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Katha Niar

Katha Niar
Level 50 Melee
Faction: Friendly
Reaction: Republic | Empire
Category: Exp
SubCategory: 01
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.3.0
Last Seen: 6.2.1a
Star Wars Name: Katha Niar
Other Sites:

Conversation:

  • 1955. - I'll keep the science team on-task. Let us know when you reach the drill site.
  • 1213. - The Hutts are aware of your presence, and the isotope-5 is gone.
    • 1215. - Yes, my lord. We have a sample, and there's more in the core, but... I failed.
      • 1217. - Today, three planets fell to Republic butchers. I sacrificed those worlds and my legions to buy time for this operation.
        • 1219. - You are responsible for what happens on Makeb.
          • 1246. Option - I haven't lost this war yet.Player - I am the chosen of the Emperor. I am undefeated in battle. Do not doubt me, Marr.
          • 1220. Option - I know my responsibilities.Player - I have acquiesced to your strategies so far, and I agreed to assist you. But do not lecture me on my responsibilities, Lord Marr.
            • 1257. - You misunderstand.
          • 1247. Option - I know my responsibilities.Player - I agreed to procure the isotope-5, and I've put myself and my people at great risk to do so. Do not assume I've finished.
            • 1287. - If I believed you were finished, we would not be speaking.
          • 1234. Option - I do my job; no more, no less.Player - You hired me to steal the isotope-5 from the Hutts. Their stockpile never existed.
            • 1241. Player - You want the isotope-5 another way, that's a whole other job.
              • 1242. - You begin to irritate me, mercenary.
          • 1256. Option - Why is the isotope so vital?Player - You want results, I want an explanation. Isotope-5 is powerful, but what makes it the key to winning the war?
            • 1260. - You have seen what it can do for the Hutts. Envision it in our hands--but the details must remain secret.
          • 1222. Option - Blame the Hutts, not me.Player - This operation was a failure before I arrived. The Hutts started building isotope-5 droids long ago.
            • 1223. - You will deal with the situation at hand.
              • 1225. - We have a chance to forge a new Empire--an Empire united in loyalty and passion, not simplistic dedication to an unseen Emperor.
                • 1227. - But fail to procure the isotope-5, and the Empire dies forever. Solve this.
                  • 1229. - We have been analyzing options, and our conclusion is unfortunate: We cannot extract the isotope-5 from the droids.
                    • 1231. - And we can't mine the isotope ourselves before the planet explodes. Even if the Hutts cooperated, we'd never get enough.
                      • 1339. Option - Can we obtain it another way?Player - Maybe there's another option. Could we synthesize the material? Or mine it on another world?
                      • 1340. Option - Don't test my patience.Player - I am not in the mood for excuses. What options do we have?
                        • 1341. - Nadrin, is there any way to... I don't know, make a batch ourselves?
                          • 1343. - Makeb is the only known source of the isotope. The conditions under which it forms appear unique to the planet's core.
                            • 1345. - So we're back at the start. Without Makeb, there is no isotope-5.
                              • 1360. Player - If the isotope-5 is locked in the core, and the core is about to detonate, then that's where we need to focus.
                                • 1362. Player - How do we slow the destruction of the planet? How do we save Makeb?
                                  • 1365. - I don't know if that's possible.
                                    • 1367. - Saving a planet would require significant... innovation. I can make no promises.
                              • 1351. Option - Well... this will be tricky.Player - No one said this mission would be easy. But it sounds like you realize what we have to do.
                                • 1358. Player - We've got a planet to save. How do we stop Makeb's destruction?
                              • 1350. Option - You're avoiding the real task.Player - If the planet's destruction is the problem, then the solution is obvious.
                                • 1352. - I don't think....
                                  • 1353. Player - You will stabilize the core and prevent Makeb's annihilation. Or would you prefer to admit failure now?
                                    • 1354. - Is that even possible?
                                      • 1356. - It would require... significant innovation.
                                        • 1372. Option - This isn't a choice. [Threaten]Player - +50
                                          +200 Influence : approves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +50 Influence : disapproves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +200 Influence : approves.
                                          +200 Influence : approves.
                                          • 1382. <Non-dialogue segment.>
                                            • 1383. Player - Our Empire is imperiled. Makeb must be saved, or all is lost.
                                              • 1401. Player - Your life is nothing; only your obedience matters. Begin.
                                            • 1384. Player - It troubles me that you would hesitate.
                                              • 1396. Player - You understand why we must do this? You see the necessity of saving Makeb? Then begin now! Immediately!
                                            • 1385. Player - Some of you have family offworld. Friends. Maybe they should pay the cost of your failures.
                                              • 1388. Player - I want a plan to save Makeb, and I want it now. Get to work.
                                            • 1386. Player - How many men can this team afford to lose? Say, one per hour, until the job is done?
                                              • 1393. Player - Find a way to save Makeb. Do it fast.
                                        • 1374. Option - We'll use all our resources.Player - The Empire has no higher priority. Nadrin--contact the Science Bureau. Bring in any outside help you need. +50
                                          +50 Influence : disapproves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +200 Influence : approves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          +50 Influence : disapproves.
                                          +50 Influence : disapproves.
                                          +200 Influence : approves.
                                          • 1377. Player - Niar? Search Solida Hesk's databanks. Her mining company must have studied the planet's geology.
                                            • 1379. Player - The rest of you--maintain security and assist wherever needed. We have work to do.
                                              • 1275. <Non-dialogue segment.>
                                                • 1403. - If I may, my lord. They're making progress, but even if we save Makeb, the timing....
                                                • 1276. - They think they have something. Even if we can save the planet, though, the timing....
                                                  • 1278. - If the Hutts realize the planet's not about to blow, they'll never leave willingly. We can't afford a ground war; we still need them to evacuate.
                                                    • 1284. Option - Make sure our goal is secret.Player - The Hutts and the Republic can't learn what we're trying to do. Consider information control your priority.
                                                    • 1285. Option - Let's not get too far ahead.Player - We don't even know what's possible. Take it one problem at a time.
                                                    • 1286. Option - Anyone who learns, dies.Player - Monitor all Hutt communications. Those who suspect the truth must be eliminated.
                                                      • 1290. - Forgive my interruption. We are ready to present.
                                                        • 1292. - Taris Engineering Post here. Stabilizing Makeb's core is theoretically possible, but we don't have enough data.
                                                          • 1406. - Quesh Geo-survey Station. We need to induce the isotope-5 inside Makeb to release an energy pulse, allowing us to map all of its deposits.
                                                            • 1294. - To perform this invaluable experiment, however, you would need to travel underground to the core of the planet. We recognize the inconvenience.
                                                              • 1298. Option - How would we do that?Player - Traveling kilometers below Makeb's surface won't be simple. We aren't equipped for deep-core mining.
                                                              • 1299. Option - You want to do what?Player - Summarize the science for me, Nadrin. What am I doing down there?
                                                                • 1408. - Upon reaching the core, you would cause the isotope-5 deposits to... "vibrate," releasing a pulse of harmless radiation.
                                                                  • 1328. - Our instruments could then locate the deposits. Once all unstable elements are mapped, we can consider how to safely adjust the core's composition.
                                                              • 1297. Option - That sounds insane.Player - The planet's already unstable. You want me to descend to the core and make it explode?
                                                                • 1300. - The pulse released would consist of harmless radiation... also only theoretically. This has never been tried before. I see no alternatives.
                                                                  • 1302. - If we do this... our best access point is the laser drill shaft where the isotope-5 was originally discovered.
                                                                    • 1304. - The shaft runs kilometers under a mining station, and it's been abandoned--so probably treacherous, but less chance of Hutt interference.
                                                                      • 1315. Option - Let's get moving.Player - Every second, this planet comes closer to destruction. I'll go; keep working on the plan.
                                                                      • 1316. Option - What sort of dangers?Player - Why would the Hutts have abandoned the mining station?
                                                                        • 1331. - Still trying to open those files, but something about safety issues.
                                                                      • 1317. Option - This is a job for scientists.Player - I'll permit the operation, but I don't see why I'm part of it.
                                                                        • 1922. - Lord Cytharat's team is being evacuated for treatment. You're the only one left.
                                                                        • 1921. - Lord Cytharat's team is dead. You're the only one left.
                                                                        • 1322. - Lord Cytharat's team isn't in any shape to make it. You're the only one left.
                                                                          • 1324. - We will provide all necessary equipment, and speak once you arrive on-site.
                                                                            • 1327. - Be careful--the center of a planet isn't built for people.
                                                                              • 1892. <Conversation Exit>
  • 1185. - Last one. Cytharat, your status?
    • 1187. - My men are dead. I am alone against many... but I know my duty. Lowering the heat shield.
      • 1191. Option - You die a worthy death.Player - When you fall, it will be for the Emperor. Die well, Lord Cytharat.
      • 1188. Option - You make a worthy sacrifice.Player - You die serving the Dark Council. There is no greater honor.
      • 1192. Option - I salute your sacrifice.Player - Not every Sith would die for the Empire, Lord Cytharat. You and your men will be remembered.
      • 1193. Option - It's been good knowing you.Player - You kept your word, and you fought well. Sometimes that's all you can ask for.
        • 1211. - You... are not what I expected, hunter.
      • 1189. Option - Can you make it out?Player - Try to get to safety. We'll rendezvous on the upper levels.
        • 1202. - No, we will not. But I thank you.
      • 1190. Option - Time for the droids to burn.Player - Too bad machines can't scream. Don't you agree?
  • 1176. <Non-dialogue segment.>
    • 1177. - First override destroyed. Cytharat, over to you.
      • 1179. - Three more mercenaries dead. Ha! Protect the controls!
    • 1180. - Sergeant Tabrex is down. My technician is bleeding on the console. But we will do our part.
  • 1127. - Program "Termination" = online
    • 1129. - Program "Vivisection" = online
      • 1130. <Non-dialogue segment.>
        • 1131. - My lord!
        • 1133. - Hunter!
        • 1132. - Commander!
          • 1135. - My team is attempting to aid you from the security center, but we cannot hold long. Awaiting orders!
            • 1141. Option - Give me suggestions.Player - I need options. Niar, Cytharat, Nadrin--what do you have for me?
            • 1142. Option - How badly are you outmatched?Player - What's the opposing force? What's your status?
              • 1156. - I have two men down, and we face at least thirty.
            • 1140. Option - The droids must be destroyed.Player - I want those isotope-5 units gone. We'll leave the Archon without an army.
  • 1024. Player - Support team--I found storage tanks, but they're mostly empty. There's only one sample left.
    • 1025. - Confirmed. Low levels of isotope-5 persist in the background, but no immediate large quantities are present.
      • 1027. - That can't be right. Keep looking.
        • 1028. Option - I'm going farther in.Player - The vault goes on. Nadrin, continue to scan.
        • 1029. Option - Maybe they moved the isotope.Player - The Hutts could have transported the rest of the stockpile before we arrived. They may have known we were coming.
          • 1042. - We'll figure this out.
        • 1030. Option - Don't treat me like a fool.Player - I know what I see. Doubt me again, and there will be repercussions.
          • 1031. - I just meant--I'm sorry.
            • 1033. - Radiation levels increasing. Multiple sources.
              • 1035. - Identifying over two dozen power signatures. Wavelengths resemble those of the isotope-5 prototype droid.
                • 1037. - They couldn't have....
                  • 1041. - The Hutts used it all. They used up the isotope to make a damned army!
                    • 1044. Option - Let's discuss options.Player - Can we extract what we need from the droids? Could there be another stockpile?
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                      +50 Influence : disapproves.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      • 1054. - I have seen Darth Marr's requirements for the isotope-5. They are very specific and unusual; it is unlikely we can utilize the droids in this way.
                        • 1056. - Look, you have a sample. Get out of there before those things activate.
                    • 1045. Option - Then the Empire gains an army.Player - Darth Marr didn't ask for a legion of isotope-5 droids, but that's what he's going to get.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      • 1058. - Lord Marr had specific plans for the isotope-5. With apologies, I do not believe the droids will suffice.
                        • 1060. - If they're not active... we need to regroup, figure this out.
                    • 1046. Option - Enough whining!Player - Panic now, and I'll have you shot.
                      +50 Influence : disapproves.
                      +50 Influence : disapproves.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                      +50 Influence : disapproves.
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                      +50 Influence : disapproves.
                      +50 Influence : disapproves.
                      +200 Influence : approves.
                      • 1047. - I'm focused. All right--you've got a sample; get out of there before the droids come online.
                        • 1049. - Please. Stay.
                          • 1051. - I am Szajin, First Archon of the New Hutt Empire and shadow chief of the conquest-world Makeb.
                            • 1052. <Non-dialogue segment.>
                              • 1062. - And you are the newest lord of the Dark Council. I'd been wondering about your presence here--but of course, you wanted the isotope.
                              • 1053. - I'd been wondering about the Empire's presence here for some time--but of course, you wanted the isotope.
                                • 1066. Option - The Hutt Cartel overreached.Player - You thought the Empire defeated and grasped for power. You should not have drawn our attention.
                                  • 1099. - It was an error, perhaps--but not a grievous one.
                                • 1063. Option - I would speak to your leader.Player - You know who I am, and you are not of my station. My words are for the Supreme Mogul; who is that today?
                                  • 1102. - The Supreme Mogul commands. I guide, and protect the old ways.
                                • 1067. Option - You and me, spy against spy.Player - "Shadow chief." You're in charge of Hutt espionage.
                                  • 1094. - Well done. And you... the things I heard about the last of the Empire's agents. Perhaps... but no matter.
                                • 1068. Option - I don't snitch on my clients.Player - Who I work for and what I'm paid for isn't your business.
                                  • 1091. - Ha! Oh, bounty hunter... you should have stayed with Nem'ro on Hutta.
                                • 1064. Option - Who and what are you?Player - I've never heard of a Hutt "Archon." Or met a Hutt who spoke Basic.
                                  • 1069. - The title dates to an age when the Hutt autarchs ruled; you would not remember. I speak Basic so I know you understand.
                                • 1065. Option - You smug, dead slimeball.Player - Fancy titles and arrogance won't stop me from cutting you in two.
                                  • 1070. - Nor will cutting me in two win you anything.
                                    • 1072. - The only isotope-5 left on Makeb is locked in the planet's core--and when that explodes, there won't be any left at all.
                                      • 1074. - Our army of droids is being assembled at facilities across the planet. Your Empire has nothing--rumor is, even your Emperor is missing.
                                        • 1078. Option - Let's reach an agreement.Player - What if I were willing to make a deal? What do you want in return for the isotope?
                                          • 1086. - I want to reconquer the galaxy and restore glory to my people, of course.
                                        • 1916. Option - What about the Emperor?Player - Tell me what you know about those rumors. The Sith Emperor....
                                          • 1917. - The Sith Emperor is presumed dead by the Jedi. They're almost ready to go public with the claim--but that's all I know.
                                            • 1088. - Now let us see how many droids it takes to eliminate you. More than one, I wager--but not many.
                                        • 1079. Option - Enough of this. [Attack]Player - I have no interest in hearing a Hutt gloat.
  • 1015. <Non-dialogue segment.>
    • 1016. - The reprogramming is working. Nadrin and Lord Cytharat should be able to fire the guns.
    • 1018. - That was impressive. All right. You should be close to the central vault; the isotope-5 will be in there.
  • 972. - Support to ground team. Cytharat's men got us into Stronghold One's scanners. Radiation levels spike just ahead of you.
    • 974. - This is Nadrin. I believe that the radiation levels indicate the Hutts' isotope-5 prototype droid is active.
      • 975. Option - How do I fight it?Player - This is our last chance to strategize. How do I destroy that thing?
      • 976. Option - Finally... isotope-5.Player - After all this time, I'm looking forward to seeing what this isotope can do.
      • 977. Option - Nothing's ever easy.Player - Of course the droid is active. Otherwise, this mission would go according to plan.
        • 978. - We knew it was a strong possibility.
          • 980. - Conventional weaponry could theoretically penetrate the droid's shields. In practice, the firepower required would equal... seven-point-eight.
            • 982. - Seven-point-eight what?
              • 985. - Molecular disruption units, as defined by the Skakoan weaponeers. Apologies for the nonstandard measure.
                • 987. - It may be possible to complement your personal weaponry with Stronghold One's automated defenses. You would need to survive long enough to reprogram the facility's guns.
                  • 989. Option - Give me details.Player - Stronghold One's weaponry is significant. Let's hear your plan, Nadrin.
                    +50 Influence : disapproves.
                    +200 Influence : approves.
                  • 990. Option - Could I reprogram the droid?Player - What about taking control of the prototype? It could be a major asset.
                    +50 Influence : disapproves.
                    +50 Influence : disapproves.
                    +200 Influence : approves.
                    +50 Influence : disapproves.
                    +50 Influence : disapproves.
                    +50 Influence : disapproves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    • 1002. - Unfortunately, its systems are separate from the facility's.
                      • 997. - Transferring data. Upload this software into the automated defenses; I will humbly work with Lord Cytharat to target the isotope-5 droid.
                  • 991. Option - Better to just fight it.Player - More firepower won't change the situation. The droid must be destroyed, and I will do the task myself.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +50 Influence : disapproves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +50 Influence : disapproves.
                    • 992. - This team could be responsible for working with Lord Cytharat to control the guns. Your part would only require uploading the programs.
                      • 994. - That's enough. The decision is made.
                        • 996. - Good luck in there.
                          • 1966. <Conversation Exit>
  • 895. - Support to ground team. The main security office is nearby; if you take control, you can open the lower levels.
  • 871. Player - This is the ground team. Preparing to detonate charges.
    • 872. - Acknowledged.
      • 874. - Status report?
        • 876. - Observing power fluctuations. Stronghold One's first tier security protocols are nonfunctional.
          • 878. - There's a general alarm going out, but that's standard for a groundquake of this magnitude.
            • 880. - And the stronghold won't be getting reinforcements while the Hutts are putting down the revolt. You're clear to go inside.
              • 881. Option - It'll all be finished soon.Player - Before the day is over, we'll have the isotope-5 and be off this world.
                • 890. - We'll support you however we can.
              • 882. Option - Any details on the interior?Player - Do we have schematics? Security rosters? What am I facing in there?
                • 886. - Sending the blueprints now. We know the place is full of Regulator mercenaries and Hutt Cartel specialists, but we're light on details.
                  • 888. - Lord Cytharat's team will follow you in and hold the upper levels open. Good luck.
              • 883. Option - Keep the chatter down.Player - Your part is over. I want silence while I work.
                • 884. - Understood. Mission-critical transmissions only.
                  • 885. <Conversation Exit>
  • 96. Player - The last of the charges are in place. Support team, confirm.
    • 1913. - Confirmed, my lord. We'll get a major groundquake when those go off.
    • 97. - Confirming. We'll get a major groundquake when those go off.
      • 855. - Recommend you find shelter before detonation. The mercenaries' landing pad isn't far--should be sturdy enough not to collapse.
        • 858. Option - On my way.Player - Heading to the landing pad now. Keep me informed.
        • 856. Option - Everything else on schedule?Player - What about the Hutts and Lord Cytharat's team?
          • 859. - The Hutts and the mercenaries are still busy with the revolt. Lord Cytharat and his strike team are on a mesa three kilometers north, waiting for word.
            • 861. - We're all set. It's over to you.
        • 857. Option - You don't sound certain.Player - "Should be" is not an acceptable degree of risk.
          • 862. - No, of course not. Nadrin?
            • 864. - Safety standards for Makeb government installations are high. The landing pad will be damaged, but occupants are not at risk. Transmitting research citations now.
              • 866. - We're ready for the detonation when you are.
                • 867. <Conversation Exit>
  • 1953. - We're ready to go when you are. Stronghold One... let's hope this works.
  • 718. - Sixteen settlements in rebellion, two mining crews taking hostages--and now the Republic military!
    • 720. - My teams say they're outgunned. Tell the Hutts to get us aerial support, or the Regulators walk.
      • 722. - The Hutts took our planet from us. Now we take it back!
        • 724. - Every channel. Much the same.
          • 725. <Non-dialogue segment.>
            • 726. - My lord.
            • 727. - Sir.
              • 729. - We're guessing a few hours before the fighting settles. That's our window to break into Stronghold One and steal the isotope-5.
                • 730. Option - Brief me on your plan.Player - You've had time to prepare. Show me everything.
                • 733. Option - Who's winning the battle?Player - How are the rebels faring against the mercenaries and the Hutt armada?
                  • 746. - Most of the rebel leaders are dead, but they've taken a piece out of the enemy for us. Best we could hope for.
                  • 749. - They fight bravely. They will not win this day... but give them time.
                    • 751. - Can you get me the Stronghold One data?
                • 734. Option - You show respect. Good.Player - A proper greeting. Maybe you've learned your lesson.
                  • 739. - All I want is to finish the mission.
                • 735. Option - Unless the planet blows.Player - If Makeb's core explodes first, the fighting and our break-in won't matter.
                  • 736. - We've got a specialist now. He's watching the geostability matrix, so we'll have some warning.
                    • 738. - Stronghold One.
                      • 743. - Right. The vault facility is built into a volcanic mesa, with a single entrance above the magma. It's also got sensors, alarms... enough to catch any thief who gets inside.
                        • 754. Option - We need the security disabled.Player - We don't want to alert the Hutts before we have to. Can we neutralize the systems?
                          • 771. - Our science consultant has a proposal.
                        • 744. Option - A volcano seems... excessive.Player - You said the place was built by the Makeb government. That's an impressive amount of security, even for a government vault.
                          • 762. - Makeb was built on mineral wealth, but because of the problems shipping off-planet, storing valuables was an issue.
                            • 764. - Our science consultant has a way around the security, though.
                        • 753. Option - Who cares if they see us?Player - Once we're in, it will be too late to stop us. The Hutts' forces are already occupied.
                          • 755. - Lockdown is still a problem--can't have them trapping you inside--but our science consultant has an answer.
                            • 757. - It is pleasing. Nadrin Tro, on loan from the New Thinking Division of the Science Bureau.
                              • 759. - A series of high-powered explosives, safely detonated in the caves around the volcanic crater, could simulate a seismic wave.
                                • 761. - The resulting groundquake would destroy much of Stronghold One's equipment while appearing to be a "natural phenomenon." Security would be relegated to backups.
                                  • 770. Option - What will I face inside?Player - Assuming I proceed with a frontal assault... what then?
                                  • 768. Option - You're an Imperial scientist?Player - I haven't seen your species with the Science Bureau before.
                                    • 781. - Recent addition. I hope to prove that we are of some meager use to the Empire.
                                  • 769. Option - Let's bury the enemy, then.Player - A few tonnes of rubble should soften the opposition. Then I move in for the kill.
                                    • 774. - My squad will follow your initial insertion to cover your escape route.
                                      • 776. - Once inside, expect heavy resistance: Regulator mercenaries and automated security, yes, but also specialists loyal to the Hutt Cartel.
                                        • 778. - There's also the Hutts' prototype isotope-5 droid--assuming it's online, which we probably should. Still trying to find its weak points, but we're out of time.
                                          • 779. Option - How will I steal the isotope?Player - Let's assume none of this proves a problem. How do I move the isotope-5 stockpile?
                                          • 785. Option - Get me intel on the droid.Player - It has to be more than a name and a power source. What can the droid do?
                                            • 792. - Accessing Science Bureau database. Consulting with Doctor Nivo.
                                              • 794. - Defensive capabilities may include ray and particle shielding; possible gravity field. Offensive capabilities may include high-energy lasers and radiation discharges.
                                          • 784. Option - Guess that'll be interesting.Player - Well... if the droid is able to kill me, we'll know for sure that isotope-5 is worth the trouble.
                                            • 786. - We'll keep working on the problem.
                                              • 787. - We estimate the Hutts've mined about a hundred kilos of isotope-5. You'll be able to move it by hand with Cytharat's help.
                                                • 791. - I think that's everything. We're at your service.
                                                  • 798. Option - Follow me into battle.Player - The scheming is finished. The time for hiding, too, is over. Today, we will crush the Hutts and claim the isotope-5 for the Empire!
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                  • 816. Option - The Empire salutes you.Player - You have done well under trying circumstances. Now is the final test, but I assure you: The Dark Council is proud.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    • 838. Player - Today, we do what must be done. Today, we save the Empire.
                                                  • 817. Option - Stay focused, team.Player - We've prepared as well as we can, but that guarantees nothing. Assume the plan will be compromised; our job is to succeed regardless.
                                                    +200 Influence : approves.
                                                    +50 Influence : disapproves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                  • 818. Option - Get my payment ready.Player - Once the isotope-5 is offworld, transfer the credits to my account. Everything else I can handle myself.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    • 829. - Take care of the Empire, we'll take care of you.
                                                  • 797. Option - How's your team holding up?Player - Things are about to get tense. What's the mood of your people?
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    • 808. - Frankly? No one came here expecting to survive--but we all want to see it through.
                                                      • 811. - This is our redemption.
                                                        • 813. - Not for all of us. Sergeant Bedareux is doing it for his family. Hanthor wants to set an example for his people.
                                                          • 815. - But we're ready to save the Empire. You'll get the isotope-5 offworld.
                                                            • 823. Option - Why are you here?Player - You didn't mention your own reasons for coming along.
                                                              • 847. - I'm here because cataloging cargo for the Ministry of Logistics didn't seem enough anymore.
                                                            • 822. Option - No one dies if I can help it.Player - Plan your funerals another time. I mean to get all of you out alive.
                                                              • 824. - Sort of a bonus, then. Thanks.
                                                                • 827. - Nadrin, send that data on where to plant the explosives. Cytharat, get your team ready. All hands--let's go.
                                                  • 799. Option - Just don't mess up.Player - Get me the data and the explosives for the groundquake. If anything goes wrong, it's on your head.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    • 800. - My lord.
                                                    • 801. - Sir!
                                                      • 804. - This is Niar to all teams: We are go. Lock down comms in three, two, one....
                                                        • 1890. <Conversation Exit>
  • 78. Player - The hovertanks have been destroyed, and the mercenaries have been routed.
    • 682. - Dark Lord.
    • 683. - My lord.
    • 597. - We have observed the enemy's flight. Riots have begun across the planet.
      • 599. - The Hutts just authorized the execution of any civilians not carrying ID. The mercenaries are demanding a raise.
        • 600. Option - You said you had news.Player - We were counting on that much. Is there something else?
        • 1938. Option - [Flirt] Join up, Cytharat.Player - Lord Cytharat should come with me next time. Staying in the gravity hook means he misses all the action.
          • 1939. - We will fight together on the battlefield soon enough. For now, the honor is mine to watch you.
        • 601. Option - The mercenaries are sickening.Player - What sort of people terrorize and execute innocents for money?
        • 602. Option - The mercenaries are sickening.Player - I've killed people for money. But those men are animals.
          • 607. - To shed blood for one's home, one's beliefs is glorious. There is no glory here.
            • 609. - There is something else.
        • 603. Option - Too bad we can't hire them.Player - You're sure we can't convince the Regulators to change sides?
          • 604. - They're not loyal to the Hutts, but we can't outbid the Cartel, either.
            • 606. - Some of the civilian leadership seems reluctant to take this opportunity to strike. We think they're laying low and regrouping.
              • 689. - But if we're going to steal the isotope-5, we need the civilian leaders organizing a full-on revolt. If I set up a meet, can you push them?
                • 707. Option - They will see reason.Player - One way or another, I will ensure they go to war.
                  +200 Influence : approves.
                • 691. Option - Persuasion is my specialty.Player - I've earned the loyalty of Jedi, cults and military leaders. Provincial revolutionaries will be nothing.
                  +200 Influence : approves.
                • 711. Option - I know how to be convincing.Player - I've played diplomat more than once. I'll make it go our way.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  • 714. - Much obliged, Commander.
                • 712. Option - Not my usual, but okay.Player - Diplomacy isn't my specialty, but I can try to make a revolutionary see the light.
                  +200 Influence : approves.
                  +200 Influence : approves.
                • 698. Option - How can they be reluctant?Player - We've given the people opportunity and motive to fight--why would their leaders hold back?
                  +200 Influence : approves.
                  +200 Influence : approves.
                • 690. Option - My negotiations get bloody.Player - When I run out of patience, people die. Will that be suitable?
                  +200 Influence : approves.
                  +200 Influence : approves.
                  +50 Influence : disapproves.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  +50 Influence : disapproves.
                  +200 Influence : approves.
                  +50 Influence : disapproves.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  +50 Influence : disapproves.
                  +50 Influence : disapproves.
                  +50 Influence : disapproves.
                  +50 Influence : disapproves.
                  +200 Influence : approves.
                  • 692. - Might be. Really up to you.
                    • 694. - There's a man named Pollus Avesta who's got influence with the rebels. He's holed up at an old plantation.
                      • 696. - You've already got half the planet riled up. Win over Avesta, and he'll make sure everyone's pointing the right way.
                        • 697. <Conversation Exit>
  • 596. - This is support team. The mercenaries are pulling out of the settlements, and I've got news. See if you can find a secure holoterminal.
  • 1951. - The Regulators will be ready for a fight. Watch your back.
  • 485. - We've got to have topographic scans, satellite imagery, something....
    • 486. <Non-dialogue segment.>
      • 490. - Mighty Wrath.
      • 488. - My lord. You honor us.
      • 491. - Commander.
      • 492. - Hunter.
      • 487. - You survive. It is a good day.
        • 489. - Right. Welcome back.
          • 503. - We found the isotope-5's location in Hesk's files. The bad news? Getting to it is a problem. The good news? Makeb won't explode for weeks, so why worry?
            • 504. Option - Where is the isotope-5?Player - Tell me the location of the stockpile. I want to move as soon as possible.
            • 505. Option - We should focus on the planet.Player - The destruction of Makeb changes everything. That has to be our priority.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +50 Influence : disapproves.
              +200 Influence : approves.
              +50 Influence : disapproves.
              +50 Influence : disapproves.
              +50 Influence : disapproves.
              +50 Influence : disapproves.
              • 515. - With respect? It doesn't change anything. Our objective is the isotope-5, and once we're gone, the planet's fate isn't our business.
                • 517. - She is right. The Hutts doomed this world, but it is our Empire at stake.
                  • 560. Option - True enough.Player - Then we move on. You said you had the isotope's location?
                  • 562. Option - What about the people?Player - Makeb has a population. I won't have millions die because of the Hutts.
                    • 567. - Right. Your call. Our resources are limited--but we'll look at options. In the meantime, we'll give you what we know.
                  • 563. Option - If Makeb dies, we go with it.Player - If you're wrong about the timeline, we could find ourselves standing on an exploding planet.
                    • 564. - I'll make it the science consultant's top priority. In the meantime, there's this:
            • 632. Option - Show me proper respect.Player - I've tolerated your lack of discipline, but there are limits. When I enter, you will honor me as your lord and master.
              +50 Influence : disapproves.
              +200 Influence : approves.
              +50 Influence : disapproves.
              +200 Influence : approves.
              +50 Influence : disapproves.
              +200 Influence : approves.
              • 633. - What? I'm trying--forgive me, my lord. It won't happen again.
                • 635. - The Hutts store their isotope in Stronghold One. It is Makeb's treasury, built to be impenetrable.
            • 506. Option - Show me some respect.Player - I'm in command of this operation. When you report, you give me your attention and your respect.
              +200 Influence : approves.
              +50 Influence : disapproves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              • 513. - Understood, sir.
                • 507. - The Hutts are keeping the isotope at Stronghold One--it's a massive vault built by the government for Makeb's treasury.
                  • 509. - One entrance. Unbreachable walls. Six layers of security.
                    • 512. - Six, plus a prototype being assembled by the Hutts. Some kind of isotope-5-powered droid in the early stages. We're going to need time to plan.
                      • 520. Option - Then let's make a plan.Player - If Stronghold One is where the isotope is held, then how do we get inside without drawing the Hutts' attention?
                        +200 Influence : approves.
                        • 544. - What about a distraction? There's a message we intercepted....
                      • 518. Option - Tell me about the droid.Player - This prototype--what are its capabilities? How close is it to coming online?
                        +50 Influence : disapproves.
                        • 535. - We're not sure yet, and we also need to worry about the Hutts crashing down on us once we make our move.
                          • 537. - We require a distraction. Show the intercepted message.
                      • 638. Option - You don't have time. [Shock her]Player - The Dark Council rules this Empire. I should be on Korriban or Dromund Kaas, but I am needed here.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        • 656. Player - Yet time and again, you delay. Find me a way to the isotope, or you will be replaced.
                          • 657. - My life for yours, my lord.
                      • 639. Option - You don't have time. [Choke her]Player - I came to this forsaken planet for one purpose, and time and again, you say we are not ready!
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +50 Influence : disapproves.
                        • 652. Player - No more warnings. You are not irreplaceable.
                          • 653. - I would die for my Empire, lord.
                            • 648. - My lord. Strike now, and the Hutts will come in force. Your power is supreme, yet it will be impossible to move the isotope offworld.
                      • 640. Option - You don't have time.Player - What do I have to do to make you understand? We can't keep delaying!
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        • 641. - I would die for my Empire, sir. But I don't know what else to do.
                          • 643. - If I may? Strike now, and the Hutts will come in force. You may slay them, yet it will be impossible to move the isotope offworld.
                            • 647. - But if the Hutts are distracted, they can do nothing. Show the mercenary message.
                              • 532. - InterStellar Regulator Command to the Archon: The civilians are getting restless. Had to stop a riot today, and it'll get worse if the Republic's involved.
                                • 541. - We're moving the hovertanks into settlements. That'll keep them locked down, and we'll level city blocks if we have to.
                                  • 542. <Non-dialogue segment.>
                                    • 660. - Imagine a world in revolt. With their attention on the civilians, the Hutts could not afford to move against us.
                                    • 534. - Wouldn't take much to start a revolt. Worldwide rebellion, and the Hutts won't have the manpower to keep us from the isotope.
                                      • 543. Option - We need to unleash the people.Player - If the mercenaries are keeping the civilians in line, it's the mercenaries we need to target. That transmission mentioned hovertanks...?
                                      • 548. Option - Civilians aren't mere tools.Player - If we start a revolution now, people will die fighting the Hutts.
                                      • 549. Option - Twisted and fun.Player - Support a revolution and doom countless lives... all so we can steal an isotope. I approve.
  • 1949. - Transport is ready. We'll await word once you arrive at Solida Hesk's estate.
  • 297. Player - Support team--the docking ring is secure. You may proceed to board.
    • 300. - Take positions, everyone. Bedareux, scan the base. Captain Hanthor--you're on comms.
      • 301. <Non-dialogue segment.>
        • 303. - My lord... lord of the council! I had--I wasn't informed you were the ground team. Sorry if I seemed... too casual.
        • 304. - My lord. My lord Wrath. I didn't realize they were sending--sorry. If I seemed... casual.
        • 306. - You're the commander. I... didn't know you'd be on the ground.
        • 305. - You're the bounty hunter who used to work with Darth Tormen, aren't you? Well, at least they're spending money.
        • 302. - You're the ground team, then. All right, not... quite what I was expecting.
          • 308. - Sir! The Hutts are calling, but we've got what we need to fake a response. What answer should I send?
            • 468. Option - Tell them our tech is broken.Player - Tell the Hutts that we had a shielding failure and radiation levels are rising. We have it under control, but we're temporarily quarantining the gravity hook.
              +200 Influence : approves.
              +200 Influence : approves.
            • 469. Option - You make the decision.Player - This is your plan. Don't let me interfere.
              +50 Influence : disapproves.
              +50 Influence : disapproves.
              +50 Influence : disapproves.
              +50 Influence : disapproves.
              +50 Influence : disapproves.
              • 471. - Tell them we're experiencing power fluctuations and need to shut down for repairs.
            • 470. Option - Keep the slugs waiting.Player - The angrier Hutts get, the stupider they become. Give it time, then use your faked response.
              +200 Influence : approves.
              +50 Influence : disapproves.
              +200 Influence : approves.
              +200 Influence : approves.
              • 476. - You heard the order--do it.
                • 338. - I'm Katha Niar, by the way. Eight years Ministry of Logistics, three months black-ops coordinator--times being what they are.
                  • 375. - Lord Cytharat. Tactical advisor. My life for you, my loyalty to the Empire.
                    • 373. - I'm here to organize the team and facilitate your needs. He'll suggest people to kill.
                      • 376. Option - On to business, then.Player - I'm certain you'll suffice. What next, now that we have a base of operations?
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                      • 403. Option - Who's your master, Cytharat?Player - You pledge your life to me, but who made you Sith? I would know your loyalties.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        • 417. - The traitor Darth Malgus brought me out of the academy. I am here to pay for his crimes; the Empire must be united.
                      • 374. Option - How'd you move to black ops?Player - Logistics to black ops is an unusual transition. Care to elaborate?
                        +200 Influence : approves.
                        • 411. - Not really. Manpower shortages and no Imperial Intelligence; family proposed I fill the gap.
                      • 404. Option - Do I get to give the orders?Player - Darth Marr said I was in charge of this operation. So you'll follow my commands?
                        +200 Influence : approves.
                      • 377. Option - You're both unfit for duty.Player - "Lord" Cytharat--not a Darth--and a former logistics officer? It's disgraceful.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        • 410. - We weren't picked for reputation. We're here because we have the right skills--and because we'll die for you and the mission.
                          • 413. - Those files are ready, sir.
                            • 378. - If we're going to steal Makeb's isotope-5 stockpile, we don't have much time. Once the Hutts figure out what we're after, they'll shut down our escape route.
                              • 380. - Fleets burn over Balmorra to buy us this opportunity. We mustn't waste it.
                                • 382. - Our proposed target is Solida Hesk. Mining corporation executive; secretly worked with the Hutts to study isotope-5 and sell out the planet.
                                  • 384. - She's hosting half a dozen Hutts and their bodyguards at her private resort--but if there's anyone who knows where the isotope is stored, it's her.
                                    • 388. Option - Then we hit hard and fast.Player - The Hutts won't be prepared for an assault. We cut through them and take the woman before they realize what's happening.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +50 Influence : disapproves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      • 397. - Agreed. I can offer you tactical data on-site.
                                    • 1929. Option - [Flirt] Thoughts, Cytharat?Player - You're my tactical advisor. Step up and impress me.
                                      +50 Influence : disapproves.
                                      +50 Influence : disapproves.
                                      +50 Influence : disapproves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +50 Influence : disapproves.
                                      • 1930. - It might take a better man than I--but I shall do what I can.
                                        • 1932. - Can we continue?
                                          • 1934. - A covert assault on Solida Hesk's estate would take the Hutts by surprise. I can provide tactical data once you arrive.
                                    • 386. Option - Can we lure her out?Player - With that many Hutts in one place, the resort will be secure. What about drawing her elsewhere?
                                      +50 Influence : disapproves.
                                      +50 Influence : disapproves.
                                      +50 Influence : disapproves.
                                      +50 Influence : disapproves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +50 Influence : disapproves.
                                      +200 Influence : approves.
                                      +50 Influence : disapproves.
                                      • 389. - Possible, but her terminals at home are hooked into the company database. We may need them anyway.
                                        • 394. - A covert assault is best. I will have tactical feeds for you once you arrive.
                                    • 387. Option - I can make her talk.Player - Executives who consort with Hutts don't hold up under interrogation. How do I find her?
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +50 Influence : disapproves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +50 Influence : disapproves.
                                      • 390. - A covert assault on the resort. I will provide tactical data once you arrive.
                                        • 392. - Transportation will be ready soon. You can break in, question her and get her to turn over control of the corporate computers.
                                          • 402. - Any words to your team before you go?
                                            • 424. Option - We do this for the Emperor!Player - For a thousand years, our society has stood as a monument to glory and power. Now the Jedi seek our destruction once again.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              • 451. Player - But we will prevail. For the last of the Sith Emperors lives still, and it is for him that we fight.
                                                • 453. Player - Live for the Emperor! Die for the Emperor!
                                            • 423. Option - Today, we make a stand....Player - The Empire is on the verge of destruction. Our brothers battle the Republic half a galaxy away while we are here, in a den of worms.
                                              +200 Influence : approves.
                                              +50 Influence : disapproves.
                                              • 441. Player - Nonetheless, we fight for Imperial glory. We fight for our homeland and our birthright. We fight for our rightful place among the stars!
                                                • 443. Player - And though none will ever hear us if we fall--if we succeed, our names will be carved in the stones of Korriban forever.
                                                  • 445. Player - I am of the Dark Council. But today, I lay my life down with you. For the Empire!
                                            • 425. Option - We'll succeed, but it's tough.Player - The operation will be difficult. We're alone on a hostile world, with no support and no backup if things go wrong.
                                              +200 Influence : approves.
                                              +50 Influence : disapproves.
                                              +200 Influence : approves.
                                              +50 Influence : disapproves.
                                              • 459. Player - But this team is here because you were judged ready for a difficult operation. I know each of you will do your best. I know you'll do me proud.
                                                • 461. Player - Now let's get started.
                                            • 426. Option - I'm honored to serve with you.Player - I'm here because I'm paid to be here. You're here because you're dedicated to the Empire.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              • 437. Player - But I intend to do right by my contract. I won't let you down.
                                            • 427. Option - Fail and you die.Player - I will not tolerate incompetence. Failure will be punished with death; insubordination will be addressed more harshly.
                                              +200 Influence : approves.
                                              +50 Influence : disapproves.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              +50 Influence : disapproves.
                                              +50 Influence : disapproves.
                                              +200 Influence : approves.
                                              +50 Influence : disapproves.
                                              +200 Influence : approves.
                                              +50 Influence : disapproves.
                                              +50 Influence : disapproves.
                                              +50 Influence : disapproves.
                                            • 420. Option - I don't make speeches.Player - Do what you came to do, and don't look at me for inspiration.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              +200 Influence : approves.
                                              • 1335. <Conversation Exit>
  • 237. - Support team to ground--we're in a shuttle and ready to dock as soon as you have control.
    • 239. - I've got another favor to ask, though. See if you can get the mercenaries' Hutt overseer talking. I'd like a voiceprint from him.
  • 165. - This is orbital support to ground. Repeat, support team to ground. Codes verified.
    • 221. - I don't know who you are, and with the Hutts trying to listen in, I don't want to. Just tell me your condition.
      • 168. Option - Awaiting your report.Player - We're ready to move out. What is the plan, support team?
        +200 Influence : approves.
        +200 Influence : approves.
      • 169. Option - I'm in one piece, thanks.Player - I may have left some teeth on the shuttle. Otherwise, I'm alright.
        +200 Influence : approves.
        +50 Influence : disapproves.
        +200 Influence : approves.
        +200 Influence : approves.
        +50 Influence : disapproves.
        +50 Influence : disapproves.
        • 174. - Minimal damage. Got it.
      • 228. Option - Think of me as your nightmare.Player - I am rage incarnate. That is all you need know.
        +200 Influence : approves.
        +200 Influence : approves.
        +200 Influence : approves.
        +50 Influence : disapproves.
        +50 Influence : disapproves.
      • 223. Option - Understand that I rule here.Player - You needn't know my name. Serve and worship me, and it will suffice.
        +200 Influence : approves.
        +50 Influence : disapproves.
        +200 Influence : approves.
        • 224. - Sith, then. Yes... my lord.
      • 227. Option - Good to see some paranoia.Player - The Empire's getting better at operational security. Condition normal; report.
        +200 Influence : approves.
      • 229. Option - You're talking to the best.Player - I'm alive. As for who I am, let's say I have a reputation for jobs like this.
        +200 Influence : approves.
        +200 Influence : approves.
        • 231. - That'll have to do.
          • 171. - Top priority is to establish a corridor on- and offworld. My team needs access planetside, and you need an exfiltration route.
            • 173. - Shuttle flights are unreliable, but Makeb has gravity hooks for slow-speed cargo transport. Ground-to-atmosphere turbolifts, ready for capture.
              • 180. Option - Show me their weak point.Player - Gravity hooks... if we want to take and hold one, we'll need one that's isolated--we can't draw attention. Your assessment?
                • 215. - Sending coordinates of a recommended site now.
              • 181. Option - How do the gravity hooks work?Player - These planetary turbolifts... they're not normally used for passengers?
                +200 Influence : approves.
                +200 Influence : approves.
                • 189. - Takes too much time and power to be worth it. Even for cargo, they're not great, but they'll do for us.
              • 182. Option - Stick with the shuttles.Player - You can survive a rough landing. We secure a landing pad, we keep things simple.
                • 186. - Just a minute.... Logistics confirms a shuttle ride would trash our equipment. Unless you've got an alternative, we need the gravity hook.
                  • 183. - Opposition will be heavy. When the Hutts took Makeb, they paid off the planet's defense force--veteran mercenary band called the InterStellar Regulators.
                    • 185. - But sweep the bunkers around Gravity Hook Seven, and you can wipe out the mercenaries and signal the all-clear. Then hit the gravity hook itself fast and quiet.
                      • 192. Option - No one will hear them scream.Player - There will be no need for silence. There will be no survivors to spread fear.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        • 1909. - If you can do that, I won't stop you.
                      • 204. Option - Whole worlds fall before me.Player - I am a Lord of the Sith Empire. I am the darkness that consumes. Be assured that nothing will escape.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +50 Influence : disapproves.
                      • 205. Option - Standard sweep. Got it.Player - Send me all the data you have and leave it to me.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                      • 206. Option - I see my contracts through.Player - Mercenaries who change sides at the first sign of credits are thugs. I'm a professional.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                      • 194. Option - Any more on the mercenaries?Player - These "InterStellar Regulators"--what are they trained for? Could they be bribed a second time?
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        • 201. - Lots of soldiers from the Great War working Makeb for retirement. The Regulators aren't pushovers, but I'll look into a payoff.
                      • 193. Option - Remember who's in charge here.Player - When this is over and we meet, you will learn respect for the one in command.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +50 Influence : disapproves.
                        +50 Influence : disapproves.
                        +50 Influence : disapproves.
                        +200 Influence : approves.
                        • 195. - I didn't mean disrespect. Just using the plan I have.
                          • 197. - I'll stay online, but until we're planetside, comms will be patchy. And there's one other thing:
                            • 199. - Watch out for groundquakes. Couple of tremors hit the planet recently, and you don't want to get swallowed whole.
                              • 234. <Conversation Exit>
  • 1927. - At your command.
  • 90. <Conversation Exit>
  • 851. <Non-dialogue segment.>
    • 852. - First detonator set. All teams on schedule.
    • 853. - We're picking up wildlife down there with you. We're guessing the quakes are disturbing the ecosystem... doesn't help you, I suppose.
    • 854. - Registering the detonator. Still no Hutt activity detected.
  • 1968. <Non-dialogue segment.>
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
AttributeValue
FQNnpc.exp.01.makeb.world_arc.imperial.hub_1.multi.katha_niar
Appearance FQNnpp.exp.01.makeb.world_arc.imperial.hub_1.multi.katha_niar
ID16141003876214321183
Appearance ID16141129742461911244
Body Typebfa
GenderNPC_GENDER_FEMALE_PROPER
{
    "_id": {
        "$oid": "5fb3fb4433180000cb07dbcf"
    },
    "ParentSpecId": "16140940508488036246",
    "ParentSpecB62Id": "bcyIOkV",
    "Name": "Katha Niar",
    "NameId": "2941021805608960",
    "LocalizedName": {
        "enMale": "Katha Niar",
        "frMale": "Katha Niar",
        "frFemale": "Katha Niar",
        "deMale": "Katha Niar",
        "deFemale": "Katha Niar"
    },
    "ClassId": "16141160777998100175",
    "ClassB62Id": "psOBGp5",
    "AbilityPackageB62Id": "v5n2lyN",
    "MinLevel": 50,
    "MaxLevel": 50,
    "Faction": 11,
    "DetFaction": {
        "RepublicReaction": "cbtAttitudeFriendly",
        "ImperialReaction": "cbtAttitudeFriendly",
        "NameId": "1173582633762823",
        "LocalizedName": {
            "enMale": "Friendly",
            "frMale": "Alli\u00e9",
            "frFemale": "Alli\u00e9",
            "deMale": "Verb\u00fcndet",
            "deFemale": "Verb\u00fcndet"
        },
        "DefendedFactionIds": [
            1702206746723288870
        ],
        "FactionId": "3780939478746129694",
        "FactionString": "friendly",
        "OpposingFactionIds": [],
        "Id": "3780939478746129694",
        "Base62Id": "7kNfSsC"
    },
    "Toughness": "Standard",
    "ToughnessId": "0",
    "LocalizedToughness": {
        "enMale": "Standard",
        "frMale": "Standard",
        "frFemale": "Standard",
        "deMale": "Standard",
        "deFemale": "Standard"
    },
    "DifficultyFlags": 0,
    "CnvConversationName": "cnv.exp.01.makeb.world_arc.imperial.hub_1.multi.kiar_onila",
    "CnvB62": "tNjAwB6",
    "CodexId": "0",
    "ProfessionTrained": 0,
    "CompanionOverrideId": "0",
    "LootTableId": "0",
    "IsClassTrainer": false,
    "IsVendor": false,
    "VendorPackages": [],
    "MovementPackage": "pkg.movement.npc.regular",
    "CoverPackage": "pkg.cover.none",
    "WanderPackage": "pkg.wander.npc.none",
    "AggroPackage": "pkg.aggro.npc.exterior_high_baf",
    "VisualDataList": [
        {
            "CharSpec": "bfa",
            "ScaleAdjustment": 1,
            "MeleeWepId": "16141173282837695788",
            "MeleeWepB62Id": "B0sHnP4",
            "MeleeOffWepId": "0",
            "MeleeOffWepB62Id": "0000000",
            "RangedWepId": "0",
            "RangedWepB62Id": "0000000",
            "RangedOffWepId": "0",
            "RangedOffWepB62Id": "0000000",
            "AppearanceId": "16141129742461911244",
            "AppearanceFqn": "npp.exp.01.makeb.world_arc.imperial.hub_1.multi.katha_niar",
            "SpeciesScale": -6208027144227586886
        }
    ],
    "CharRef": "chr.katha_niar",
    "Gender": "NPC_GENDER_FEMALE_PROPER",
    "FqnCategory": "exp",
    "FqnSubCategory": "01",
    "CommandXP": 16,
    "Id": "16141003876214321183",
    "Base62Id": "7p3rju1",
    "Fqn": "npc.exp.01.makeb.world_arc.imperial.hub_1.multi.katha_niar",
    "first_seen": "1.3.0",
    "last_seen": "6.2.1a",
    "current_version": "6.0.0",
    "hash": "1225693205",
    "removed_in": "",
    "changed_fields": [
        "CommandXP",
        "hash"
    ],
    "previous_versions": [
        "1.3.0",
        "2.0.0",
        "2.8.0",
        "4.0.0",
        "5.2.0",
        "5.3.0"
    ]
}