From the starter worlds at level 1 to end-game content, you’ll learn how to do all of the SWTOR Story content in its intended order!
Star Wars: The Old Republic has been out for well over a decade. With the numerous expansions that came out over the years, it’s easy for new or even veteran players to get lost when figuring out the timeline. If you’re looking to complete SWTOR content in chronological order, this guide will help you do just that!
We would like to thank Alortania for providing the infographics used in this guide!
Free-to-play players can complete the class stories, Rise of the Hutt Cartel, and Shadow of Revan missions. Subscribers can access Knights of the Fallen Empire through Legacy of the Sith.
This guide is for knowing which SWTOR activities to do in proper chronological order. If you are looking for a timeline of events with years tied to each event, check out our guide on When all SWTOR Stories take place in the Star Wars Timeline!
- Tython
- Ord Mantell
- Korriban
- Hutta
- Starter Flashpoint (Optional):
- The Esseless Flashpoint (Republic)
- The Black Talon Flashpoint (Empire)
- Coruscant
- Dromund Kaas
- Hammer Station Flashpoint (Optional)
- Taris (R) | Balmorra (E)
- Nar Shaddaa
- Athiss Flashpoint (Optional)
- Tatooine
- Mandalorian Raiders Flashpoint (Optional)
- Alderaan
- Cademimu Flashpoint (Optional)
- Nar Shaddaa Bonus Series (Optional)
- Balmorra (R) | Taris (E)
- Mid-Level Flashpoints Story Ark (Optional):
- Taral V (R) | Boarding Party (E)
- Maelstrom Prison (R) | The Foundry (E)
- Quesh
- Hoth
- Alderaan Bonus Series (Optional)
- Colicoid War Games Flashpoint (Optional)
- Kuat Drive Yards Flashpoint (Optional)
- Belsavis
- Voss
- Red Reaper Flashpoint (Optional)
- Voss Bonus Series (Optional)
- Hoth Bonus Series (Optional)
- Directive 7 Flashpoint (Optional)
- Corellia
- Belsavis Bonus Series (Optional)
Crystal Ball (R) | First Strike (E) (Optional)
Trouble in Paradice (R) | Countdown to Doomsday (E)
- Makeb
- Toborro’s Courtyard Boss (Optional)
- Macrobinocular Questline (Optional)
- Seeker Droid Questline (Optional)
- Scum and Villainy Operation (Optional)
- Czerka Corporate Labs Flashpoint (Optional)
- Czerka Core Meltdown Flashpoint (Optional)
- CZ-198
- Oricon
- Dread Fortress Operation (Optional)
- Dread Palace Operation (Optional)
- Rishi
- The Ravagers Operation (Optional)
- Blood Hunt Flashpoint
- Battle of Rishi Flashpoint
- Yavin 4
- Temple of Sacrifice Operation (Optional)
- Ziost
- Colossal Monolith Boss (Optional)
- KOTFE Chapters 1 – 9
- Alliance Alerts (Optional)
- Star Fortresses (Optional)
- KOTFE Chapters 10-16
- Shroud of a Memory (Optional)
- Ossus
- Geonosian Queen Boss (Optional)
1.0 Origin Class Stories
Below is a legend that displays paths and things of note that will be seen in timeline infographics throughout this guide. Take some time to read it before continuing so you can better understand the infographics featured throughout this guide.
Each planet has a lot of additional content to offer like Datacrons, Daily Repeatable Missions and Reputations, collectibles, secrets and tons of hidden lore to discover. You can leave everything else in the background, while focusing on the story progression, and come back to do the optional activities later.
Act 1
This is the very start for new characters in SWTOR. Depending on your selected Origin Story and Faction, you’ll start on Tython, Ord Mantell, Korriban, or Hutta. The first arc covers content for characters from levels 1 to 29.
Tython is the starting planet for those with the Knight and Consular origin stories. Tython is the ancestral birthplace of the Jedi Order, originally called the Je’daii Order thousands upon thousands of years ago.
After the Sacking of Coruscant, the Jedi relocated to Tython and built a new temple where they trained a new generation of Jedi and still seek to help establish peace throughout the galaxy.
Ord Mantell is the starting planet for those with the Trooper and Smuggler origin stories. Ord Mantell is a core member of the Galactic Republic but has undergone some trouble with the rise of a Separatist group known as the Mantellian Separatist Movement. A war is being waged between the Republic and the Separatists that has unfortunately resulted in many civilian casualties.
Korriban is the starting planet for those with the Warrior and Inquisitor origin stories. The harshness of this desolate planet can only be matched by the Sith Order.
It is here where Sith Acolytes are trained with the weak being weeded out. Acolytes will need to watch their backs for both internal and external threats to their path of being a Dark Lord of the Sith.
Hutta is the starting planet for those with the Bounty Hunter and Agent origin stories. Hutta is the adopted homeworld of the Hutts and the Hutt Cartel. Their original homeworld, Varl, was devastated during a cosmic cataclysm that resulted in the planet’s atmosphere being stripped away.
As one might imagine, Hutta is dangerous due to the toxic pollution throughout the planet and the numerous crime syndicates conducting business here.
The Esseles (Republic) and the Black Talon (Empire) act as introductory flashpoints to new characters. In SWTOR, Flashpoints are the equivalent to dungeons in MMORPGs.
In terms of the story, a Republic character would take the Esseles to reach Coruscant to continue their story arc. Conversely, Imperial Characters take the Black Talon to reach Dromund Kaas.
In both flashpoints, what should be a simple trip to their faction’s capital worlds turns into a dangerous combat scenario where the ships become boarded by enemy forces.
Coruscant is the capital planet of the Galactic Republic. After the Treaty of Coruscant was signed between the Republic and Empire, Coruscant is rebuilding and recovering.
Unfortunately, some sites are still rubble such as the Jedi Temple and chemical fires. Criminal Syndicates have also taken the opportunity to increase their power base on the planet as well.
Dromund Kaas is the capital world for the Sith Empire. It is here where the leaders of the Sith Order, Imperial Military, and Mandalorian Enclave operate at the Imperial Citadel. Outside Kaas City lies ancient Sith ruins, dense jungles, and dangerous wildlife that will turn any foolish wanderer into their next meal.
Hammer Station was a space station designed by the Republic to combat the Empire. It can pull in asteroids and launch them at planets, devastating the world. It was deemed too dangerous even for use against the Empire, and was decommissioned.
However, it has been taken over by the Advosze Hegemony who plan to use it against the Republic and Empire to expand their own borders. Both the Republic and Empire send strike teams to disable the space station.
Hammer Station is one of several flashpoints that doesn’t offer a Story Mode. If you want to do this at a level below 80, you can use the Group Finder window to join a Veteran Mode run of Hammer Station. Your stats will be bolstered to match that of a level 80 character so you don’t miss out on content.
Once a vibrant city planet, Taris was left in ruins after being bombed during the events of Knights of the Old Republic II. Billions died from the orbital bombardment, leaving ruins that over three hundred years began to be reclaimed by nature.
Though there are greater threats on the planet than hazardous environments and beasts, the Rakghouls still have a presence on what remains of Taris.
After completing the class and planet story missions on Taris, you can do the Taris Bonus Series of missions to get some more XP.
Balmorra was once a world used for manufacturing by the Republic before it was taken over by the Empire. While the Empire’s puppet government controls the planet, an ongoing resistance causes problems for the Imperials. Many of the factories that were abandoned end up being battlegrounds, with battle droids being made by them for use against the Empire.
After completing the class and planet story missions on Balmorra, you can do the Balmorra Bonus Series of missions to get some more XP.
Also referred to as the “smuggler’s moon”, Nar Shaddaa has a reputation where one can buy anything here with the right amount of credits. As Nar Shaddaa is a moon orbiting Hutta, the Hutt Cartel has a strong presence here. You can expect gambling, drinking, murder, slavery, pirates, and worse on this moon.
The Athiss Flashpoint tells the tale of an archaeological expedition gone wrong. A Republic Archaeological team was sent to survey the ancient Sith ruins there, though even the Empire did not dare to tread here and for good reason.
The spirit of an ancient Sith Lord, Vodal Kressh, possessed the survey team and now seeks to break free of the planet. This flashpoint lacks a story mode, so use the Group Finder window to complete Athiss.
A desert planet that orbits two suns, Tatooine is as hot as it is unforgiving. There are few settlements with any outliers typically being moisture farms. The Dune Sea is a particularly hospitable portion of the planet where there are long stretches of sand dunes that seem to go on forever. Being in the middle of nowhere, it proves an attractive spot for criminals looking to get away from the law.
After completing the class and planet story missions on Tatooine, you can do the Tatooine Bonus Series of missions to get some more XP.
In Mandalorian Raiders, a group of battle-hungry Mandalorians raided the Republic warship, the “Allusis”. They aim to use it against both the Republic and Empire to get their desired combat.
Your mission is to board the Allusis, give the Mandalorians their fight, and neutralize the rogue warship. This flashpoint lacks a story mode, so join it through the Group Finder window if you’re under level 80.
Alderaan is easily one of the most beautiful planets in SWTOR. Boasting tall mountains, lush green forests, and incredible architecture, it is a jewel in the galaxy that the Republic and Empire both seek to claim.
After leaving the Republic, Alderaan’s noble houses are all fighting for control with House Alde supporting the Republic and House Thul supporting the Empire.
The Cademimu Flashpoint involves the planet’s governor, Choranov, declaring Cademimu V as an independent planet. He has seized all the Republic’s missile array to use for his own needs.
The Republic sends a strike team to reclaim Cademimu so the Celanon Spur Trade Route can remain protected. The Empire sent their own strike team to claim the missiles for themselves, which would grant them a lot of power over the Celanon Spur.
Act 2
Act 2 of the class stories is where your training wheels begin to come off. Once you hit Quesh onwards, you can join PvP instances where you can encounter other players of the enemy faction. Will you avoid Player vs Player combat or embrace it?
Completing Act 2 of the class stories unlocks some important buffs that affects all your characters. These buffs are unlocked for all characters across your legacy, even those on the opposite faction. They are as follows:
- Jedi Consular/Sith Inquisitor – Mastery is increased by 5% and internal and elemental damage reduction is increased by 10%.
- Jedi Knight/Sith Warrior – Melee, ranged, Force, and tech bonus damage and healing is increased by 5%.
- Smuggler/Imperial Agent – Critical hit chance is increased by 5%.
- Trooper/Bounty Hunter – Endurance is increased by 5%.
Along with these buffs, you’ll also unlock an emote related to the origin story you have completed Act 2 on. The Smuggler/Imperial agent buff is a very useful buff that all players should prioritize getting whether they are tanks, DPS, or healers.
After the events of Alderaan and Cademimu, you might find yourself returning to the slums of Nar Shaddaa. You can pick up the Nar Shaddaa Bonus Series from the fleet or from various NPCs around Nar Shaddaa to complete these missions. Be prepared to deal with gangsters, bounty hunters, and animal experiments gone wrong in this bonus series!
Once defended by the Republic, Balmorra was conquered by the Empire during the Great Galactic War. With many of those maintaining the corporations and infrastructures fleeing the planet, this allowed the Empire an easier time to assume full control of the planet’s factories. The Republic is now aiding the local resistance movement to regain Balmorra under the banner of the Republic.
After completing the class and planet story missions on Balmorra, you can do the Balmorra Bonus Series of missions to get some more XP.
After being bombarded by Darth Malak over three centuries ago, Taris was left for dead. Since then local vegetation and wildlife began to slowly reclaim what remained of the city planet.
The Republic has recently began to recolonize Taris, so now the Empire must put an end to these efforts. The Republic will not give up Taris easily, and there’s also the local wildlife and rakghoul infestations you’ll need to be aware of as well.
After completing the class and planet story missions on Taris, you can do the Taris Bonus Series of missions to get some more XP.
Under the command of Jedi Master Oteg, a strike team is sent on a mission to gain access to the Empire’s Maelstrom Prison to free a captive Jedi. Before this can be done, they must first sneak onto the Imperial world, Taral V, to use the planet’s Gree Supercomputer. Without the supercomputer’s calcu’ations for a hyperspace route, the group will never reach Maelstrom Prison.
After gaining the necessary calculations from Taral V, the strike team then makes their way to Maelstrom Prison to find the captive Jedi. This Jedi has vital information on the Empire’s plans and would prove an excellent source of intel. As the Empire’s most impregnable prison, you can expect strong security forces that you’ll have to fight through to reach the captive Jedi.
After the events of Maelstrom Prison, the Empire learns of a Jedi’s plans to utilize an ancient space station against the Empire. This station known as the “Foundry”, is of Rakata design and could pose a huge threat to the Empire.
In the Boarding Party flashpoint, a strike team is sent to infiltrate the Foundry but first, they must commandeer a Republic ship to make their way to the space station without raising the alarm.
After capturing Dorin’s Sky, the Imperial Strike Team successfully infiltrates the Foundry. The Foundry is in fact, a droid manufacturing factory with production capabilities on par with the Star Forge.
If left uncontested, a vast army of swarm droids will surely overwhelm the Empire. You must seize control of the Foundry and stop the Jedi from controlling the facility.
One can find it hard to believe, but Quesh wasn’t always the physical embodiment of a chemical hazard. It once has lush tropical swamps that was destroyed by a series of quakes that released toxic chemicals from beneath the planet’s surface.
These chemicals are being utilized by a joint effort between the Republic and Hutt Cartel for use in adrenals and stimulants. With this abundant resource present, the Empire established bases on the planet to stake their claim.
Far on the Outer Rim of the galaxy, this small frozen rock found itself in a very heated situation. Hoth was the site of a major fleet battle during the Great Galactic War. Much of the debris fell onto the planet’s surface which proved as useful bases for pirates. Pack some warm clothing before venturing to Hoth as the temperature is subzero with the wildlife being as brutal as the planet’s surface.
Act 3
Act 3 is the final class story arc introduced in SWTOR 1.0. While your class’s story arc concludes here, this is far from the end of the story for your character. Here is where you enter the mid-game of SWTOR where you’re powerful but still have much more to learn.
After completing Act 3, you can unlock the “Heroic Moment” Legacy ability. Only usable while a companion out, you can gain bonus hit point regeneration and access heroic moment abilities. These abilities are unlocked by completing Act 3 on multiple Origin Stories and are very powerful, so they’re great at dealing with tough solo content. They are as follows:
- Jedi Knight – Legacy Force Sweep
- Jedi Consular – Legacy Project
- Trooper – Legacy Sticky Plasma Grenade
- Smuggler – Legacy Dirty Kick
- Sith Warrior – Legacy Force Choke
- Sith Inquisitor – Legacy Force Lighting
- Bounty Hunter – Legacy Flamethrower
- Imperial Agent – Legacy Orbital Strike
These abilities can make quick work of tough enemies from Heroics, Flashpoints (if a slot is available to summon a companion), and KOTFE/KOTET chapters found later on in the game.
The situation is getting tense again on Alderaan and many fear the situation is about to explode. For the Alderaan Bonus Series, you’ll be returning to Alderaan to aid your faction’s loyal House and deal with some Killik problems on the way.
I hope you like swarms of bugs, because that’s exactly what you’ll be getting in the Colicoid War Games flashpoint! The Coilicoids are known to developed advanced weapons technologies and have sold their wares to both the Republic and Empire. They now wish to align with a single faction and are having a series of war games to see which faction is worthy of their technology.
Belsavis was a secret prison planet used by the Republic. The Empire would eventually learn of it and establish a presence there as the planet is filled with Rakata ruins. What’s unique about this planet is that despite being primarily frozen and covered in ice, areas with high volcanic activity creates pockets of lush forests.
A recently discovered planet, Voss holds two unique sapient species, the Voss-Ka and the Gormak. Both are in a pre-spaceflight stage with their technological development. What catches the attention of the Republic and Empire is the Voss-Ka’s natural attunement with the Force. Many Voss-ka have the ability to perceive the future through Force visions, so both the Republic and Empire are sending ambassadors to form an alliance with the Voss-ka.
The Red Reaper flashpoint revolves around a Sith Lord named Darth Ikoral. Decades prior, he disappeared while searching for remnants of the old Sith Empire from the Great Hyperspace War. His mind has become twisted during his absence and he seeks to wipe out any species that lacks pure Sith blood. He started his genocidal mission on the planet Chandrila, so both the Republic and Empire seek to end his plans before he does irreparable damage.
In an effort to prove that your faction is the one the Voss-Ka should align with, you’ll be performing missions to aid the Voss-Ka in the Voss Bonus Series. You’ll find yourself proving your strength by combatting the Gormak, ancient tomb guardians, and even the Voss-Ka themselves.
Hoth still poses an issue as your enemy faction is causing problems. Pair this with the pirate activity on Hoth, you’ll find yourself rather busy while doing the Hoth Bonus Series. Watch out for the wampas and pack an emergency tauntaun in case you need to keep yourself warm.
In the Directive 7 flashpoint, you’ll be fighting against a droid uprising that threatens the galaxy. Under the control of a rogue administrative droid known as “Mentor”, a strike team is sent out to stop the threat before a signal can be broadcast that will turn all droids against organic life forms.
Corellia is well known for creating some of the galaxy’s finest starships. During the conflict between the Republic and the Empire, Corellia submitted to the Sith Empire. Many riots and resistance movements broke out on the planet, and now the planet is contested by the Republic and Empire. The events on Corellia will have a significant effect on many key characters in SWTOR to come.
You can return to Belsavis to do the Belsavis Bonus Series of missions. The escaped prisoners are causing havoc and it’ll be your job to subdue them. The escaped Esh-kha in particular pose a significant threat. This species was imprisoned thousands of years ago by the Rakata and will be the focal point of several missions in the bonus series.
Interlude: Crystal Ball / First Strike
After completing your class stories, you’ll be able to gain access to some end-game content such as Daily Areas and Operations. The Daily Areas offer reputation items for completing the area’s missions. With enough reputation, you’ll be able to unlock new gear, weapons, decorations, and more.
You’ll also begin to gain access to Operations. These are 8 or 16 person instances that requires good teamwork to overcome. You are required to be level 80 to partake in Operations.
In the following timeline image, you’ll notice the purple operation timeline. This is to show that each operation’s events are linked to the others. It’s subtle at first but as you progress through the story, it’ll begin to make sense. If you’re looking to complete the story chronologically, follow the white line for the proper order of events.
Below, in each segment, you can learn more about the various places and activities included in this stage of the story progress, all sorted in the same chronological order as in the infographic.
Ilum has long since been a planet sacred to the Jedi Order. It served as their primary source of Kyber crystals used in their lightsabers. When the Empire discovered the location of Ilum, they invaded the planet to cut off the Jedi of their crystals. Unfortunately, the Republic’s forces were spread thin throughout the galaxy and were unable to maintain full control of the planet.
In the Battle of Ilum flashpoint, Darth Malgus has declared an emperor of a new Empire. He plans to destroy the old Empire and the Republic with his fleet composed of stealth ships. Being unable to be seen or tracked makes Malgus’s fleet an impeccably dangerous threat, so you are to be part of a team that needs to capture a stealth ship from the enemy fleet and take the fight to Malgus.
After capturing one of Malgus’s stealth ships, you and your team seek to take down the False Emperor, Darth Malgus. You’ll need to infiltrate Malgus’s stealth command ship and deal with any defenses inside. This heavily guarded ships possesses formidable defenses, new threats, and familiar faces.
After an Imperial bombing run on an ancient sealed vault on Belsavis, an entity known as “The Infernal One” awoken from his imprisonment. An ancient alchemically made creature broke through its cell into a lava cave, a heavily armed war droid now protects the entrance, and the Infernal One’s presence can be felt and heard outside the vault. Both Republic and Imperial strike teams are sent to neutralize the threats within the vault before they break free completely.
Karagga, Supreme Mogul of the Hutt Cartel, has violated his neutrality agreement with the Republic and Empire. He has begun to invade Republic and Sith territories to replace some he lost after 15 incursions from an as of yet unknown threat. He refuses to negotiate and so the Republic and Empire send strike teams to conduct some aggressive negotiations.
Chaos has broken out on the planet Kaon in the Tion Cluster. In Kaon Under Siege, you’ll be fighting a large-scale rakghoul outbreak. The entire planet is under quarantine, but the nobles are attempting to leave the planet by force.
You are to help local planetary security by eliminating the rakghoul threat and prevent the nobles from leaving. If one noble escapes and is infected, they could doom other worlds to the same fate as Kaon.
After fighting the rakghouls on Kaon, you’ll learn that the virus originated from a man known as Sannus Lorrick. Once a revered scientist within the Tion Hegemony, he was exiled for his inhumane experiments on people with the rakghoul virus. He was the one to infect Kaon and he threatens to infect other worlds. You track him to a Lost Island on Ord Mantell where he’s been conducting more experiments in secret.
On the planet Denova, Imperial forces and Republic-funded mercenaries have been fighting for control of the planet. Suddenly, both sides stopped fighting and swore allegiance to the mercenary warlord, Kephess, and declared him ruler of Denova. You’ll be part of a strike team that needs to defeat Kephess and reclaim Denova.
The “Black Hole” is a sector on Corellia where a corrupt government official, Councillor Torvix, quickly joined the Empire during their invasion on the planet. He used his assets in organize crime to enforce order in the Black Hole where many of the laborers were treated put into inhumane conditions. The Republic seeks to stop Torvix to end his corrupt rule. Meanwhile the Empire seeks to gain control of the Black Hole to utilize every last resource left remaining.
A group known as the Dread Masters have opened a rift on the Gree-controlled world of Asation. Hordes of creatures poured through the rift and the Gree sent out ambassadors to both the Republic and Empire in search of aid. It’s in the interest of both factions to get on the Gree’s good side as they have highly advanced ancient technology that both factions could potentially study and reverse engineer.
The Dread Masters have had their minions attack a previously untouched sector of Belsavis. This sector, known as Section X, houses Rakatan prisons. Neither the Republic nor Empire want to wait to find out exactly what the Dread Masters are planning to do here, so both send out forces to control the area and suppress the Dread Master’s forces.
2.0 Rise of the Hutt Cartel
Released in 2013, Rise of the Hutt Cartel was the first major expansion for Star Wars: The Old Republic. Following the events of Karagga’s Palace, Toborro the Hutt has claimed himself the new Supreme Mogul. He begins to increase the mining efforts of Isotope-5 on what remains of the planet Makeb.
Later on, the situation with the mysterious Dread Masters comes to a climax and you’ll begin to piece together their involvement in previous events in the story.
Trouble in Paradise / Countdown to Doomsday
Makeb was an independent planet that attracted many rich tourists, executives, and unfortunately, the Hutts. Makeb is home to a rare material known as Isotope-5 that can be used as an incredibly powerful fuel source.
Toborro has taken over Makeb by force and is mining Isotope-5. His actions cause the planet to become unstable and fractured, attracting the attention of both the Republic and Empire.
Toborro’s Courtyard is an instance area where 8 or 16 people fight against Toborro’s Isotope-5 war droid, Golden Fury. This war droid can fire powerful beams of energy in a large area and irradiate anyone foolish enough to get too close to it. For story purposes, complete this instance after completing Makeb’s storyline.
The Macrobinocular Questline is a series of quests where you try to prevent acts of terrorism committed by someone known as “The Shroud”. The Shroud plans to use exploit weaknesses on both Coruscant and Dromund Kaas to leave them open for invasion. You use a pair of macrobinoculars to look for any assets the Shroud has hidden on planets to stop his operations.
In the Seeker Droid questline, you are sent out to track down Sith artifacts known as “Seeds of Rage”. These artifacts were scattered across the galaxy by the Dread Masters. These insidious seeds can drive people insane and eventually warp them and their environment into unnatural beings. You’ll need to use a Seeker Droid to excavate these Seeds of Rage and recover them to be locked away or destroyed.
Led by Dread Master Styrak, a group of mercenaries and Hutt Cartel groups are forming up to oppose the Republic and Empire. With the Dread Masters causing the events of the previous operations, strike teams are sent to neutralize the mercenaries and Dread Master Styrak. Though one should be careful as some of these mercenaries have begun to lose their minds under the Dread Master’s influence.
The Czerka Corporation has been conducting research in an attempt to create biological weapons. The research facility is located on the planet CZ-198 and its administrator, Rasmus Blys, has locked down the facility with everyone and everything in it. In Czerka Corporate Labs, you need to breach the research facility and confront Rasmus Blys.
After the events of Czerka Corporate Labs, Rasmus Blys activated a security system known as “the Vigilant”, putting the events of Czerka Core Meltdown into effect. You’ll need to deactivate the security system as well as fight through Czerka’s other bioweapon projects being developed in the research facility.
CZ-198 is a moon in the Unknown Regions of the galaxy. It is used by the Czerka Corporation as a place to research and develop weapons technologies. They would go a bit too far after the lockdown caused by Rasmus Blys. His research into mutant bioweapons would gain the attention of the Republic and the Empire, putting a pause to Blys’s plans.
Oricon is a planet on the Hydian Way that happens to be a Dark Side Force Nexus. Because of this Force Nexus presence, the Dread Masters have been using Oricon as a base of operations.
Attempts to attack the Dread Masters through fleets has resulted in the crews succumbing to madness. The ships would crash into the planet and eventually turn it into a starship graveyard. The animals here are corrupted by the Dread Masters influence and the numerous lava flows makes Oricon very inhospitable.
After previous efforts from the Republic and Empire forced the Dread Masters to retreat to Oricon, one final push must be made to defeat the Dread Masters. The strike team must first siege the Dread Fortress and defeat the Dread Master’s forces within. This heavily guarded fortress is filled with alchemically modified beasts and humanoids alike, so be careful and don’t succumb to the madness.
After fighting through the Dread Fortress, the strike team now infiltrates the heart of the compound. The Dread Palace is where the Dread Masters reside and conduct their experiments. This palace will test your mental fortitude, willpower, and willingness to not give into madness.
Tensions around the planet Kuat as both the Republic and Empire seek to gain control of the planet and its vast shipyards. Those rings around the planet aren’t natural, they’re the planet’s shipyards themselves.
With this planet, either faction could use it to manufacture fleets of warships to aid the war effort. In the Kuat Drive Yards flashpoint, you’ll be performing missions to increase your faction’s odds of victory in the battle for Kuat.
Forged Alliances: Shadow of Revan Prelude
After the Dread Masters are defeated, you might think many would like the chance to take a moment to breathe. You’d think wrong as shortly after the defeat of the Dread Masters, the Jedi and Sith attack each other’s temples at the same time. Each thinking they gained a victory, they end up having to take their temples back. This series of events would only weaken both orders for the events that are to come.
For reference, the Empire’s version of Assault on Tython takes place at the same time as the Republic’s version of Korriban Incursion. The Republic’s version of Assault on Tython takes place at the same time as the Empire’s version of Korriban Incursion, where each faction is reclaiming their respective planets.
If you’re a fan of the Knights of the Old Republic series, you’ll be glad to know that you’ll be returning to a fan-favorite planet, Manaan! You’ll also get to learn more about the fate of the Rakata and slowly prepare yourself for the return of Revan.
For Imperial Characters, the Assault on Tython is about the Sith Order’s attempt to take the data within the Jedi Archives. After overwhelming the system’s defenses, you and your team need to make your way to the Jedi Temple, defeat any opposition, and secure the archives for the Sith Order.
For Republic characters, you’ll be reclaiming Tython after it has already been sacked by the Sith. You will need to reclaim it by defeating Imperial forces and Sith that occupy the temple grounds. The Jedi Temple has already been sacked before, this one shouldn’t meet the same fate.
For Republic characters, the Korriban Incursion flashpoint is about Republic forces taking advantage of an opening on Korriban. You’ll need to fight your way through the Valley of the Dark Lords, siege the Sith Temple, and retrieve data found in the Dark Council’s Chambers.
For Imperial characters, Korriban Incursion takes place after the Republic’s victory on Korriban. The temple grounds are occupied by Jedi and Republic military, so you will need to show them how their arrogance only seals their fate.
The timing of the Assault on Tython and Korriban Incursion were a bit too synchronized for some. Theron Shan of the Republic’s S.I.S. and Lana Beniko, apprentice of Darth Arkous, are sending personnel to investigate the matter. Both of their research has pointed them to a secret labs on Manaan. In the Depths of Manaan flashpoint, you’ll be going deep underwater to learn more about the whereabouts about possible traitors on both sides.
In the Legacy of the Rakata flashpoint, you’ll be going to the former capital world of the Infinite Empire, Rakata Prime. After escaping the Manaan research facility, you track down the Republic and Imperial traitors to Rakata Prime at the Temple of the Ancients. You’ll not only find the traitors, but things that were long thought to be dead.
3.0 Shadow of Revan
Shadow of Revan was released in 2014 and would bring back a fan favorite in full force, Revan. Revan is obsessed with defeating the Sith Emperor once and for all though his methods can be as extreme.
With his return, Revan’s zealous followers, the Revanites, have officially reformed and follow his orders without question. In Revan’s eyes, both the Republic are in the way of his plans to defeat the Emperor and will not hesitate to wipe both out when given the opportunity.
Given the severity of the threat, both the Republic and Empire form a temporary truce in the form of a coalition to take on Revan. This expansion introduced three new planets and two new operations to SWTOR. Prepare yourself to deal with both pirates and zealots alike in Shadow of Revan!
Rishi is a planet dotted with numerous small islands, left in peace for the longest time due to it being far on the Outer Rim. As the galaxy would come to discover it, pirates in particular took a liking to the planet as it proved a good place to hide from the authorities. Over the past hundred years, it has become a hub for underworld activity, piracy, or people looking to sit back and enjoy the scenery.
A local pirate gang known as the “Ravagers” have their home on Rishi. Known for their brutal Ravager Raids, this group of pirates has caused nothing but trouble to the inhabitants of Rishi. Their former captain, Ruugar, enlists willing people to deal with his mutinous crew. Will you accept Ruugar’s offer and take on the Ravagers?
There has been evidence of a Mandalorian clan stationed on Rishi that has connections with the Revanites. In the Blood Hunt flashpoint, you’ll be traveling to the Mandalorian enclave to find out more about their connection with the Revanites. You can expect tough fights ahead as there’s nothing that a Mandalorian loves more than a fight.
The Revanites have lured Republic and Imperial fleets into a trap above Rishi. Communications are jammed, both fleets have initiated combat against one another, and without intervention, both factions will have devastating losses. In the Battle of Rishi flashpoint, you’ll need to find hidden Revanites within the ranks of the crew members and shut down the signal jammers.
A small moon orbiting the gas giant Yavin, Yavin 4 supports a wide variety of life. Dense jungles fill the moon to the brim, and you’ll find dangerous fauna hidden within the shadows.
This moon has long since been used by the Ancient Sith for rituals as seen by the many Sith temples scattered about. Revan has stationed his forces here after wiping out the Imperial forces guarding the area, now you’ll need to find him to end his plans.
Revan’s final plan to destroy the spirit of the Sith Emperor is coming to fruition. He and his forces occupy the Temple of Sacrifice on Yavin IV where Revan is performing an ancient Sith ritual.
If permitted to finish, this ritual will consume all life on Yavin 4 from plants, to animals, to Republic and Imperial forces, even the Revanites won’t be spared. To Revan, the ends justify the means when it comes to destroying the Sith Emperor.
Ziost is a planet found within Imperial Space that used to serve as the Sith Empire’s capital. Over time, infighting caused fractures within the Sith leadership as is per usual with the Sith. Even though Dromund Kaas now acts as the capital, Ziost remains an important population center that’s integral to the Empire’s commercial and political business.
Within a crater on Ziost, you can find a Sith spawn known as the “Colossal Monolith”. This beast was formed through Sith alchemy and is thus very resilient and powerful. The crater it inhabits spews Dark-side energy that is dangerous to come into contact with. You and other brave souls will need to fight the Colossal Monolith and eradicate it.
4.0 Knights of the Fallen Empire
Knights of the Fallen Empire (KOTFE) was introduced in 2015 and would bring in changes that would heavily alter the way SWTOR is played. Companions in particular had a significant update where instead of performing one role only, they can instead perform DPS, Healing, or Tanking roles. As you start KOTFE, you’ll lose all of the companions you have gained thus far.
You’ll be able to make new companions, some of which were NPCs from previous expansions. In time, you’ll be able to find your companions again through your adventures. If you miss them too much, there is a terminal you can find in the alliance base that’ll bring back missing companions without affecting the story.
One final important thing to note is that if you haven’t already, you should complete any content from previous expansions before starting KOTFE. Starting KOTFE will lock you out of any previous story missions which can prevent you from getting titles such as Jedi Master, Darth, etc.
After the events of Ziost, the coalition forces followed Vitiate’s trail into the Unknown Regions of the galaxy. The coalition forces would soon make contact with a new superpower, the Eternal Empire. As you learn the connection between the Sith Emperor and the Eternal Empire, you’ll be pitted against this new threat. The Eternal Empire would conquer both Republic and Imperial space within a matter of several years, causing many to be lost in their wake.
After joining the Alliance against the Eternal Empire, you become known as “The Outlander*”. The Alliance starts out small, so it’ll be your job to find potential recruits and convince them to join the alliance. While some may quickly climb aboard, others will not be so easy to convince if at all. Tough decisions will need to be made during the Alliance Alerts stories.
* Vulkk hates this nickname with a passion and asked me to not use it too often, so you will only read “The Outlander” two more times in this guide.
During the Eternal Empire’s reign over the galaxy, large battle stations powered by Sun Generators orbit many worlds to keep them in line. Excess plasma can be vented from the Sun Generators toward the planet they orbit, causing mass destruction.
Bothawui was one planet to be ignited from orbit with the planet becoming nearly inhabitable. The Outlander must find a way to destroy the Star Fortresses orbiting key worlds and weaken the grasp of the Eternal Empire.
After gaining numerous allies and destroying multiple Star Fortresses, the Alliance pushes the offensive on the Eternal Empire. With an ace up their sleeve, the Alliance hopes to deal a devastating blow to the Eternal Fleet and dethrone Arcaan.
After the events of KOTFE, HK-55 powers up in an unknown research facility. He gains a seemingly benign droid companion known as Z0-0M. It would turn out that this research facility is run by none other than the Shroud from the Macrobinocular questline. With Z0-0M’s aid, HK-55 seeks to escape the research facility while taking down anything that gets in his way.
Shroud of a Memory is a paid DLC available in the Cartel Market for 3,800 Cartel Coins. You are paying for bonus content and two companions in this DLC, costing a bit less than two Cartel Market companions. If you are in no rush, wait until the chapter goes on sale on the Cartel Market. If you do purchase this DLC, you’ll later gain access to the best healer companion available in SWTOR, Z0-0M.
5.0 Knights of the Eternal Throne
Knights of the Eternal Throne (KOTET) launched in 2016 and would introduce content that was either unpopular such as Uprisings and Iokath, or content that was later scrapped such as the Light vs Dark system.
It did introduce the ability to replay KOTFE and KOTET chapters you have completed on a character, but any choices you made on your first playthroughs of them will be permanent.
If you’re looking to do Uprisings for the sake of completing the story, you might be best off getting friends or guild mates to help you out in that regard.
Uprisings isn’t the most popular PvE content these days (as of 7.4) due to Flashpoints and Operations offering better rewards for people’s time. That doesn’t mean you shouldn’t give them a shot, they might be the kind of fast-paced PvE action you’re looking for!
After Arcaan was defeated, his sister Vaylin would take over the Eternal Empire. She is far more ruthless and unhinged than her brother and poses a far more significant threat to the well-being of the galaxy.
The Outlander and the Alliance need to defeat Vaylin and finally put an end to the Eternal Empire. But much like a hydra losing its head only to grow two more, cutting off the head of the Eternal Empire might lead to more trouble than one accounted for.
Since the Alliance became a formidable power in the galaxy, there are of course Uprisings that occur within Alliance territory. Troublemakers, resistance forces, and other powers seek to gain control amidst the chaos found in the war between the Alliance and Eternal Empire.
In Uprisings, you’ll need to work with a small group of other players to suppress those who oppose the Alliance.
Iokath is what many would refer to as a “Dyson Sphere”. It is not a planet per se, but rather an artificial structure surrounding a star that also acts as it’s power source. Despite it being purely mechanical and artificial, it has a breathable atmosphere that was likely a design choice so its creators would be able to perform their duties on this “planet”.
During the War on Iokath conducted between the Republic, Sith Empire, and Eternal Alliance, the Gods of Iokath awoke. These ancient war droids were thought to be of myth, even having a cult on Zakuul known as the Heralds of Zildrog. These droid were once responsible for wiping out trillions of lives, so now their threat must be put to an end permanently.
There is a traitor within the Eternal Alliance. It was due to this traitor’s actions that the Republic and Empire would take hostile action against one another on Iokath. The Eternal Commander now seeks to find out more about this traitor as their trail leads the Commander to Umbara.
In the Crisis on Umbara flashpoint, the trail leads you to a train carrying Adegan crystals where you’ll need to find and confront the traitor.
The traitor managed to slip away from Umbara and is on a quest to find a map with directions to the Zakuulan god, Zildrog. They are currently taking refuge on the planet Copero, a planet found within the Chiss Ascendency in the Unknown Regions.
In A Traitor Among the Chiss, you’ll need to fight your way to the Chiss forces to find and apprehend the traitor.
Side Note: Update 7.4.1 brought a luxurious Copero Stronghold available originally as part of Galactic Season 6.
The final confrontation with the traitor will take place on the planet Nathema. Whatever the traitor and the Order of Zildrog have been planning has led them to this obscure agriworld. In the Nathema Conspiracy flashpoint, you’ll need to work your way into the ancient ruins currently occupied to find the traitor one last time.
6.0 Onslaught
In 2018, the Jedi Under Siege began the storyline that continued in the Onslaught expansion, released in late 2019. Some key features were introduced in this expansion such as Tacticals. These new items would augment a character’s ability and how they handle combat. As for new planets, we got introduced to Ossus, Onderon, and while not technically a planet, Mek-Sha.
The story of this expansion can be summed up as “Malgus is causing trouble for everyone again”. This will of course have veteran players thinking “How many times do we have to teach you this lesson, old man?!”.
Speaking of repeating problems, a sect of Mandalorians rebel against Shae Vizla and follow a new leader, Heta Kol. You’ll need to learn what Malgus is planning and how to deal with Heta Kol and her Mandalorians.
Ossus is a barren planet found within a dense asteroid field known as the Cron Drift. At one point, there was a nebula in the sector that was destroyed by Sith magic.
This resulted in the Cron Supernova that destroyed many planets within the Adega system, including Ossus. All that remains on Ossus are ancient Jedi ruins, potentially still holding their long-stored knowledge within.
Within one of the ancient Jedi structures on Ossus lies a hive of mutated Geonosians. These Geonosians are the result of genetic engineering, Sith alchemy, and the crossbreeding of Geonosians and Acklays. These mutants are incredibly strong and pose a threat to the colonies on Ossus. You’ll need to strike at the heart of the hive and defeat the Geonosian Queen to prevent the mutated Geonosians from repopulating.
Onderon is a jungle planet found in the Japrael System of the galaxy’s Inner Rim. It is sparsely populated with most of the population living in Iziz City where the tall walls protect the citizens from the beasts outside. Outsiders are warned to not venture too far past the treeline due to the dangerous wildlife on Onderon.
One of Onderon’s moons, Dxun, is the location of Czerka Research Facility CI-004. Czerka was performing research into bioengineering creatures to sell as bioweapons. Given their record with this sort of thing, it’s easy to understand that the research subjects broke free from the facility.
In the Nature of Progress operation, you’re part of an assault team that exterminates the escaped research subjects.
Mek-Sha is an independent fueling station within a hollowed out asteroid. The exterior of the asteroid has a force field to create a barrier between the structures inside from the vacuum of space.
Mek-Sha’s neutral alignment tends to attract smugglers, bounty hunters, traders, pirates, and refugees. Never assume a dark alley way is void of threats while you’re here.
Republic and Imperial forces are once again waging war on Corellia. In the Objective Meridian flashpoint, you’ll be fighting to gain control of the Meridian Complex. This advanced shipyard is able to produce warships at three times the rate of standard shipyards, with only a fraction of the energy cost. It goes without saying as to why both the Republic and Empire want control over the Meridian Complex, control of it would push the war effort in their favor.
Echoes of Oblivion is a story instance where you’ll have to delve into the realms of the Force. Spoilers won’t be given away here, but you’ll need to fight your own inner demons along with the inner demons of others. Fortunately for you, you won’t have to take on this task alone.
The Mandalorian’s flagship, the Spirit of Vengeance II, has dropped all communication. Likely being attacked, you will need to board the ship in the Spirit of Vengeance flashpoint. You must save the ship, its crew, its cargo, and fend off enemy forces aboard the Spirit of Vengeance II.
Signs of Malgus has surfaced on Dantooine. With the aid of Jedi Knight Aryn Leneer, you’ll need to find Malgus in a Dantooine Enclave. Aryn Leneer has had previous encounters with Malgus and this is a rather personal matter for her as her master was Ven Zallow, the former Jedi Battlemaster that was slain by Malgus during the Sacking of Coruscant. You’ll come to find that not everything is as it seems here in the Secrets of the Enclave flashpoint.
7.0 Legacy of the Sith
Legacy of the Sith celebrated SWTOR’s 10-year anniversary in early 2022. This expansion would introduce the ability for characters to learn two combat styles, such as a Guardian and Shadow or Powertech and Gunslinger. As this is the current expansion, it would appear so far that the bulk of new areas introduced are building upon previously established worlds.
In terms of the story, Malgus isn’t the only big threat in the galaxy. Heta Kol’s Mandalorian group, the Hidden Chain, is gaining more power and causing more trouble for the Mandalore and innocent worlds. Heta Kol is planning something sinister, and we have yet to see what her plans are.
Manaan has been invaded by the Sith Empire. Insulted by a subpar trade deal and unwillingness to negotiate, the Empire launched an invasion force to take the planet’s kolto. As the galaxy’s source of kolto, this can deal devastating blows to non-Imperial medical facilities across the galaxy. This new daily area on Manaan is referred to as the Invasion Zone.
Whatever Malgus has been planning, it has led him to the planet of Elom. This planet was once the primary residence of an ancient Sith Lord known as Darth Nul. Darth Nul was a very intelligent Sith Lord that aided the Sith Emperor Vitiate personally. Many of her machines and machinations were erased from history, likely due to Vitiate himself wanting to suppress her knowledge.
In the Ruins of Nul flashpoint, you’ll need to go to Elom and intercept Malgus.
There is something suspicious going on in the R-4 Sector at Mek-Sha. There are signs of cult activity within this sector, a cult known as “The Unmasked”. This Sith cult worships Darth Nihilus, who during the events of Knights of the Old Republic II, would drain the life from entire worlds to feed his unending hunger.
In the R-4 Anomaly operation, you’ll need to look into this cult’s activities and put it to an end.
Heta Kol and the Hidden Chain have been tracked down to a planet called Ruhnuk in the Unknown Regions. Shae Vizla is looking to put an end to Heta Kol so she can prove to be the stronger warrior and thus, reclaim the Mandalorians she has lost to Heta.
While being an arid desert planet, Ruhnuk boasts pockets of lush foliage and beautiful scenery with bioluminescent cacti and waterfals.
The Interpreter’s Retreat on Voss is a sacred and hallowed place for the Voss-Ka. It is here where their Interpreters seek peace to better understand their visions of the future. This section of Voss is typically restricted to outsiders, though exceptions can be made under the right circumstances.
Something is off with the Shrine of Silence on Voss. A Voss Commando seeks aid for learning about the fate of two lost Voss Mystics that were last located within the Shrine. In the Shrine of Silence flashpoint, you’ll need to enter the shrine, solve its puzzles, and learn the fate of the two missing Mystics.
The Hidden Chain have attacked Ord Mantell and are looting materials from Kessan’s Landing. To make matters worse, the Mantellian Separatists are working alongside the Hidden Chain.
Planetary security is already understaffed and unprepared for an invasion of this scale. Watch your step when walking around at Kessan’s Landing, there are numerous lava flows and Savrips in the area that pose a significant threat to those unprepared.
With a lead on finding Heta Kol, you’ll find yourself going to the Minboosa District on Hutta. The Hidden Chain is operating there, and this is your ticket to find Darth Nul’s holocron that is currently in Heta Kol’s possession.
Her plans with that holocron are too dangerous and she needs to be stopped at all costs. With the aid of Sa’har Kateen, you work alongside a slave rebellion on Hutta to gain the whereabouts of the holocron so you may retrieve it.
This is all of the story progression that has been made in SWTOR so far. When new content is released, this guide will be updated. Be sure to also check for any other SWTOR guides related to new areas or old areas with our SWTOR Guides Master List.
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