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Chief Hurkwill

Chief Hurkwill
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: Chief Hurkwill
Other Sites:

Conversation:

  • 4. - Don't worry about us. We'll run when the time comes.
  • 193. - You're alive--guess my advice worked, huh? Shalim told me to patch you through right away.
    • 135. - We're already analyzing the Project Failsafe plans Representative Ecklin transmitted to us. They're sickening.
      • 137. - Toborro the Hutt is masterminding the greatest crime in galactic history. With Veedrig's ark, they'll escape Makeb and leave us all to die. We can't let that happen.
        • 138. Option - Veedrig might help us.Player - The Devaronian is more salesman than soldier. If we pressure him, he'll turn against the Hutts and give us the ark.
          • 139. - No doubt Veedrig's sticking close to his project until he's paid.
        • 142. Option - Time for a chat with Veedrig.Player - The Devaronian promises much. We need to know if this ark can accomplish everything he guarantees.
          • 143. - Every other word in his plans is misspelled, and I'm no expert on engineering jargon, but the basics appear sound.
        • 146. Option - Veedrig is the key.Player - If we want to stop the Hutts from leaving in their fancy ark, Veedrig's the man to see.
          • 147. - Calling the ark schematics "fuzzy" would be a compliment. We need the source of this data.
        • 150. Option - Veedrig will join us, or else.Player - I know this Devaronian's type. A thousand credits says he'll switch sides if we point a blaster in his face.
          • 151. - I don't condone threats of violence, but in this case... threaten away.
        • 154. Option - Let's hijack that ark.Player - The only way that ark's leaving is with us at the helm and Makeb's people safe inside it.
          • 155. - If there's any justice in the galaxy, we'll get to see the look on Toborro's face as we depart in his starship.
        • 158. Option - We need a place to start.Player - We can't take the ark for ourselves until we hunt down its construction site. Found any clues yet?
          • 159. - Lemda was just reviewing that data.
            • 161. - I matched the ark construction site's map to topographic readings. The ark's being built at a secret facility inside the Giant's Spear.
              • 163. - That's a big tourist trap--a mesa with a hollow interior. Too dangerous to colonize, but perfect for hiding an ark's construction.
                • 165. <Non-dialogue segment.>
                  • 166. Player - If the ark is the Hutts' only escape, they'll have it locked down tight. What security measures will we face?
                  • 168. Player - An unplanned assault could result in irreparable damage to the ark. What's the safest way to secure the ship?
                    • 169. - Not sure yet, Master Jedi, but we have probe droids gathering intel right now.
                  • 172. Player - Commandeering a ship that size won't be easy. What objectives do we hit to secure the ark?
                    • 173. - Can't say yet, Major. We're sending probe droids to survey the area.
                  • 176. Player - Stealing ships is easy. Getting to them is the tough part. Any clue how many guards they have?
                    • 177. - No idea, Captain, but our probe droids are scanning the whole mesa.
                • 180. Option - I wouldn't say "perfect."Player - With all these groundquakes, we'll be lucky if that place doesn't collapse and take the ark with it.
                  • 181. - All the more reason to move quickly.
                • 184. Option - No one noticed this?Player - There's no way the Hutts could've started a major construction project inside a planetary landmark without attracting attention.
                  • 185. - We closed all access to the Giant's Spear out of safety concerns months ago--at Toborro's urging. He duped us.
                    • 187. - Contact me when you're at the Giant's Spear. I'll help you plan this attack. It won't be an easy fight.
                      • 195. - Don't look at me. I've got a city to evacuate. Good luck.
                        • 196. <Conversation Exit>
  • 106. - I've helped you all I can. Rest is up to you.
  • 3. - Disable those turrets, reprogram the droids and burn yourself a security passcode. You'll breeze right into the Hutt Embassy--guaranteed.
  • 6. Player - Chief Hurkwill? Shalim Avesta sent us. He says you know a way into the Hutt Embassy.
    • 7. - If I'd known a Jedi war hero was coming, I'd have cleaned myself up and made some lunch.
    • 9. - A real live Jedi Master--now we're talking! Pardon the stink. Haven't been near a shower in days.
    • 10. - It's an honor, Major. Forgive the smell, but I haven't seen a working shower since before the takeover.
    • 11. - You're one of the Republic's big shots, eh? Forgive the stench. Showers are scarce out here.
    • 107. - Apologies for the stench. Ever since we left the city, showers have been scarce.
      • 110. - Hutt embassy's locked up tight. Used to have a fancy-pants bureaucrat helping us inside--Representative Ecklin--but he's gone quiet. Probably dead.
        • 15. - Good news is, the Cartel hasn't changed anything at their embassy. Got the same turrets, droids, passcodes I set up for them. Lazy Hutts.
          • 22. <Non-dialogue segment.>
            • 23. Player - When this is all over, we'll have to thank the Hutts for making our job simple.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              • 34. - They may be stupid, but they're still pretty good at killing folks.
            • 24. Player - Storming enemy territory is much simpler with a well-informed guide.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              • 33. - "Simple" is a stretch. Let's go with "not instantly lethal."
            • 25. Player - If your intel's good, this will be a walk in the park.
              +200 Influence : approves.
              +200 Influence : approves.
              • 32. - "Walk" might be generous, but your survival odds just went up to fifty-fifty.
            • 26. Player - The secret to any good break-in is having an inside man.
              +200 Influence : approves.
              +200 Influence : approves.
              • 31. - Never figured I'd be on the wrong side of my own defenses. Wish I'd made them less deadly.
          • 27. Option - Why is there an embassy?Player - Why does the Hutt Cartel have an embassy on Makeb--much less one that well-guarded?
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 30. - The Business Council built it when the Hutts first came to do business here. Thought it would make the slugs feel appreciated.
          • 28. Option - That seems unlikely.Player - How do you know they haven't set up new procedures and kept them secret?
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 29. - The other great thing about Hutts? They're overconfident. Never expected to be facing the likes of you, either.
              • 36. - You want inside the Hutt Embassy, you'll have to finesse three layers of security. First layer is heavy turrets in the courtyard.
                • 48. - The only good thing to come out of these groundquakes is that they exposed the turret power generators. Overload those, and turrets lose their punch.
                  • 50. Option - Understood.Player - Disable the turret power generators so we don't get torched on the way in. And then?
                  • 49. Option - They'll try to stop us.Player - I doubt the Hutts left those generators unguarded. How hard will it be to reach them?
                    • 52. - City's under curfew. Streets are crawling with Hutt-loyal Regulators.
                  • 51. Option - Can we black out the city?Player - Our mission would be a lot simpler if we could take down the entire power grid.
                    • 53. - Even if I knew how to cause a blackout, the city's computers need energy--and you need computers.
                      • 56. - Security layer two is the embassy's main door. Three meters of reinforced durasteel. Even a lightsaber would take hours to cut through.
                        • 60. - But the door will unlock for a diplomatic passcode. You can generate one by accessing the government building's secure terminal.
                          • 74. Option - Seems easy enough.Player - Get inside the government building, slice the secure terminal for a passcode and get out. Next?
                          • 73. Option - Can't we just steal one?Player - There have to be Regulators on the street carrying passcodes. We'll be fighting them anyway, right?
                            • 76. - Only top officers get into the embassy. You won't find them patrolling the streets.
                          • 75. Option - This is so complicated.Player - I remember when all you needed to bust open a building was detonite and attitude.
                            • 77. - The good ol' days. I miss them, too.
                              • 78. - Last but not least are the security droids. Top-of-the-line Arkanian models. Nasty disposition. Shoot intruders on sight.
                                • 84. - Good news is they can be reprogrammed. The droid control station in my old security HQ will do the trick.
                                  • 98. <Non-dialogue segment.>
                                    • 99. Player - We could use some allies. Those droids will do nicely. We'll take it from here, chief.
                                    • 100. Player - Turning the droids against the Hutts will be poetic justice. You've been most helpful, chief--we're going in.
                                    • 101. Player - We'll get the droids working for us. Smart thinking, chief. We're on our way.
                                    • 102. Player - I've always wanted my own droid army. Thanks for the tip, old-timer. Let's do this.
                                  • 86. Option - I'd rather destroy the droids.Player - After jumping through those first two hoops, I'll prefer to crush a droid army the old-fashioned way.
                                    • 90. - Not saying you couldn't, but probably not before everyone in the embassy got hustled to evac shuttles--and the databanks with them.
                                  • 87. Option - Why don't you go do that?Player - Sounds like you just volunteered for the job. Have fun.
                                    • 89. - Every Regulator in the city knows my face. Wouldn't get ten meters. You'll make it at least twice that far.
                                      • 94. - Hit those objectives, and I guarantee you'll get inside the embassy. Whether you'll find your answers is a different matter.
                                        • 112. - If Representative Ecklin's still alive, maybe help him escape? He's a fussbudget, but basically alright. I'll keep a comm channel open when I can.
                                          • 113. <Conversation Exit>
  • 2. - Think twice before you visit the city. Hutt curfew means unauthorized types get shot on sight.
  • 70. - The Hutt Embassy's all yours. Mind your step in there.
  • 66. - You won't have to worry about those turrets.
  • 71. - That should take care of the security droids.
  • 72. - That passcode will open the embassy's main doors.
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
AttributeValue
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