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The Three Families: Knocked Out Cold

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The Three Families: Knocked Out Cold
The time has come to destroy the Three Families, the Republic's Hutt allies on Quesh. Moff Dracen needs you to go to their palace, defeat the heads of each of the Three Families, and transmit their data on Quesh venom processing.

You have decided on a circumspect route into the palace. Find Norvaan Kel, Portho the Hutt's Chevin contact, who can sneak you inside.
Tasks:
1)
Speak to Norvaan Kel
Requires:Bounty Hunter, Imperial Agent, Sith Inquisitor, Sith Warrior
Mission Rewards
Select One Reward:
Bounty Hunter 1-75
Toxic Boltblaster's Gauntlets and Package
Imperial Agent 1-75
Toxic Targeter's Gloves and Package
Powertech 1-75
Toxic Demolisher's Gauntlets and Package
Sith Assassin 1-75
Toxic Duelist's Gloves and Package
Sith Inquisitor 1-75
Toxic Force-Lord's Gloves and Package
Sith Juggernaut 1-75
Toxic Bulwark's Gauntlets and Package
Sith Warrior 1-75
Toxic Pummeler's Gauntlets and Package
The Three Families: Knocked Out Cold
Tasks:
1)
Speak to Norvaan Kel
Command XP: 600
Category: Quesh
Can Abandon: No
Hidden: No
Class Quest: No
Bonus: No
Shareable: No
Required Privacy: None
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: The Three Families: Knocked Out Cold
Other Sites:

Conversations:

(Click an NPC or another link in the list below to open the conversation)
  • 1506. - Thanks to you, Quesh is nearly under Imperial rule. All that remains is the Republic army's complete annihilation.
  • 1668. <Non-dialogue segment.>
    • 1498. Player - The Jedi and his Hutt are dead.
      • 1501. - Excellent! The Republic will be furious.
    • 1499. Player - Master Fraal's dead. Broga's still breathing, but is sworn to the Empire.
      • 1500. - Excellent! I'd prefer the Hutt dead, but his cooperation will further infuriate the Republic.
        • 1513. - You have my thanks, and that of my council. We'd still be fighting over Quesh's mines if not for your help.
          • 1520. Option - No need to thank me.Player - Just doing my duty.
            • 1532. - Your dedication won't be ignored. And if you're still invested in our war, there's more work to be done.
          • 1518. Option - What happens to Quesh now?Player - Does the Empire have something in store for this planet?
            • 1529. - In time we will take over the Quesh venom industry. As for our military, there's still plenty to do.
          • 1517. Option - My talents are unsurpassed.Player - What can I say? I'm good at what I do.
            • 1523. - I couldn't agree more. That is why Quesh still needs you.
              • 1521. - The Republic's still fighting. Help us pile up enough bodies here, they'll retaliate on other planets. Then we'll have our war.
                • 1525. - But first enjoy your victory. Quesh will soon be ours, and the Republic grows more furious by the day.
                  • 1672. <Conversation Exit>
  • 1225. - The Republic thinks Master Fraal can save them. Prove them wrong.
  • 1659. <Non-dialogue segment.>
    • 1607. Player - Moff Dracen--I'm patched in to the Hutt's mainframe.
      • 1608. - This is it--everything the Three Families knew about processing Quesh venom. We can erase the Republic's head-start in minutes!
        • 945. Option - Fantastic.Player - Good to hear it.
          • 946. - The Empire owes you much. Thanks to you, the Republic is quickly losing control of Quesh.
            • 899. <Non-dialogue segment.>
        • 877. Option - I'll take your word for it.Player - Yeah, sure, whatever you say.
          • 909. - Excuse me. Our top researchers will pour over these findings. I can't thank you enough.
            • 910. <Non-dialogue segment.>
        • 924. Option - Where's your gratitude?Player - That's some gratitude.
          • 879. - Thank you, of course. The Republic will be furious once we use this data to ramp up our own Quesh venom operation.
            • 880. <Non-dialogue segment.>
              • 881. - I see you've killed Jeelta and Portho. Outstanding. I wish there was time to celebrate, but our fight's not over yet.
              • 882. - I see you've killed Jeelta and... Portho? You're still alive?
                • 884. - What? Oh, hello, Moff. Just took a few adrenals. Care to join me?
                  • 886. - Foolish slug. I suppose we can use him--after we fix his adrenal habit. But our fight's not over yet.
                    • 928. - We have a Hutt on the loose--Broga, the last leader of the Three Families. He escaped before your assault.
                      • 1606. - As if losing that Hutt slime wasn't enough, we have a new problem. A powerful Jedi Master named Berin Fraal just landed on Quesh.
                        • 1198. Option - I know. I met the Jedi.Player - Fraal was talking to the Hutts when I arrived. He didn't appreciate the interruption.
                          • 1216. - You must have scared him. Master Fraal is wasting no time.
                        • 1214. Option - The Republic's regrouping.Player - They're digging in for something big. We better hit them first.
                          • 1215. - I'll deploy our army at once. Master Fraal mustn't have time to strike.
                            • 1540. - He's already amassing forces with Broga the Hutt. Slay them both, and the Republic's stranglehold on Quesh will crumble.
                              • 1490. Option - As you wish.Player - They will bow to my power. Then they will die.
                                • 1553. - Thank you, my lord. Show the Republic how weak they are.
                              • 1492. Option - They won't live another day.Player - This planet will soon belong to the Empire. Leave the details to me.
                              • 1493. Option - They're as good as dead.Player - I'll bag the Jedi and his Hutt pet.
                              • 1560. Option - I'll give it a shot.Player - No promises, but I'll try.
                                • 1561. - Do your best to kill them. That's all I ask.
                              • 1537. Option - I'll kill 'em for the credits.Player - As long as I get my credits.
                                • 1543. - I assure you, the Empire will pay well for their deaths.
                              • 1634. Option - Anything to end this battle.Player - Quesh deserves some peace. If that means killing these agitators, so be it.
                                • 1635. - Don't forget--we're here to spark war, not extinguish it.
                                  • 1574. - Find Master Fraal and Broga in the Quesh venom plant. Tear the facility apart. Make sure they don't leave the place alive.
                        • 1199. Option - They'll both die by my hands.Player - All enemies of the (Empire / Republic) will die before me.
                          • 1200. - I was hoping you'd jump at their throats.
                            • 1485. - Master Fraal's hiding out with Broga the Hutt. They're in the central Quesh venom processing plant.
                              • 1488. - Tear that plant apart. Kill the Jedi and his Hutt friend.
                                • 1674. <Conversation Exit>
  • 869. - Kill the Republic's Hutt friends, and the Three Families will fall.
  • 713. - I just spoke with Graag. He said you shut down the factories, and the fight's under control. Well done.
    • 716. - Without adrenals or their Quesh venom supply, the Republic is finally vulnerable! We must hit the Three Families with everything we have.
      • 757. - Slay the Hutt slime, their secrets die with them--the Republic can't process Quesh venom.
        • 922. - And they'll be pushed to the brink of galactic war. All we must do is kill the leaders of the Three Families.
          • 847. Option - I will lead the assault.Player - The Hutts will fall under my lightsaber.
          • 848. Option - I'll slay them myself.Player - When I'm through, the Hutts will beg me to kill them.
            • 860. - I'm glad you're so eager, my lord. We'll prepare for your attack at once.
          • 849. Option - I'll execute them.Player - Hutts make easy targets.
            • 858. - No one is better equipped for the job. We'll prepare for your operation immediately.
          • 850. Option - Three bounties will cost you.Player - You want these Hutts dead? Pay me their weight in credits.
            • 857. - I'll see that your payment matches the prey.
          • 953. Option - They'll anticipate our attack.Player - We've got the Republic on edge. The Hutts will be well-guarded.
            • 954. - Indeed. We have an inside contact who should help us level the playing field.
          • 1624. Option - Is killing them necessary?Player - There are other routes than violence.
            • 1625. - We have no choice. Showing the Three Families mercy weakens our position.
              • 768. - Colonel, wake Portho the Hutt from whatever adrenal-addled haze he's drowning in.
                • 1620. - Moff Dracen? Should've known you'd attack soon--and during my afternoon adrenals!
                  • 1146. - Too bad my compatriots just upped security. There's no getting past the front doors now.
                    • 1147. Option - Nothing will hold me back.Player - Your pathetic Hutt defenses can't stop a Sith.
                    • 1149. Option - We'll see about that.Player - Even the best security can be bypassed.
                      • 1150. - You could try taking out the main gate's shields. But there's another way...
                    • 1153. Option - Wanna bet?Player - I've busted down plenty of doors. This won't be any different.
                      • 1154. - I didn't mean it's impossible. There's just another way you could get in...
                    • 1157. Option - Is there an alternate way in?Player - Prove your worth, Portho. There must be another entrance.
                      • 1158. - Well--I suppose there is one thing we could try.
                    • 1161. Option - Then why do we need you alive?Player - Remember, Portho: A useless Hutt is a dead Hutt.
                      • 1162. - Don't be hasty! I can work something out!
                        • 1164. - My Chevin adviser, Norvaan Kel--he could smuggle a small group past security using my best adrenals.
                          • 1166. - They're strong enough for Hutts--you'll be knocked out cold. Norvaan can give you the adrenal then sneak you in.
                            • 1169. Option - Seems risky.Player - I'd rather not be comatose in the middle of a firefight.
                              • 1170. - You'll be awakened once inside. And the after effects are clean, I promise.
                            • 1173. Option - You'll pay if this is a trap.Player - If you try to double-cross me, you're dead.
                            • 1177. Option - I love a nap before murder.Player - I could use some shut-eye before slaughtering your friends.
                              • 1178. - If you say so. I'll make the arrangements, just in case.
                                • 1180. - We'll take your recommendation under advisement, Portho. Use your adrenals. When you awake, you'll be the only surviving member of the Three Families.
                                  • 1184. - You heard the fool: either fight through the front, or take Portho's adrenals and be smuggled in. Your choice.
                                    • 1185. Option - I prefer a direct fight.Player - The Hutt can keep his concoction. I'd rather fight on my feet.
                                      • 1186. - Portho gave us schematics on the palace's security. You'll need these EMP charges to scramble the generators shielding the main door.
                                        • 1188. - Excellent. Once you're inside, kill the leaders of the Three Families--Portho, too. Then upload their data on Quesh venom processing to me.
                                          • 1189. <Conversation Exit>
                                    • 1190. Option - The adrenal's the safest path.Player - I'll take the Hutt's concoction. Best to save my energy for the fight inside the palace.
                                      • 1191. - Norvaan Kel's hiding out behind the palace grounds. Security should be light during the battle.
                                        • 1193. - Take that Chevin's adrenal to infiltrate the palace. Once inside, kill the leaders of the Three Families--including Portho. Then transmit their data on Quesh venom processing to me.
                                          • 1196. <Conversation Exit>
  • 659. - The factories won't fall without you!
  • 108. Player - The mines are poisoned. The Republic's running scared.
    • 1483. - Excellent work. You also did a fine job razing their emplacements. My forces will have no trouble cleaning up your scraps.
    • 109. - Fantastic. We won't give them a chance to recover.
      • 69. - Our next move is to hit the Republic again. Hard.
        • 588. - Hello, Imps. Graag the Hutt is here. You ready?
          • 269. - Send him in. Quickly.
            • 271. - Graag is a leader of the Hutt Cartel. He keeps repulsive company, but he's proven a valuable ally.
              • 610. Option - I don't need his help.Player - I can take down the next target without Hutt interference.
                • 634. - That may be. But we can't afford to turn away Graag's support just yet.
              • 272. Option - He's an ally?Player - Why is a Hutt working with the Empire?
                • 275. - You could say Graag was forced to cooperate.
              • 636. Option - Never trust a Hutt.Player - I don't think that's a good idea.
                • 637. - Don't worry--Graag is dependable.
                  • 277. - He's here to make amends for the Three Families, a band of venom-sniffing Hutts.
                    • 1603. - They violated the Cartel's neutrality to help the Republic's mining operation on Quesh.
                      • 281. - Such favoritism deeply upset the Empire. The Cartel claimed ignorance and disowned the Three Families.
                        • 649. Option - The Three Families are doomed.Player - With the rogue Hutts isolated, all that's left is the killing blow.
                          • 660. - But first we must sever their source of income: the Republic's adrenal factories. Only then can we destroy the Three Families.
                        • 641. Option - The Cartel must have known.Player - I'm sure they took kickbacks from the Three Families and looked the other way.
                          • 644. - You're probably right. To make amends, the Cartel sent Graag--one of their finest leaders--to help us punish the Three Families.
                        • 643. Option - Spare me the Hutt trivia.Player - Get to the point.
                          • 645. - I simply remind you that the Empire's not alone. As a Cartel leader, Graag kindly "volunteered" to help us punish the Three Families.
                            • 653. - Don't mention those traitors! They make my blood boil!
                              • 296. <Non-dialogue segment.>
                                • 677. - Graag, good of you to join us! Allow me to introduce our newest allies on Quesh.
                                  • 700. Option - The honor is yours.Player - Gaze upon me, Hutt. You won't see someone so powerful again in your lifetime.
                                  • 679. Option - The honor is yours.Player - I'd ask you to bow to my magnificence, but... well, you know.
                                    • 706. - You've made quite the impression on Quesh, Sith. Finally, we'll have the Force on our side as well.
                                  • 680. Option - I'm watching you.Player - It's a pleasure, Graag. Imperial Intelligence will be glad to hear of your cooperation.
                                    • 701. - I--I understand. Good to have your organization's support.
                                  • 681. Option - Watch yourself, slug.Player - I've dealt with your kind before. Don't try me.
                                    • 682. - I thought I recognized you. Nem'ro's friend, right? If his stories are true, I'm glad you're on our side.
                                  • 1613. Option - Hello, Graag.Player - Pleased to meet you.
                                    • 1616. - The pleasure's mine. But I'm afraid I bring bad news--our forces are in trouble.
                                  • 1615. Option - Let's stick to business.Player - I didn't sign on for handshakes. What's the next target?
                                    • 684. - Jedi have joined the defense of the Republic's factories. Even the Cartel's droid army can't maintain the assault for long.
                                      • 690. - The Three Families won't be vulnerable until we sever their income. Are you ready to kill these Jedi and cripple the Republic's adrenal production?
                                        • 691. Option - Let's do it.Player - Time to hit the Republic where it hurts.
                                        • 347. Option - I guess I'm ready.Player - Yeah, sure, whatever you say.
                                        • 755. Option - This will be too easy.Player - Hardly worthy of my talents, but sure.
                                          • 693. - Don't discount the Republic's strength. They're far more familiar with Quesh.
                                            • 350. - Graag--have your army hold the factories. Don't allow the Republic a second's rest.
                                              • 354. - Cut down the Jedi defenders. Then either destroy the adrenal production lines or kill the Selkath scientists operating them.
                                                • 1591. Option - No Selkath will survive.Player - The scientists chose the wrong day to show up for work. +100
                                                • 1592. Option - The machinery will fail.Player - The scientists are just doing their job. I'll cripple their equipment. +50
                                                  • 1593. - If that's your choice. Just don't return until those factories have ground to a halt.
                                                    • 357. <Conversation Exit>
                                • 301. - Graag, you finally grace us with your presence! Let me introduce the Empire's greatest weapon on Quesh.
  • 254. - The Republic's held Quesh for too long. Rip those mines from their grasp.
  • 70. - The Empire can't afford another loss, major. We must crush the Republic immediately!
    • 72. - They've been on Quesh for years--we can't destroy their entire mining operation overnight!
      • 76. - Gentlemen. We have company.
        • 84. - I'm Moff Dracen. Head of Quesh Imperial forces. You're here to join our war against the Republic?
          • 358. Option - War? I can't wait.Player - My lightsaber's itching for Republic victims.
          • 411. Option - Consider me your best weapon.Player - Not just join--I'll win it.
            • 389. - This operation's under control. We don't need Sith running wild down here.
              • 613. Option - Oh good. I smell a fight.Player - Insult the dark side. Sith love that.
          • 360. Option - Correct, sir.Player - I can't pass up the Empire's favorite pastime.
            • 393. - The Imperial military has the situation well in hand. We don't need Intelligence down here playing games!
              • 617. Option - I'll keep things simple.Player - No games. Just tell me who to kill.
          • 361. Option - Sure, but it'll cost you.Player - My rates skyrocket during wartime.
            • 443. - I'm sure we can work out a deal.
              • 363. - The Empire has the situation in hand. We don't need stinking mercenaries to win!
                • 611. Option - But you do need a Sith.Player - Your forces are nothing compared to the power of the dark side.
                • 614. Option - I'll keep my people in line.Player - Don't worry, Major. I keep my companions on a tight leash.
                  • 621. - That's not my point. The Empire can win this war!
                    • 623. - The Empire must use all of its assets to crush the Republic.
          • 131. Option - Tell me about the conflict.Player - What's the situation?
            • 433. - Quesh is a valuable planet, if you can believe it. We're here to stop the Republic's operation.
              • 434. <Non-dialogue segment.>
          • 414. Option - It's your war, not mine.Player - Why should I care?
            • 415. - Quesh is valuable. To the Republic, and to the Empire.
              • 416. <Non-dialogue segment.>
                • 417. - This is absurd! We don't need their kind interfering with our war!
                  • 376. Option - Oh really? [Force Choke]Player - There's more power in my fist than in your entire army. +50
                  • 378. Option - Oh really? [Shock him]Player - Let me remind you of the dark side's power, Major. +50
                  • 380. Option - Is that so? [Punch him]Player - Your manners need polish, Major. +50
                  • 382. Option - Oh really? [Punch him]Player - Maybe a broken jaw will improve your perspective. +50
                    • 383. - Enough. Save it for the Republic.
                  • 366. Option - Go on, major.Player - I suppose you have your own victory plan.
                    • 367. - That's right. My men take the mines, make the Republic panic. Then we propose a truce and ambush their leaders.
                      • 441. - Quaint theatrics won't work. Brutality, carnage--that's how you break the Republic.
                  • 543. Option - What a pitiful display.Player - I find your empty chatter amusing.
                    • 585. - I won't stand for this outrage!
                      • 373. - Yes, you will, major. Take your anger out on the Republic.
                        • 124. - They're responsible for our assignment to this toxic rock. The Republic went digging and found the source of this planet's poison.
                          • 1610. - The miners call it "Quesh venom." Lies just below the planet's surface.
                            • 1612. - We distill the stuff into Quell, a lethal poison. But the Republic knows how to refine it into high-grade adrenals.
                              • 130. - They've been processing the toxins into adrenals for years, with Hutt help no less. We've come to conquer their operation and claim Quesh's venom for the Empire.
                                • 406. Option - Destroy them all.Player - Tear down the Republic. Grind them into Quesh's soil.
                                • 407. Option - Make the Republic suffer.Player - Turn Quesh into a monument of Imperial cruelty.
                                  • 445. - I knew you'd have the appetite for this work. The Republic's defeat must be devastating.
                                • 408. Option - Make a show of it.Player - Carve their defeat into Quesh.
                                  • 448. - My goal exactly. Their ruin must be cataclysmic.
                                • 409. Option - That's a tall order.Player - If this is Republic territory, they won't go down easy.
                                  • 457. - But they will be ruined. The Empire won't settle for less.
                                • 132. Option - You're after something else.Player - The Empire wouldn't wage war on this scale just for resources.
                                  • 428. - Correct. The adrenals are a bonus. Our primary goal is to test the Republic.
                                • 188. Option - Yet the Republic's still here.Player - So what are we waiting for?
                                  • 155. - The Republic's downfall must be cataclysmic. Devastation on that level takes time.
                                    • 146. - Push them enough on Quesh, and the Republic will be provoked into open warfare across the galaxy.
                                      • 148. - Once they violate the Treaty of Coruscant, the Empire can strike without risking neutral worlds joining in. We must rile their temper.
                                        • 1598. Option - Let me anger them.Player - I have a talent for rousing the Republic's fury.
                                          • 1599. - I can't wait to see you test their restraint.
                                        • 219. Option - They'll be hard to push.Player - Provoking them to all-out war won't be easy.
                                          • 222. - That's why we must bend them to their breaking point.
                                        • 234. Option - Politics aren't my concern.Player - You say that like I should care.
                                          • 235. - Let me rephrase. We must goad the Republic into open warfare. Help, and you'll be compensated.
                                            • 224. - First, we strike the Republic's venom mines.
                                              • 226. - The venom produces noxious gas. That's why Quesh is so lovely. It's most lethal in the mines, so the Republic installed specialized filters.
                                                • 228. - Destroy those filters, release the poisonous gas, and the Republic will have to flee the mines.
                                                  • 238. Option - Consider it done.Player - They'll declare the mines a disaster site when I'm finished.
                                                  • 239. Option - I'm kind of busy.Player - I'll see if I can find the time.
                                                    • 240. - Don't delay. Our forces already siege the mines.
                                                      • 242. - Take out every weapon emplacement you can, then get inside and destroy the filtration units. Don't stop until the mines are choked with poison.
                                                        • 243. <Conversation Exit>
                                                  • 161. Option - Count me out. [Refuse quest]Player - I don't want any part of this.
                                                    <Aborts Conversation>
                                                    • 162. - Then we'll proceed according to plan. Enjoy your time on Quesh.
                                                      • 163. <Conversation Exit>
                • 423. - Enough! We don't need his help!
                • 420. - Don't waste your energy on her. A woman has no place on the battlefield.
  • 67. - This is a private council. Leave us.
  • 1656. <Non-dialogue segment.>
    • 1583. - Be careful--the Republic's discovered Portho's treachery. Hurry, before the Hutts escape!
    • 1255. - Portho fulfilled his promise, for once. Consider these mercenaries his payment for your mercy.
MissionCategoryRequired LevelAdded In
Quesh371.0.0a
MissionCategoryRequired LevelAdded In
Quesh371.0.0a
Quesh371.0.0a
Quesh371.0.0a
Quesh371.0.0a
Quesh371.0.0a
MissionCategoryRequired LevelAdded In
Quesh371.0.0a
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        "frMale": "Les Trois Familles : mise \u00e0 mort",
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                    "JournalText": "The time has come to destroy the Three Families, the Republic's Hutt allies on Quesh. Moff Dracen needs you to go to their palace, defeat the heads of each of the Three Families, and transmit their data on Quesh venom processing.\n\nYou have decided on a circumspect route into the palace. Find Norvaan Kel, Portho the Hutt's Chevin contact, who can sneak you inside.",
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                        "enMale": "The time has come to destroy the Three Families, the Republic's Hutt allies on Quesh. Moff Dracen needs you to go to their palace, defeat the heads of each of the Three Families, and transmit their data on Quesh venom processing.\n\nYou have decided on a circumspect route into the palace. Find Norvaan Kel, Portho the Hutt's Chevin contact, who can sneak you inside.",
                        "frMale": "Le moment est venu de d\u00e9truire les Trois Familles, les alli\u00e9s Hutts de la R\u00e9publique sur Quesh. Le Moff Dracen vous a demand\u00e9 de vous introduire dans leur palais, de vaincre les chefs de chacune des Trois Familles et de lui transmettre leurs donn\u00e9es relatives au traitement du venin de Quesh.\n\nVous avez d\u00e9cid\u00e9 d'entrer dans le palais par un chemin d\u00e9tourn\u00e9. Trouvez Norvaan Kel, le contact Chevin de Portho le Hutt. Il vous infiltrera \u00e0 l'int\u00e9rieur.",
                        "frFemale": "Le moment est venu de d\u00e9truire les Trois Familles, les alli\u00e9s Hutts de la R\u00e9publique sur Quesh. Le Moff Dracen vous a demand\u00e9 de vous introduire dans leur palais, de vaincre les chefs de chacune des Trois Familles et de lui transmettre leurs donn\u00e9es relatives au traitement du venin de Quesh.\n\nVous avez d\u00e9cid\u00e9 d'entrer dans le palais par un chemin d\u00e9tourn\u00e9. Trouvez Norvaan Kel, le contact Chevin de Portho le Hutt. Il vous infiltrera \u00e0 l'int\u00e9rieur.",
                        "deMale": "Die Zeit ist reif, die Drei Familien, die huttischen Verb\u00fcndeten der Republik auf Quesh, zu vernichten. Moff Dracen will, dass du in ihren Palast gehst, die Anf\u00fchrer jeder der Drei Familien besiegst und ihre Daten \u00fcber die Aufbereitung von Quesh-Gift \u00fcbertr\u00e4gst.\n\nDu hast dich f\u00fcr einen umsichtigen Weg in den Palast hinein entschieden. Finde Norvaan Kel, den Chevin-Kontakt von Portho dem Hutten. Er kann dich unauff\u00e4llig hineinbringen.",
                        "deFemale": "Die Zeit ist reif, die Drei Familien, die huttischen Verb\u00fcndeten der Republik auf Quesh, zu vernichten. Moff Dracen will, dass du in ihren Palast gehst, die Anf\u00fchrer jeder der Drei Familien besiegst und ihre Daten \u00fcber die Aufbereitung von Quesh-Gift \u00fcbertr\u00e4gst.\n\nDu hast dich f\u00fcr einen umsichtigen Weg in den Palast hinein entschieden. Finde Norvaan Kel, den Chevin-Kontakt von Portho dem Hutten. Er kann dich unauff\u00e4llig hineinbringen."
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