Ridge' codex.
Lore Entry: The primitive Flesh Raiders have turned the once-lush mountains of Tythos Ridge into a horrific camp from which to launch their raids on the other denizens of Tython. The ground is black and barren; the trees and foliage burned away. The air is thick with the stench of death, and piles of bones desecrate ancient Tythonian pillars, mute testament to the countless victims of the Flesh Raiders' appetites. Tythos Ridge was never fully studied during the early stages of Tython's Jedi reoccupation; Master Bestros proposed its use as a meditation retreat, but since then, the increasing number of Flesh Raiders has made exploration impossible. It is unclear whether a small Flesh Raider village was the seed for this now-vast settlement, or whether the Flesh Raiders migrated to the ridge en masse--but either way, for Jedi Masters seeking to understand the creatures, further reconnaissance of the ridge is an absolute necessity.
Details
- Link: https://swtorista.com/codex/?codex=tythos-ridge
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Tython
- Faction: Republic
- Patch: 1.0.0
- Level: 5
- SWTOR Spy Coordinates: X:214, Y:-130
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Alien Enclave
- Location
- Locations
- Planet
- Voss
How to get the Alien Enclave codex: Awarded once you enter the Alien Enclave area of Voss-ka's city.
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Alien Enclave' codex.
Lore Entry: To the Voss, all outsiders--Imperial and Republic, diplomat and pilgrim--are ranked equally. As such, offworld visitors are all grouped together in the Alien Enclaves, specially-designated areas of Voss-Ka where outsiders can do business. This also allows the Voss to keep an eye on their visitors and control their movements within the city. With Voss commandos constantly on guard, tensions in the Alien Enclaves run high. Nearly everyone there has the same goal--gaining the favor of the Voss--but they are also conscious that the Voss can order them offworld if they cause an incident. Ambassadors from the Empire and the Republic are icily polite; independent traders and captains carefully compete to sell their wares; Jedi and Sith walk large circles around one another. In the chaos of war, the Alien Enclaves represent islands of peaceful cooperation, albeit socially awkward ones.
Details
- Link: https://swtorista.com/codex/?codex=alien-enclave
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Voss
- Faction: Both
- Patch: 1.0.0
- Level: 44
- SWTOR Spy Coordinates: X:-145, Y:-113
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Gorma-Koss
- Location
- Locations
- Planet
- Voss
How to get the Gorma-Koss codex: Gormak settlement located at the Southern area of Voss, inside the Gormak Lands
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Gorma-Koss' codex.
Lore Entry: The Gormak are normally a tribal people, their population spread across numerous nomadic clans numbering a hundred individuals each. However, deep in the Gormak lands lies Gorma-Koss, a massive settlement of tens of thousands of Gormak who have united their tribes in a sprawling expanse of huts, tents, high-tech defenses and amazing technological devices at the base of an unnamed mountain. Gorma-Koss--literally 'the Gormak kingdom' in the old Voss language--is rumored to be ruled over by a single powerful leader, and the Gormak who dwell in the makeshift city seem to be organized for some greater purpose. Instead of scavenging random cast-off pieces of technology, they seem to be searching for very specific items and components, as if gathering material for a massive, unknown project.
Details
- Link: https://swtorista.com/codex/?codex=gorma-koss
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Voss
- Faction: Both
- Patch: 1.0.0
- Level: 44
- SWTOR Spy Coordinates: X:403, Y:1728
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Gormegan-1
- Location
- Locations
- Planet
- Voss
How to get the Gormegan-1 codex: Located at Gorma-Koss (southern area of the Gormak Lands) (quest "In the Crosshairs" takes you there)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Gormegan-1' codex.
Lore Entry: Despite their incredible affinity for technology, the Gormak are still a backward species in many ways. Although they are capable of repairing, modifying and improving tech created by more advanced cultures, they are mired in a pre-spaceflight culture and confined to their homeworld. Now, under the guidance of Jokull--a visionary warrior who has risen up to lead his people--the Gormak are approaching the dawn of a new age. Hidden away inside Gorma-Koss, dozens of tribes have united to build a starship capable of interstellar flight. Using pieces and equipment salvaged from the Empire, the Republic and even the Voss, they have made slow but steady progress, marching towards the future. Should the Gormak successfully complete the vessel, it will forever alter the destiny of their people by making them a force within greater galactic culture. The long-term consequences of such a radical breakthrough are difficult to predict, but the Gormak firmly believe their first starship is the key to their ultimate survival.
Details
- Link: https://swtorista.com/codex/?codex=gormegan-1
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Voss
- Faction: Both
- Patch: 1.0.0
- Level: 44
- SWTOR Spy Coordinates: X:36, Y:2522
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Nightmare Lands
- Location
- Locations
- Planet
- Voss
How to get the Nightmare Lands codex: Guide on SWTOR-Spy.com: Got it when i was gliding down the ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Nightmare Lands' codex.
Lore Entry: Said by Voss and outsiders alike to cause insanity in those foolish enough to venture there, the Nightmare Lands are a dangerous region far from Voss-Ka, overgrown with twisted forests. The weather there is unpredictable, and strange sounds and lights have been reported by distant observers. No one knows what caused the corruption of these lands, but many Jedi and Sith claim to sense a powerful dark presence within. Despite the dangers--and numerous warnings from the Voss--some outsiders still brave the Nightmare Lands to loot the ruins or investigate secrets. A few daring Mystics have also made pilgrimages there in an attempt to heal whatever plagues the land. Most of these explorers are simply never seen again; the rest are left to wander the forests, broken and mad. The Nightmare Lands are a blight on Voss; unfortunately, they are a blight nobody seems able to cure.
Details
- Link: https://swtorista.com/codex/?codex=nightmare-lands
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Voss
- Faction: Both
- Patch: 1.0.0
- Level: 46
- SWTOR Spy Coordinates: X:922, Y:-835
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Shrine of Healing
- Location
- Locations
- Planet
- Voss
How to get the Shrine of Healing codex: Soon as you enter the Shrine of Healing. (northwestern area of Voss)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Shrine of Healing' codex.
Lore Entry: While many visitors to Voss seek guidance from the Mystic visionaries, a few desperate pilgrims come to risk the treacherous road to the Shrine of Healing. Imposing and ancient, the shrine houses the Mystic healers, whose incredible curative abilities are said to knit bones, purge disease and mend the mind and spirit. The Shrine of Healing is not a simple hospice, but a monastery and retreat for Mystics. One of the few Voss buildings outside Voss-Ka to have survived the ages, it has rooms--even entire floors--whose purpose is known only to the healers. The shrine is protected by its own cadre of Voss commandos, who patrol the nearby hills vigilant for any Gormak. The upper floors of the Shrine of Healing are reserved for the Trials, tests of faith and duty for Mystics and the most dedicated outsiders. Those foreigners who succeed at the Trials are highly regarded by the Voss, but these successes are rare.
Details
- Link: https://swtorista.com/codex/?codex=shrine-of-healing
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Voss
- Faction: Both
- Patch: 1.0.0
- Level: 44
- SWTOR Spy Coordinates: X:-1952, Y:-1703
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
The Dark Heart
- Location
- Locations
- Planet
- Voss
How to get the The Dark Heart codex: Soon as you enter "DARK HEART - THE ANCIENT HALLS", located in the Nightmare Lands
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Dark Heart' codex.
Lore Entry: The ruin the Voss call the Dark Heart lies deep in the twisted Nightmare Lands. The few surviving texts on the Dark Heart describe the complex as a maze of chambers--some sealed, others seemingly broken open from within--and vast underground corridors. It is said to be a place of corrupted monsters and ancient secrets, and based on orbital reconnaissance scans may be the oldest structure on the planet. The Sith Lord Nerrethel spent two years researching texts concerning the Dark Heart and formulated several theories. He claimed its architecture resembled that of the ancient Sith on Korriban, and made a detailed study of the Dark Heart's orientation relative to Voss's constellations. After attempting to visit the Dark Heart in person, however, Lord Nerrethel was found dead on the border of the Nightmare Lands. His notes from the expedition contained only the words 'it sees.'
Details
- Link: https://swtorista.com/codex/?codex=the-dark-heart
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Voss
- Faction: Both
- Patch: 1.0.0
- Level: 47
- SWTOR Spy Coordinates: X:2052, Y:-26
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
The Gormak Cannon
- Location
- Locations
- Planet
- Voss
How to get the The Gormak Cannon codex: Soon as you reach the entrance to Gorma-Koss (southern area of the Gormak Lands)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Gormak Cannon' codex.
Lore Entry: The Gormak hatred of the Voss is difficult to comprehend for outsiders. More than a simple cultural conflict, the Gormak view the Voss as a blight that must be completely wiped from the face of their world. To this end, the Gormak have begun construction of a massive weapon: a cannon aimed directly at the city of Voss-Ka. The logistics of creating a weapon capable of launching devastating attacks on a city perched atop a mountain are difficult to imagine, but the resourcefulness of the Gormak should not be underestimated. Leveraging scavenged technology and using only primitive mining techniques, the deadly project is rapidly approaching completion and the Gormak's long-awaited day of reckoning is fast approaching.
Details
- Link: https://swtorista.com/codex/?codex=the-gormak-cannon
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Voss
- Faction: Both
- Patch: 1.0.0
- Level: 44
- SWTOR Spy Coordinates: X:274, Y:2230
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
The Ruined City
- Location
- Locations
- Planet
- Voss
How to get the The Ruined City codex: Area located in the Old Paths of Voss. (take the speeder there)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Ruined City' codex.
Lore Entry: Far below Voss-Ka, at the base of the mountain atop which the city was built, are the remains of an ancient metropolis. The architectural style of the mysterious ruin is far removed from that of the Voss, and far beyond anything the primitive Gormak could create, leaving scholars to wonder who built it. Despite the archeological evidence to the contrary, local legends hold that the ruins were indeed built by the Voss. When pressed as to why they would abandon the location for Voss-Ka, the Voss can provide no further details. It is clear that the ruins are shunned; culturally it is a place synonymous with mistakes, failure and regret, though not even the Mystics seem to recall how that reputation was forged.
Details
- Link: https://swtorista.com/codex/?codex=the-ruined-city
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Voss
- Faction: Both
- Patch: 1.0.0
- Level: 44
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
The Step of Harmony
- Location
- Locations
- Planet
- Voss
How to get the The Step of Harmony codex: Guide on SWTOR-Spy.com: Located in the southeast of Voss-Ka. [SWTOR Spy ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'The Step of Harmony' codex.
Lore Entry: Many offworld visitors have commented on the lovely view from a certain long platform in Voss-Ka that stretches out over the mountain. Few realize that this platform, the Step of Harmony, is the Voss's method of handling individuals unable to abide by Voss's simple laws--the violently deranged or the truly heretical. Those who commit particularly grievous offenses 'take the Step of Harmony' by being cast over the edge of the mountain. Despite its grim purpose, the Voss do not view the Step of Harmony as a place of execution. To the Voss, deviant behavior is a result of being 'wrong-minded'; removing such people from the city is a positive act that restores order. The Step of Harmony also serves as a powerful symbol, emphasizing that, to the Voss, there is no greater punishment than being permanently expelled from Voss-Ka... whatever route the offender takes.
Details
- Link: https://swtorista.com/codex/?codex=the-step-of-harmony
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Voss
- Faction: Both
- Patch: 1.0.0
- Level: 44
- SWTOR Spy Coordinates: X:72, Y:343
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Voss-Ka
- Location
- Locations
- Planet
- Voss
How to get the Voss-Ka codex: Unlocked as soon as you land on Voss-Ka
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Voss-Ka' codex.
Lore Entry: Atop a sacred mountain stands Voss-Ka. The only true Voss settlement on a planet overrun by the tribal Gormak, the city is spread across several peaks, accessed by bridges spanning the vast gorges below. Notable landmarks include the Tower of Prophecy, the Alien Enclaves and the buildings assigned as impromptu embassies for Republic and Imperial ambassadors. Under the administration of the Three, life in Voss-Ka is tranquil and orderly. Most Voss live peacefully there, caring for their families, cultivating the plants growing wild on the mountain and maintaining equipment for the Voss commandos in the war against the Gormak. There is no dissent in Voss-Ka, and little crime. Many Exchange and mercenary visitors have tried to take advantage of the city's lack of regulation and serene attitude to law enforcement; however, persistent breaches of the peace in Voss-Ka are punished decisively, with dangerous offenders taking the 'Step of Harmony' off the mountain.
Details
- Link: https://swtorista.com/codex/?codex=voss-ka
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Voss
- Faction: Both
- Patch: 1.0.0
- Level: 44
- SWTOR Spy Coordinates: X:-258, Y:253
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: Dwarf
Imperial Guard Academy
- Location
- Locations
- Planet
- Yavin 4
How to get the Imperial Guard Academy codex: Guide on SWTOR-Spy.com: This codex is granted upon arrival to the ... (Read More)
Screenshots: SWTOR-Spy.com does have a gallery of images for the 'Imperial Guard Academy' codex.
Lore Entry: Before the Emperor's apparent demise, the Empire's greatest non-Force-sensitive combatants were selected for the Imperial Guard to serve and defend the Emperor himself. But being selected and developing into a guardsman were two different matters entirely. The Emperor chose worlds strong in the dark side for his academies--locations where his influence was strongest, where he could form a bond with his would-be guardsmen. In these academies, the candidates would undergo a relentless, merciless training regimen that included regularly scheduled battles to the death. Regardless of what kind of person entered an Imperial Guard academy, if they survived they would emerge as a honed-to-perfection killing machine molded to the Emperor's will.
Details
- Link: https://swtorista.com/codex/?codex=imperial-guard-academy
- Type: Location
- Category: Locations
- Subcategory: Planet
- Tertiary Category: Yavin 4
- Faction: Both
- Patch: 3.0.0
- Level: 58
- SWTOR Spy Coordinates: X:2208, Y:678
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
Yavin 4
- Location
- Planets
- Planet
- Yavin 4
How to get the Yavin 4 codex: Guide on SWTOR-Spy.com: You get this codex automatically once you arrive ... (Read More)
Lore Entry: More than two dozen moons orbit the Outer Rim gas giant Yavin. Of those moons, the one designated Yavin 4 is by far the most habitable, supporting a vast array of flora and fauna within its lush and endless jungles. Yavin 4 also holds a great deal of interest to the Jedi and the Sith. For well over a thousand years now, the dark side of the Force has flowed through Yavin 4 in an ever-increasing magnitude. But those who visit the moon's deadly rainforests and swamps in search of an explanation for the phenomenon rarely return, and never with any answers.
Details
- Link: https://swtorista.com/codex/?codex=yavin-4
- Type: Location
- Category: Planets
- Subcategory: Planet
- Tertiary Category: Yavin 4
- Faction: Both
- Patch: 3.0.0
- Level: 58
- SWTOR Spy Link
- Jedipedia Link
- Author of How-to: SWTOR Spy
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