SWTOR Loremaster of Coruscant Location Guide

To complete the "Loremaster of Coruscant" achievement you must find all four listed lore objects both hidden and obvious on Coruscant. This written guide will show you where to locate each lore object.

The Achievement can be found in your Legacy (Y) > Location > Coruscant > Exploration.

Listed in alphabetic order:

History of Coruscant

The History of Coruscant lore object (a holocron) is located among the rubble in the western area of the Jedi Temple.

The Codex Entry can be found in your Log (L) > Codex > Lore > History of Coruscant.

For over 200,000 years, Coruscant has been one of the most important planets in the galaxy. It has seen and survived dozens of wars, suffered under the control of alien species, served as the capital of the Republic and--according to common wisdom--ushered in the birth of the human species.

In ancient times, before the planet became a city, Coruscant was a world covered mainly in oceans. Over millennia, humans spread out over the land masses, covering them with structures--and as technology developed and overpopulation grew more troublesome, the Coruscanti people sought ways to house their ever-growing numbers. Eventually, the seas themselves were drained, and the humans spread into the empty basins.

It has been over 100,000 years since sunlight last reached the lowest levels of the city. Now, Coruscant stands as a marvel of engineering and sentient triumph, home to thousands of species and countless billions of individuals. Archaeologists spend their whole lives descending through the city's layers, searching for answers about its distant past, and no one in the universe knows Coruscant's full story.

Reconstruction of Coruscant

The Reconstruction of Coruscaant lore object (a plaque) is located in between two platforms with construction cranes on in the Shipping and Receiving Docks in the Old Galactic Market. It's close to both the World Boss SD-0 and one of the MCR-99 Espionage Droid that's part of the Droid Reconnaissance achievement.

The Codex Entry can be found in your Log (L) > Codex > Lore > Reconstruction of Coruscant.

The Republic capital was the Empire's final target during the war, and the bombs dropped in the Sacking of Coruscant left large swathes of the city in ruins. The reconstruction effort began almost immediately after the Empire's withdrawal, but in a crowded city-world where skyscrapers can be kilometers high, simply demolishing one safely can take months.

Although donations flowed freely from the Republic, corruption and political squabbling caused further delays. Finally, Vanara Kayl, Senator for Coruscant, gave an impassioned speech claiming that deliberate interference in Coruscant's rebuilding verged on treason. Impressed by her fervor, the Supreme Chancellor gave Senator Kayl full authority over the reconstruction efforts, which have proceeded relatively smoothly ever since.

Republic Government

The Republic Government lore object (a holocron) is located on a shelf next to the PvP Terminal in the Senate Tower.

The Codex Entry can be found in your Log (L) > Codex > Lore > Republic Government.

Democracy and fair representation are at the core of Republic government. Every member world in the Republic is entitled to a seat in the Galactic Senate and the right to vote on legislation. Due to the sheer size of the Senate, which represents thousands of worlds, Senators negotiate alliances--occasionally through backroom deals--to strengthen their position on important issues.

Large-scale military deployments must be approved by the Senate. Jedi activities are officially outside the Senate's jurisdiction; unofficially, the Jedi Council prefers to be in harmony with the Senate's wishes, and avoid a threat to their independence from Senate action.

The head of the Galactic Senate--and therefore the Republic itself--is the Supreme Chancellor. The Supreme Chancellor is elected by the Senate and serves a four-year term. In recent years, campaigns to become Supreme Chancellor have become more and more low-key, as candidates fear assassination by the Empire.

The Sacking of Coruscant

The Sacking of Coruscant lore object is obtained by completing the conversation with Anitol Rosspar greeting you in the Coruscant Spaceport.

The Codex Entry can be found in your Log (L) > Codex > Lore > The Sacking of Coruscant.

A pivotal moment in recent galactic history, the Sacking of Coruscant was a swift and merciless attack on the Republic capital that began with an offer of peace. The Sith Empire, having fought the Republic for decades since its surprise return, suddenly contacted the Republic Senate to propose a treaty. Although the Republic was suspicious, the war had stretched its capabilities and resources to a breaking point. Peace seemed the only hope of survival.

Diplomats from both sides traveled to Alderaan to discuss the treaty, but the Empire was already making its move. An Imperial fleet descended on Coruscant and launched a massive orbital bombardment against the city. As the Sith Lord Darth Malgus marched into the Jedi Temple, other Imperial forces captured the Senate tower. The entire planet was effectively held hostage.

Knowing that "peace negotiations" were over, the Supreme Chancellor reluctantly signed the Treaty of Coruscant, dictated by the Empire. Although years of uneasy peace have followed, the Sacking of Coruscant remains a vivid and painful memory for the Republic; for the Empire, one of its greatest victories.

Additional Lore Objects

These Lore Object does not count towards the Loremaster Achievement. They are simply providing more knowledge and a small amount of XP. They are purely optional.

Coruscant Security

The Coruscant Security lore object (a plaque) is located between the two doorways leading into Old Galactic Market right behind a Coruscant Security Captain.

The Codex Entry can be found in your Log (L) > Codex > Organizations > Coruscant Security.

Republic member worlds are required to maintain civilian law enforcement organizations, overseen by their planetary governments instead of the Galactic Senate. Coruscant Security is one of the oldest planetary police forces in the Republic and has a reputation for effectiveness, diversity and (on the whole) positive relations with Coruscant's population.

The Sacking of Coruscant took a toll on Coruscant Security--both in lives lost and burnout as years of rebuilding, riot control and military intervention followed. The rise of major criminal syndicates on Coruscant has embittered many young recruits, and frustrated veterans who were trained to track and arrest individuals, not fight block by block to reclaim territory from gangs.

Some say that unless Coruscant Security is given quasi-military training and heavy equipment, it will eventually be overwhelmed by the planet's problems. Few security officers favor such extreme measures, however--they joined the force to keep the peace, not to fight a war in the streets of the planet they love.


The Gand lore object (a plaque) is located near Alec Efran and the Gand you talk to in the Jedi Consular Class Mission in the Concourse Staging Point area that leads out to Old Galactic Market.

The Codex Entry can be found in your Log (L) > Codex > Species > Gand.

The Gand are a keen-eyed and sturdy species of insect-like humanoids. Comprised of over a dozen subtly distinct subspecies, several types of Gand require breathing apparatuses to survive outside the ammonia-rich atmosphere of their homeworld.

Despite this handicap, Gand make some of the best bounty hunters and trackers in the galaxy, and the art of the hunt is an integral part of Gand culture. The most revered Gand profession is that of Findsman: Part-shaman, part-bounty hunter, a Findsman uses a combination of ritual and skill to track his prey and bring him to justice.

Under other circumstances, the Gand's skill as hunters and natural physical hardiness might have led them to become a proud race. However, Gand are noted for being humble and self-deprecating. Most Gand refer to themselves in the third person, as Gand culture dictates that an individual's identity must first be earned. Only the most notable Gand ever call themselves "I."


The Gree lore object (a terminal) is located in the room with the Droid Representatives for the Gree Enclave in the Senate Tower.

The Codex Entry can be found in your Log (L) > Codex > Species > Gree.

Known for their bizarre and wonderful technology as much as their unusual cephalopodic anatomy, the Gree are one of the oldest species in the galaxy. Their civilization once flourished in the Outer Rim, though the glory days of their people ended thousands of years before the rise of the Republic.

In modern times, with much of their history forgotten and the greatest achievements of their people lost, most Gree live in seclusion in the Enclave--a mid-sized region of space carefully isolated from outside contact. However, the Gree reputation as engineers and artisans is still unmatched. Genuine Gree technology is worth a fortune to collectors and researchers--though few Gree would part with such treasures, preferring to lend their skills instead.

Migrant Merchant's Guild

The Migrant Merchant's Guild lore object (a piece of scrap) is located inside the Fartrader Lounge in the Old Galactic Market that is part of [Heroic 2+] Republic's Most Wanted. You can pick up this mission either at the Daily Heroic Missions terminal in the Coruscant Spaceport, or at the Bounty Board terminal at the Old Galactic Market Taxi Station.

The Codex Entry can be found in your Log (L) > Codex > Organizations > Migrant Merchant's Guild.

On paper, the Migrant Merchants' Guild is a legitimate trade consortium that advocates for refugee rights and supports the Coruscant reconstruction effort. In reality, the Migrant Merchants' Guild is a highly organized crime syndicate that seized power during the riots at the old Galactic Market after the war.

Even before the war's end, the guild served as a front for money laundering and goods smuggling, but kept mostly to nonviolent crime. Its membership was primarily nonhuman, and represented a powerful economic force inside Coruscant's nonhuman immigrant population. When riots broke out, the guild saw an opportunity to claim real power; after security forces withdrew, it was the guild that re-established "order" with its armed goons and provided food and supplies... at a price.

Since then, the Migrant Merchants' Guild has expanded into bribery and extortion, with the old Galactic Market at the heart of its territory, all the while keeping a thin veneer of respectability. Republic security patrols often clash with members of the Migrant Merchants' Guild in an attempt to keep the peace, but recently the guild has been moving its influence from shaking down local businesses to Coruscant politics.


The Sullustan lore object (a datapad) is located on a table next to Palo Pevv, the Treasure Hunting Trainer next to the Quick Travel Point in The Drunkard's Vote Cantina in the Senate Commercial District, beneath the Senate Plaza.

The Codex Entry can be found in your Log (L) > Codex > Species > Sullustan.

Adventurous and outgoing, Sullustans are as comfortable seated at the controls of a ship as they are in the underground cities of their homeworld. Whether their affinity for navigation and exploration is genetic or cultural is a matter of some debate, but the end result is that Sullustans are found throughout the galaxy where they are heavily recruited as crew members on both civilian and military vessels.

The planet Sullust is currently under Imperial control, a fact that does not sit well with the Sullustans themselves. Due to Imperial censorship of planet-wide communications, little is known about resistance efforts on the surface. However, Sullustans in the rest of the galaxy are almost universal in their support of the Republic, with most eager to do anything they can to aid in the eventual liberation of their homeworld.


The Ugnaught lore object (a datapad) is located on a table in the Ugnaught Workshop in the south of Old Galactic Market.

The Codex Entry can be found in your Log (L) > Codex > Species > Ugnaught.

Ugnaughts are small, hardworking humanoids with a knack for mechanical work. Living in close-knit tribes, they are native to the volcanic world Gentes, where they build cunning devices to help them survive Gentes's inhospitable conditions. Living in Gentes's thick atmosphere gives Ugnaughts some natural resistance to toxic gases, meaning they can work happily in industrial environments without protection.

The Ugnaughts' small size and impressive technical expertise unfortunately make them prime targets for slavers. The Hutt Cartel alone is responsible for displacing entire Ugnaught tribes, putting them to work in droid factories or to maintain the Hutts' extravagant palaces.

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