Hidden Places is one of the Level 1 Section under the Loading Screen Cortex within the Cortex in Anthem. These aren't listed within the Cortex, but will show up on a loading screen when the relevant expedition is started or a relevant location is reached. The entry displayed will be randomly chosen.
Collection Details
A total of 41 cortex entries make reference to the Hidden Places of Northern Bastion.
These entries can only be found when going inside the particular Hidden Place.
Scar Bunker (1)
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Scars have many ways to replenish their numbers. Probably more ways then are known. The current theory is that they kidnap people to integrate them into their collective. If they do this simply to break down bodies for resources, or if they have some way of integrating the mind, is still a matter of debate. It is also worth considering that Scars gather humans for information and are most interested in those with specific knowledge about Shaper-related areas.
—From "A History of Scars" by Hanni Blythe

Scar Bunker (2)
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"One of those hives came bursting out of the ground right in front of me. You know the ones that look like giant drills? Well, I was about to fire away when the thing opened up, and the Scars just pulled me right inside. The drill was only the top of a whole Scar... fort or something. Except they could move it through the ground. Took a lot of grenades to get back out of there."

Scar Mine (1)
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"Scars are much simpler to deal with than people assume. You can't kill a Scar. It just bursts into a million little bugs that make up a new Scar. Instead, you must find their leader, an Escari or a Luminary, and kill it. The Scar swarm won't instantly disband, but they will become unfocused and disorganized. Then you just have to mop them up."

The Bane Engine (1)
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There appears to be no end to these Shaper ruins. Long after we should've left the face of the mountain, the ruins continue. It's as though the Shapers found a way to extend space in one location, but not in adjacent locations. Another theory suggests there is a gate somewhere in the ruins that teleports travelers to a new location without them knowing it.
—From the journal of Arcanist Ailyn Valance

The Bane Engine (2)
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Becoming an Arcanist means gaining a wealth of skills. An Arcanist must be a researcher, a historian, a survival guide, and an explosives expert. I'm not kidding. Knowing how to create explosives out of common camp supplies has saved many Arcanists from cave-ins, relic abnormalities, wildlife, outlaws, and Scars.
—From "Dialogues: Interview with an Arcanist"

The Core (1)
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For our people, there were only two choices: Risk annihilation, or remain under the thumb of the urgoth. The latter was not an option. Even if our army was small, it was an army. A well-organized force that could defeat a superior foe. We just had to remain true to each other and reach more brothers and sisters.
—From "Our Ascendancy", an official Dominion history book

The Core (2)
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"Shaper energy going crazy, right? We track it to a relic in this cave, and just as I'm getting close
—boom! Fragments everywhere. And a hole opens up mid-air and out come skorpions on fire. Days like this are why I love being a Freelancer."

The Dungeon (1)
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Similar architecture can be discovered across Bastion. Yet only here do we see it mixed with modern machinery, as though some Heliost engineers started making suggestions and adding chains and winches.
—From "Arcanist Monthly"

The Dungeon (2)
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When people talk about the Fortress of Dawn, it brings up all these moral dilemmas, opposing doctrines, and philosophies that create a culture of complicated rules. Out here, we serve the aspect of battle, the primal forces of war, and they have only one rule. Win.
—From the notes of Lancer Seff, Grey Steppes

The Dungeon (3)
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"Ladies fair, ladies fair
They say you'll find some there, find some there
Instead, was just Rustreaver's crew, reaver's crew
Careful, lest the reaver catches you!"

The Foundry (1)
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Scars were poking around here. Time to talk to the boss and see about doing a little "reclamation" of our own. The bugs don't need whatever they've set up in there. Fraysse says a Freelancer is headed this way, so I'll pick this up again afterward.
—From the final entry of outlaw Moneymaker Merch's journal

The Foundry (2)
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His heart pounded in his heaving chest. His mouth opened as he tried to silently gasp as much air as possible. To reach the strider, he had to escape this place alive... but that meant passing by the cave's other inhabitants unnoticed.
—From the novel "A Strider in the Everweald"

The Foundry (3)
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Depending on the chemical makeup of the creatures in the area, local growths respond by taking on different attractive colors, hoping to be eaten. Once consumed, they will grow inside the unfortunate creature's stomach and burst forth to create a new cycle of growth and life.
—From "Joy of Botany" by Tansy Hull

The Foundry (4)
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"We hid in there. We didn't have much choice—those things at our back and nothing but quiet, black space ahead. Little did we know those great metallic machines had one eye open. Only three of us saw the light of day again."
—Sentinel Ferric Gul, from "In The Chair: Interviews with Negan Dell"

The Haven (1)
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This spot has never been one for much trouble. Guess it attracts the right sort. Listeners, and people of learning, perhaps. Something about this place is special. They call it "the Haven." Makes sense. Trouble will come—it always does—but so will peace. Life takes turns.
—From a personal journal, author unknown

The Haven (2)
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A found place under bright leaves and brighter skies. Trust this place of warmth. Let burdens fall away. Let the wall of rock close about you and protect your sleep. A company of birds is your warning against all threats seen far-distance from this haven. For a time, take your leave against the brutish world.
—From "The Volume of Tarsis"

The Haven (3)
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Another tomb searched, and still no sign of General Tarsis. This is the 117th burial chamber my team has located that matches the texts and descriptions. I'm beginning to question this task. Still a few other tombs in the area to check out before we move on.
—From "Search for the General: The Diaries of Cartographer Christopher Tan"

The Haven (4)
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The more I dig, the more I'm certain that the General's javelin is the key. At the Satomi in Fortuo, I found a moldy version of The Volume of Tarsis with scribbled notes in the margins—something about a "shield that kept her steady and repelled Fulminous' great breath." Exciting. If we find her javelin, I may figure out what that means.
—Faye Navine. Field notes.

The Hollow (1)
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Though never found, the Hollow was the assumed resting place of the infamous Vatellian Communication. This letter—written by an unknown traitor during humanity's uprising against the urgoth—reportedly contains the location of hidden Arcanist forges developing weapons to aid in the war effort.
—From "The Birth of Resistance", an article in "The Antium Journal of Archaeology"

The Hollow (2)
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Find here a cave, traveler. When the hot dagger of day, snake-slow steals cool comfort of forest night, your shadow-friends shall retreat into the hollows of the world to bide. Find then, the sky reversed, and the cold blackness of the stars laid out under your feet.
—From "Careless Journey Into Sunset", a play by Tillaca Ben

The Hollow (3)
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The Hollow (4)
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The Hollow (5)
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"Shield recharges? Not a problem. The trick is to fire most of your clip, then throw a grenade, fire your wrist launcher, and empty the rest of your clip. By the time you're done reloading, the grenade will land. You never stop dealing damage before you're ready to do it all over again! Constant damage, buddy!"

The Mandible (1)
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Scars do not actually need the "towns" they build; rather, these are another example of their replication of the dominant species. In fact, much can be gained by looking at Scar architecture and noting what is distinctly "non-human" as insight into what came before us.
—From "A History of Scars" by Hanni Blythe

The Mandible (2)
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As I pick my way through the rusted remains of this Scar hive, I try to imagine a society so driven by one simple idea. Forever focused to the absolute exclusion of all else. What could be accomplished should this unsettling shroud of relentless drive ever descend upon humanity? Calamity? Paradise? Would we know the difference?
—From the field notes of Arcanist Kei Hasa

The Mandible (3)
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They dumped us in a pit and threw down crude weapons. There was no cheering. No glory. They were seeing what we would do. No one did anything. Eventually, they hung a half-cooked grabbit over the pit. We understood. Not everyone gets to be a hero out here. Some of us just have to survive.
—From "Confessions from Bastion" by Jarek Arnel

The Mandible (4)
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Spend any time down there and you'll feel it, I swear—that picking at your brain while they're moving about in their greasy torchlight. A whole hive of them. The buzzes and clicks. The scrambling over rocks. That chewing away at your mind. I'll be hearing that when the lights go out until the last sunset.
—From the field reconnaissance reports of an unknown Corvus agent

Scar Mine (2)
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The Necropolis (1)
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New forms of metal were recently discovered in underground Anzu cities! Engineers are excited to learn about new metals and rare rock formations found in structures buried beneath tons of rock and mud. Could these new finds be the edge our lancers need to safely end Cataclysms? Early reports suggest these mysterious, ancient structures have similar designs to strider bays, proving that engineers can theorize about history as well as any Arcanist.
—From "Heliost Monthly"

The Necropolis (2)
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Some places get so quiet you can hear the blood pulsing in your ears. Makes you wonder what creature first felt that silence and knew they'd found home so long ago. I believe the dead talk down here, but I don't think we're ready to hear what they have to say."
—From the field notes of Arcanist Kei Hasa

The Necropolis (3)
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Those who study Anzu artwork and architecture can only be amazed by its brilliance. What sad fate buried these marvels and cultural secrets, leaving behind the foolishness and barbaric reflections that humans try to pass off as art?
—From "The Moment After Sunrise" by Sab Hendt

The Shrine (1)
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You will often find Regulator camps in natural cave systems. They set up quickly and tear down just as fast. This system allows them to move incredible amounts of contraband in a single day. The difficulty is knowing if any given cave is a storehouse of Shaper relics or a gambling den. Often, the line between them is blurred.
—From "The Sentinel's Survival Guide to Bastion"

The Shrine (2)
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Were the urgoth the only Anzu? Many books and philosophers have debated this point, though it seems undeniable. For example, that big shrine out there. It doesn't show any recognizable symbols or patterns we know were formed in the Anzu Era. What races came before the urgoth or during their lifespan?
—From "The Moment After Sunrise" by Sab Hendt

The Sovereign Mine (1)
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Excavation was going as planned until we hit a cavern full of crystals. These crystals are illuminated with an argent glow and appear to be a source of energy. We've collected samples to show potential buyers. Gotta make a living, even if it's off Dominion funds.
—From notes recovered on-site, author unknown

The Sovereign Mine (2)
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Most people don't realize ursix are very social creatures. They mate for life and are fiercely loyal. Somehow aware of a mate in danger, they will rush to their rescue, no matter the distance. When an ursix reaches old age, their young will return to their family for comfort. What caring creatures!
—From "Bastion's Amazing Animals!" by Venwick Crok

The Vault (2)
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These caves are a great place for enthusiasts to discover elementals! Note how these creatures form packs of similar or different types depending on the surrounding conditions. Don't get too close, though—you'll scare the poor elementals into exploding, which will kill you and them.
—From "Bastion's Amazing Animals!" by Venwick Crok

The Vault (1)
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Nothing ever stays buried in this world. Nothing is sealed forever. Black secrets that should remain under the earth come whistling back to plague us. This place ain't done spewing forth darkness. This is cursed dirt, you mark my words.
—Lasseter San, trader

The Vault (3)
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Known to wander, titans can be found almost anywhere on the continent. For this reason, many believe them to be natural creatures. However, every recorded Titan can be traced back to a Cataclysm as its point of origin. This proves that titans have a direct relation to Cataclysms, though the details are merely hypothetical at this point.
—From "Cataclysms and Their Effects", 30th edition

The Well (1)
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"Luck is a fickle thing," Tessi said. "Sometimes you step into a Shaper ruin and become surrounded by a pile of the best pastries in the world! Covered in chocolate and sweet delights! Or other times you will be turned into a pastry yourself."
—From the children's book "Tessi the Tesilar"

The Well (2)
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"Obviously, Shaper ruins serve some purpose. Purposes, rather. They don't all behave the same way, and no single instrument seems to carry out just one task. They contain multitudes of purposes. It's just that nobody truly knows what they are. For some of these old Shaper relics, the difference between a Cataclysm and normal operation is purely a matter of perspective."

The Foundry (5)
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Our absent guides have indeed lent their crooked hand to shaping the sinews of our world. There is no better example than what lies ahead in that foundry of mystery. I record my final moments of assured peace before venturing into that iron void.
—From "An Expedition of the Blue and Baleful" by Arcanist Jasper Wyre

