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cnv.test.expansion_1.makeb.world_arc.republic.chief_hurkwill

  • 4. - Heard about Project Failsafe. Don't worry about us. Got a shuttle nearby--we'll run when the time comes.
  • 106. - I've helped you all I can. Rest is up to you.
  • 3. - Disable those turrets, reprogram the droids and burn yourself a security passcode. You'll breeze right into the Hutt Embassy--guaranteed.
  • 6. Player - Chief Hurkwill? Shalim Avesta sent us. He says you know a way into the Hutt Embassy.
    • 7. - If I'd known a Jedi war hero was coming I'd have cleaned myself up and made some lunch.
    • 9. - A real live Jedi Master--now we're talking! Pardon the stink. Haven't been around a refresher in days.
    • 10. - It's an honor, Major. Forgive the smell, but I haven't seen a working refresher since before the invasion.
    • 11. - Here I'm meeting a galactic celebrity, and I haven't showered in days. I don't normally smell like this.
    • 107. - Apologies for the stench. Ever since we left the city, refreshers have been scarce.
      • 110. - Hutt embassy's locked up tight. Used to have a fancypants bureaucrat helping us inside--Representative Ecklin--but he's gone quiet. Likely dead.
        • 15. - Good news is, the Cartel hasn't changed any security I set up back in the day. Got the same turrets, droids, passcodes. Lazy Hutts.
          • 22. <Non-dialogue segment.>
            • 23. Player - When this is all over, we'll have to thank the Hutts for making our job simple.
              • 34. - They may be lazy and stupid, but they're still pretty good at killing folks.
            • 24. Player - Storming enemy territory is much simpler with a well-informed guide.
              • 33. - "Simple" is a stretch. Let's go with "not instantly lethal."
            • 25. Player - If your intel's good, this will be a walk in the park.
              • 32. - "Walk" might be generous, but your survival odds just went up to fifty-fifty.
            • 26. Player - The secret to any good break-in is having an inside man.
              • 31. - Never figured I'd be on the wrong side of my own defenses. Wish I'd made them less deadly.
          • 27. Player - I thought all of Makeb's mercenaries took the Cartel's buyout. You didn't?
            • 30. - I'm no merc. Only thing our government did right was put a native son in charge of security. Hutts tried killing me--didn't stick.
          • 28. Player - How do you know they haven't set up new procedures and kept them secret?
            • 29. - The other great thing about Hutts? They're overconfident. Never expected to be facing the likes of you, either.
              • 36. - You want inside the Hutt Embassy, you'll have to finesse three layers of security. First layer is heavy turrets in the courtyard.
                • 48. - The only good thing to come out of these groundquakes is they exposed the turret power generators. Overload those and turrets lose their punch.
                  • 50. Player - Disable the turret power generators so we don't get torched on the way in. And then?
                  • 49. Player - I doubt the Hutts left those generators unguarded. How hard will it be to reach them?
                    • 52. - City's under curfew. Streets are crawling with Hutt-loyal mercs.
                  • 51. Player - Our mission would be a lot simpler if we could take down the entire power grid.
                    • 53. - Even if I knew how to cause a blackout, the city's computers need energy--and you'll need computers.
                      • 56. - Security layer two is the embassy's main door. Three meters of reinforced durasteel. Even a lightsaber would take hours to cut through.
                        • 60. - But the door will unlock for a diplomatic passcode. You can generate one of those by accessing the government building's secure terminal.
                          • 74. Player - Get inside the government building, slice the secure terminal for a passcode and get out. Next?
                          • 73. Player - There have to be Hutt thugs on the street carrying a passcode. Since we're going to be fighting them anyway....
                            • 76. - Only top men get into the embassy. You won't find those types loitering in the streets.
                          • 75. Player - I remember when all you needed to bust open a building were detonite and attitude.
                            • 77. - The good old days. I miss them, too.
                              • 78. - Last but not least are the security droids. Top-of-the-line Arkanian models. Nasty disposition. Shoot intruders on sight.
                                • 84. - Good news is, they can be reprogrammed. The droid control station in my old security HQ will do the trick.
                                  • 98. <Non-dialogue segment.>
                                    • 99. Player - We could use some allies. Those droids will do nicely. We'll take it from here, chief.
                                    • 100. Player - Turning the droids against the Hutts will be poetic justice. You've been most helpful, chief--we're going in.
                                    • 101. Player - We'll get the droids working for us. Smart thinking, chief. We're on our way.
                                    • 102. Player - I've always wanted my own droid army. Thanks for the tip, old timer. Let's do this.
                                  • 86. Player - After jumping through those first two hoops, I'll prefer to crush a droid army the old-fashioned way.
                                    • 90. - Not saying you couldn't, but probably not before everyone in the embassy got hustled to evac shuttles--and the databanks with them.
                                  • 87. Player - Sounds like you just volunteered for the job. Have fun.
                                    • 89. - Every merc in the city knows me. Wouldn't get ten meters. You'll get at least twice that distance.
                                      • 94. - Hit those objectives and I guarantee you'll get inside the embassy. Whether you'll find your answers is a different matter.
                                        • 112. - If Representative Ecklin's still alive, you might help him out. He's a fancypants, but basically alright. I'll keep a com channel open when I can.
                                          • 113. <Conversation Exit>
  • 2. - Think twice before you visit the city. Hutt curfew means unauthorized types get shot on sight.
  • 70. - The Hutt embassy's all yours. Mind your step in there.
  • 66. - You won't have to worry about those turrets.
  • 71. - That should take care of the security droids.
  • 72. - That passcode will open the embassy's main doors.
First Seen: 1.0.0
Last Seen: 1.1.5e
Removed In: 1.2.0
Star Wars Name: cnv.test.expansion_1.makeb.world_arc.republic.chief_hurkwill
Other Sites:
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            "Text": "The secret to any good break-in is having an inside man.",
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            "Text": "I thought all of Makeb's mercenaries took the Cartel's buyout. You didn't?",
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                "enMale": "I thought all of Makeb's mercenaries took the Cartel's buyout. You didn't?",
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            "Text": "How do you know they haven't set up new procedures and kept them secret?",
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            "Text": "\"Walk\" might be generous, but your survival odds just went up to fifty-fifty.",
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            "Text": "\"Simple\" is a stretch. Let's go with \"not instantly lethal.\"",
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            "Text": "The only good thing to come out of these groundquakes is they exposed the turret power generators. Overload those and turrets lose their punch.",
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            "Text": "I doubt the Hutts left those generators unguarded. How hard will it be to reach them?",
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            "Text": "Disable the turret power generators so we don't get torched on the way in. And then?",
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            "Text": "Our mission would be a lot simpler if we could take down the entire power grid.",
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            "Text": "City's under curfew. Streets are crawling with Hutt-loyal mercs.",
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