Galactic Loremaster Achievement
- Loremaster of Alderaan
- Loremaster of Balmorra (Empire)
- Loremaster of Balmorra (Republic)
- Loremaster of Belsavis
- Loremaster of Corellia
- Loremaster of Coruscant
- Loremaster of Dromund Kaas
- Loremaster of Hoth
- Loremaster of Hutta
- Loremaster of Ilum
- Loremaster of Korriban
- Loremaster of Makeb
- Loremaster of Nar Shaddaa
- Loremaster of Ord Mantell
- Loremaster of Quesh
- Loremaster of Taris (Imperial)
- Loremaster of Taris (Republic)
- Loremaster of Tatooine
- Loremaster of Tython
- Loremaster of Voss
SWTOR Loremaster of Hoth Location Guide
To complete the "Loremaster of Hoth" achievement you must find all six listed lore objects both hidden and obvious on Hoth. This written guide will show you where to locate each lore object.
The Achievement can be found in your Legacy (Y) > Location > Hoth > Exploration.
Listed in alphabetic order:
Caught Between Two Foes
The Caught Between Two Foes lore object (talz body) is located on the other side of an iceberg where you find the Republic Travel Point next to Highmount Road leading south in Highmount Ridge.
The Codex Entry can be found in your Log (L) > Codex > Lore > Caught Between Two Foes.
The Republic finds itself in the worst possible military position on Hoth as it battles both Imperial forces and White Maw pirates. Each of these enemies poses significant individual challenges; combined, they are a nightmare scenario for Republic war strategists. It appears impossible to adopt a battle plan that effectively defends against both, much less offers any hope of victory over them.
The Empire employs classic high-aggression tactics while protecting its units within heavy fortifications, while the unpredictable White Maw pirates favor hit-and-run attacks that take advantage of Hoth's natural landscape for maximum effect. Should these two enemies ever join forces, the Republic's survival on the planet would likely be measured in hours.
Hoth: No Place for Vehicles
The Hoth: No Place for Vehicles lore object (talz body) is located among the debris of a wrecked vehicle and guarded by several elite White Maw enemies west of Imperial Leth Outpost in Hightmount Ridge.
The Codex Entry can be found in your Log (L) > Codex > Lore > Hoth: No Place for Vehicles.
The bitter cold of Hoth is no friend to small vehicles, which do not generate enough heat to keep their mechanical parts from freezing and their power generators from failing on a regular basis. High-end speeders mostly avoid these issues, but mass produced military bikes and many shuttles, starfighters and other transports fail on a regular basis.
For large-scale transport of troops and supplies--when a few select, customized speeders won't suffice--two options remain. First, large vehicles such as armored walkers and heavy dropships can be outfitted to survive the cold, so long as they are well maintained. Second, there is the tauntaun--a bipedal animal that has evolved to survive Hoth's harsh environs and to navigate even during whiteout conditions.
Imperial War Strategy: Quagmires
The Imperial War Strategy: Quagmires lore object can be obtained as an Imperial Player by completing the Bonus Series: Hoth mission line that you pick up from Captain Graich near the shuttle in Dorn Base - Command Center.
Follow the long questline to the end and return to Captain Graich in Dorn Base. You will be given the Codex Entry after completing your final conversation.
The Codex Entry can be found in your Log (L) > Codex > Lore > Imperial War Strategy: Quagmires.
The Empire, vastly outnumbered by the Republic, knows it cannot win every battle it fights--so more creative tactics are in order. By sending diversionary forces to the deadly ice world of Hoth and generating intelligence chatter about the search for a vital weapon, the Empire hopes to lure the Republic into a military quagmire--a battle the Republic cannot win, but cannot abandon due to its importance. In so doing, the Empire will divert precious Republic resources away from its true objectives.
This is not the first time the Empire has employed such a strategy. Centuries ago, during the Empire's initial expansion into the sectors surrounding Dromund Kaas, quagmires were used to effectively paralyze minor alien worlds while nearby resources were gathered. Since then, the strategy has remained a valued weapon in the Imperial military arsenal.
Keeping Warm: Do's and Don'ts
The Keeping Warm: Do's and Don'ts lore object (a crate) is located among other crates in the Talz Settlements at Frostbite Lake in Icefall Plains.
Note: The Icefall Plains is primarily an Imperial area, so if you want to get to Icefall Plains as a Republic Player, the easiest way is to go through the path in the south-west of Highmount Ridge, directly west of Leth Outpost.
The Codex Entry can be found in your Log (L) > Codex > Lore > Keeping Warm: Do's and Don'ts.
Hoth's natural predators, pirates and military forces are nothing compared to its weather. Intense cold remains the greatest danger to anyone unlucky enough to travel on the planet, and many manuals have been written on how to keep warm, offering tips on taking advantage of rare nodes of geothermal energy when staking out camp and how to rely on underground cave systems to keep out of the wind.
Specialist cold-weather gear has been designed to allow survival in short bursts on Hoth's bitterly cold surface. In the absence of such gear, one guide even suggests that--in the event of becoming stranded in one of Hoth's famous whiteouts--the innards of a freshly slaughtered pack animal or predator can provide enough heat to stretch out survival for a few hours.
The Salvaging Starships lore object (a panel) is located on the side of a large construction crane in the White Maw Encampment in the north-east of The Starship Graveyards.
The Codex Entry can be found in your Log (L) > Codex > Lore > Salvaging Starships.
Hoth has never been a friendly planet for spacefaring people. Its strong magnetic pull and icy atmosphere have spelled death for many a pilot, and crashed vessels have long littered the planet's surface. But after the Battle of Hoth brought huge numbers of warships down--including the Republic superdreadnought, the Star of Coruscant--Hoth became home to a massive starship graveyard. The graveyard, in turn, became a very attractive destination for pirates looking to salvage a technological edge from the wreckage.
Salvaging starships in Hoth's blizzards is a deadly occupation that can reap great rewards. One of the first pirates to scope out the starship graveyard famously made millions of credits selling Republic and Imperial weaponry back to the Republic and Empire. Now, both governments and freelancers brave Hoth's wilderness, and many salvagers meet their ends among the cold and unstable ruins of dead ships.
The Battle of Hoth
The Battle of Hoth lore object (a crate) is located inside the The Broken Blade, the front part of the wrecked ship pointing north in the center of The Starship Graveyards.
The Codex Entry can be found in your Log (L) > Codex > Lore > The Battle of Hoth.
During the height of the Great War, a vital battle was fought above Hoth--a battle many credit with forcing the Republic to accept the terms of the Treaty of Coruscant. It began when Imperial Intelligence uncovered evidence of a massive Republic fleet buildup near Hoth. Prototype battle cruisers constructed with cutting edge technology formed the backbone of an armada hundreds of ships strong--an armada believed to have been designed for a full-scale invasion of the Imperial capital world of Dromund Kaas.
The invasion never happened. The Empire moved to ambush the Republic super-fleet first. The battle raged for days and found its epicenter in the Hoth system. The greatest starships and some of the greatest warriors in both fleets were destroyed, and high technology and scorched metal rained down onto the ice fields. In the end, the Empire succeeded in its goal; the Republic had been robbed of its chance at victory, and the tide of the war turned.
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.
The Chiss lore object (a crate) is located both in Dorn Base (Empire) and Whiterock Wastes (Republic).
The Imperial Only lore object is located in the Imperial Market in Dorn Base - Command Center next to Commander Tritan and Captain Yudrass.
The Republic lore object is not necessarily Republic only. It's simply difficult to get to as an Imperial Player and irrelevant, since it can be picked up in Dorn Base. The Chiss lore object is located near the Crescent Canyon Bridge in Whiterock Wastes south of Outpost Cresh.
The Codex Entry can be found in your Log (L) > Codex > Species > Chiss.
The Chiss are a proud and highly intelligent species, valuing a knack for strategy and subterfuge over brute force. Although isolated in the Unknown Regions of the galaxy within their so-called "Chiss Ascendency," the Chiss were singled out by the Empire as potential servants and allies because of their outsider status and their relative lack of moral qualms.
It is not that Chiss are by nature evil, but that they value pragmatism and efficiency and recognize both those qualities reflected in the Empire. While as a nonhuman, non-Sith species, Chiss are regarded as second-class citizens within the Empire, the Chiss Ascendancy is permitted self-governance and supporters of a more diverse Empire often use the Chiss as an example of what the Empire can accomplish by welcoming other species. A few rare Chiss have even achieved official rank in the Imperial military and Imperial Intelligence.
The Chiss Ascendancy lore object (debris) is located at the edge of a wreck north of the Upper Pass between Republic bases Outpost Cresh and Outpost Senth. The lore object is next to a Chiss Defector's Corpse and guarded by and Elite Imperial Cryo Commando.
The Codex Entry can be found in your Log (L) > Codex > Organizations > Chiss Ascendancy.
As the only true ally of the Sith Empire, the independent systems of the isolationist Chiss Ascendancy occupy a unique position within Imperial power structures. Mandalorians serve the Empire for wealth and conquered factions submit out of fear, but the Ascendancy aligned itself with the Empire for mutual benefit. The exact details of this agreement remain a mystery to all but the highest-level Imperials and Chiss, but it effectively renders the Ascendancy a vassal state--self-governed, but a source of resources and manpower for the Empire as a whole.
The Chiss Ascendancy's internal governance mystifies most Imperials. The web of hierarchies and political influence networks that links the Chiss Ruling Houses is complex at best and impenetrable at worst, with political, family and military ties all playing a part in determining a person's role in the Ascendancy. Internal power plays are common, but always occur within the accepted boundaries of Chiss society--even at their most vicious, the Chiss always maintain order.
The Ortolan lore object (debris) is located near a wrecked ship (north of the Talz lore object) in Highmount Bluffs in Highmount Ridge south of Outpost Leth surrounded by Ortolan and Talz forces.
Note: The Talz and Ortolans will be friendly to Republic Players, but enemies to Imperial Players.
The Codex Entry can be found in your Log (L) > Codex > Species > Ortolan.
Built for cold weather, the blue-furred, long-nosed Ortolans are deeply private individuals who--thanks to their large ears and keen olfactory senses--possess a deep appreciation for music and food. They can be found in small numbers throughout the galaxy, filling all walks of life, but they are best known as musicians and chefs.
Although not expansionist by nature, Ortolans have occasionally attempted to found full-fledged colonies away from their icy homeworld of Orto. One such group arrived on Hoth several years back. The Hoth Ortolans keep mostly to themselves, but the increasing presence of Republic, Empire and pirate forces on their adopted world has made them wary. Despite a kinship with the Republic, they value independence and--more importantly--peace. The current situation on Hoth threatens both.
The Talz lore object (debris) is located near a wrecked ship (south of the Ortolan lore object) in Highmount Bluffs in Highmount Ridge south of Outpost Leth surrounded by Ortolan and Talz forces.
Note: The Talz and Ortolans will be friendly to Republic Players, but enemies to Imperial Players.
The Codex Entry can be found in your Log (L) > Codex > Species > Talz.
The Talz are a strong, warlike and clannish species, ideally suited (due to their copious fur) to fighting in cold-weather climates. Their essential sense of honor and decidedly inhuman appearance brings most Talz into alignment with the Republic in the fight against the exclusionary Empire, and many Talz have joined the Republic's crack Talz commando units, battling on Hoth and in other cold-weather theaters of war.
Not all Talz believe that fighting for the Republic is the correct course, however. There are those whose bloodlust is not satisfied by taking out the targets the Republic assigns them, and who feel that they betray their clan by adopting a foreign master.
The White Maw Pirates
The White Maw Pirates lore object (a crate) is located next to two Mounted White Maw Marauder NPC's on the side of the path going through the wreck of The Broken Blade in The Starship Graveyard.
The Codex Entry can be found in your Log (L) > Codex > Organizations > The White Maw Pirates.
The army of thugs, mercenaries and murderers operating beneath the White Maw banner is actually composed of many smaller pirate crews, joining forces to pillage one of the greatest "buried treasures" in the galaxy: Hoth's starship graveyard. As often happens in criminal confederacies built on greed and violence, members of the White Maw vie for power and settle old scores even as they battle Republic and Imperial forces.
The White Maw might have collapsed into anarchy years ago if not for its powerful leadership, a legendary group of cutthroats who rule their subordinates with a zero tolerance policy. While mutinies still occur, the risks often outweigh the rewards.