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Shalim Avesta

Shalim Avesta
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: Shalim Avesta
Other Sites:

Conversation:

  • 1026. - We'll be safe here, for now.
  • 765. - People of Makeb--your heroes return!
    • 773. - Watch out. Uncle Shalim's running for president of whatever planet we all move to.
      • 774. <Non-dialogue segment.>
        • 776. - This heroic Jedi led us to victory against the Hutt treachery. Now we have freedom and an ark that will deliver us to safety!
        • 769. - This distinguished Jedi has protected our oppressed people and bestowed hope on Makeb. The Regulators are defeated--the ark is secured!
        • 767. - The Republic sent none less than the elite Havoc Squad to save us. They drove back the Regulators and secured the ark!
        • 768. - Makeb's most mysterious ally is now our savior. Thank you, Captain, for driving back the Regulators and securing the ark!
        • 779. - These champions of Makeb bring us not only hope of freedom from Hutt oppression, but deliverance in the form of the ark!
          • 790. Option - Hope will free us all!Player - I know you're all scared. You have good reason--but the time for fear is ending.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 831. Player - The Hutts only control you when you are broken and despairing. Look to your neighbors, your friends, your loved ones for strength.
              • 839. Player - Through compassion and hope, you will survive this. May the Force be with you.
          • 791. Option - Your future lies beyond Makeb.Player - Makeb is a paradise. You built this planet, with blood and sweat, patience and love. Now your home is dying, as all things must.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 832. Player - But you won't die with it. You will survive. Gather your memories and your friends close.
              • 843. Player - Cherish the legacy of Makeb, and your world will live on. The Force is with you!
          • 787. Option - The Republic will save you.Player - Makeb is a proud member of the Republic, and we are all Republic citizens. Whatever happens to this world, we stand united.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 833. Player - The Hutts want to crush your spirits--assault your freedom. But the Republic protects its own. You will have a new home.
              • 835. Player - Stand against your oppressors, and know that Havoc Squad is with you every step of the way. For Makeb! For the Republic!
          • 792. Option - I'm proud to be your hero.Player - When I landed on Makeb, it was just another job for the Supreme Chancellor. Now, I know you.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 794. Player - I've felt your pain. I know the sting of Hutt fury, the destruction of a groundquake.
              • 826. - I love you!
                • 918. Player - You, too, sugar.
              • 919. - I love you!
                • 920. Player - Back atcha, gorgeous.
                  • 922. Player - Anyway, my point is this: Makeb's got a bright future, and you're its stars!
          • 781. Option - Makeb is still doomed.Player - Your planet's collapsing beneath you, and the Hutt Cartel remains in power. We've given you hope, but we're a long way from being safe.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 824. - Are you trying to cause a panic?
              • 804. - Just a cautionary reminder, given out of love and concern. Three cheers for our heroes!
          • 796. Option - I hate public speaking.Player - Keep the spotlight to yourself, Shalim.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 797. - A hero who believes in deeds, not words! How about a round of applause?
              • 801. - I meant what I said. All of it.
                • 848. - The ark is safe, and we'll soon have it ready to fly. We've earned a moment to celebrate--especially you.
                  • 1545. Option - We have mysteries to solve.Player - Back at the Hutt Embassy, we found a holo that said the ark was being built to transport something called isotope-5.
                    • 1555. Player - When we faced Grevin, he said isotope-5 will change the galaxy--but he wouldn't say how. Does that name mean anything to you?
                      • 1560. - Sounds more like some idiotic Hutt code name than a scientific discovery.
                  • 1547. Option - [Flirt] Join me, Lemda?Player - Maybe Lemda can show me the sights? This might be our only chance to relax.
                    • 1551. - I'll relax when I'm not standing on a planet that's falling apart, but... I appreciate the offer?
                  • 1546. Option - You're a real schemer, Shalim.Player - Anything that gets you closer to the Republic, right? Are you hoping I'll endorse you for Supreme Chancellor?
                    • 2315. - I sincerely hope I haven't offended you. I'm merely expressing my gratitude.
                      • 2317. - Give it a rest, Uncle.
                        • 1626. - We finally have mighty Toborro the Hutt's attention. Calling to congratulate us, old friend?
                          • 1628. - Insolent scum! I will kill everyone on Makeb if you do not return my ark! Now!
                            • 1629. Option - The ark is our only hope.Player - If we give you back that ship, Toborro, we all die when Makeb's core explodes. We're keeping it. Let us know if you need a lift.
                              • 1644. - Thieving filth! You're condemning millions of your pathetic people to a painful death!
                            • 1630. Option - You're out of weapons.Player - You don't frighten us, Toborro. If you had anything left to hit us with, you wouldn't be talking.
                              • 1633. - I still have enough power to kill everyone on this planet--long before it tears itself apart! And my way will be more painful!
                            • 1631. Option - Say "pretty please."Player - You're not much of a salesman, Toborro--but I've always wanted to see a Hutt grovel. Can you actually bend over enough to kiss the ground?
                              • 1634. - I kneel to no one! You will drown in lakes of fire and blood!
                                • 1636. - Spare us your empty threats, Toborro. Makeb is doomed, and the ark is our only escape. If we give it back, we're all dead.
                                  • 1641. - You can still evacuate through conventional means. What do you prefer--saving twenty percent of your citizens, or losing all of them?
                                    • 1646. - You insects don't comprehend the ark! It requires isotope-5 to fuel its engines--and only I possess that substance!
                                      • 1647. Option - Then we'll come get some.Player - Thanks for telling us where to fuel up the ark. We'll be right over.
                                        • 1678. - Fool! Do you think it will be that simple?
                                      • 1648. Option - Stop lying.Player - Do you honestly expect us to believe that? You've been lying since you arrived on Makeb.
                                        • 1673. - Your ignorance is why the Republic will fall!
                                      • 1649. Option - Time for you to die.Player - I've had all I can take of your jabbering. You want to play rough? Be right there.
                                        • 1675. - Yes, by all means--race to your death!
                                          • 1650. - I mastered isotope-5 long before your idiotic rebellion. And now you've given me an excuse to demonstrate my knowledge. Behold and despair!
                                            • 1654. - That is only a sample of the power at my disposal. The slaughter of your people will continue until the ark is mine again!
                                              • 1608. - I recognize where that droid was attacking: Tarlam. It's a small city without defenses. I'll summon a shuttle to take you there. Please, save my people!
                                                • 1656. Option - That droid will be stopped.Player - I don't care how big Toborro's weapon is--I've never met a machine that could defeat a Jedi.
                                                • 1657. Option - I'll depart immediately.Player - Toborro's new weapon must be stopped. The Jedi will protect your city.
                                                • 1658. Option - I'll take down that droid.Player - Machines are made to be broken. Havoc Squad will dismantle Toborro's plaything.
                                                • 1659. Option - Leave that droid to me.Player - If I've learned anything lately, it's the bigger they are, the harder they fall. Toborro's new toy is going down.
                                                • 1660. Option - This is a trick.Player - Never trust a desperate Hutt. Toborro's trying to intimidate us with lies and bullying.
                                                  • 1663. - It's working. I need you to stop his madness before it goes any further.
                                                • 1661. Option - Let's just kill Toborro now.Player - The easiest way to solve all our problems is frying that Hutt.
                                                  • 1662. - We can't focus on revenge right now--my citizens are in danger.
                                                    • 1665. - I'm sending an emergency signal to the Republic. We need a science expert down here.
                                                      • 2347. - If Toborro's telling the truth about isotope-5, we're still stranded--and that Hutt's going to slaughter us all. Hurry to Tarlam and stop his droid!
                                                        • 1682. <Conversation Exit>
  • 316. - We can't defend the ark against an all-out attack by the Regulators. You have to stop them.
  • 315. <Non-dialogue segment.>
    • 928. - We can't thank you enough for securing the ark, Master Jedi. You turned certain death into a chance for survival.
    • 929. - Thank you for securing the ark, Major. No one on this planet fights with Havoc Squad's heart. You honor us.
    • 930. - You really stuck it to the Hutts this time, Captain. Without the ark, the Cartel can't profit from Makeb's destruction.
    • 489. - Word is spreading about the ark. The only reason my people are holding together is because you've given them hope.
      • 938. Option - It's not over yet.Player - The Hutts won't give up the ark without a fight--and they have an army. Our battles have just begun.
      • 939. Option - The Hutts will retaliate.Player - We've bought a reprieve, but now the Hutts have something to fight for--and their forces outnumber ours.
      • 588. Option - Expect a counterattack.Player - The battles we've fought till now are nothing compared to what's coming. The Regulators will be gunning for that ark.
      • 937. Option - The ark is now a target.Player - Hutts are sore losers. If they can't have the ark, they may blast her just to spite us.
        • 1971. - You're more right than you know.
      • 587. Option - That ship needs a lot of work.Player - The ark's missing more than a few vital components. We're still a long way off from loading it with evacuees.
      • 578. Option - Don't bother with the ark.Player - I wouldn't trust that hunk of junk as a doorstop. If you don't have your own way off this rock, you'd better find one.
        • 579. - Foreman Tiero is one of the best ship men on Makeb. He'll get the job done--if we protect his construction site.
          • 947. - We intercepted priority signals from the Cartel. Every Regulator in this hemisphere has been ordered to retake the ark at all costs.
            • 582. Option - Prepare that place for war.Player - Ilosov, organize a defense force. Anyone willing to fight gets a blaster and a ride to the ark's construction site. Go now.
              +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.
              • 2293. - We'll need your shuttle, Navigator. Come on.
                • 949. Player - Shalim, contact your allies. We'll need all the help we can get.
                  • 950. - Already done. Impending doom was an excellent motivator.
            • 584. Option - We need to take the offensive.Player - If we knew the Regulator army's staging point, we could potentially cut them off.
              +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.
              +200 Influence : approves.
              +200 Influence : approves.
              • 591. - Surest way to close any deal is by blocking the competition from bidding.
            • 585. Option - Can we move the ark?Player - Maybe the ark could fly somewhere safe to complete repairs?
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              • 586. - That was my first thought as well. Unfortunately, we're still figuring out how to activate the ark's engines.
                • 1541. - Some refugees know how to use a blaster. I'll organize a security force to protect the ark. Navigator, we'll need your shuttle--come on.
                  • 951. - My people are scouting for Regulator activity and reporting what they find. We've identified one major staging area.
                    • 590. - The Fingers: originally one mesa, until a quake redecorated the place. Now it's held together by a series of interconnected energy fields--light bridges.
                      • 594. - The Regulators store heavy artillery and weapon caches there. If those mercenaries rearm, they'll blast us to oblivion.
                        • 595. Option - We'll destroy those weapons.Player - Without their most powerful armaments, the Regulators won't be nearly as dangerous. They might even surrender.
                          • 1002. - We'll certainly give them something to think about.
                        • 962. Option - We'll destroy those weapons.Player - The mercenaries place too much confidence in force of arms. Destroying their caches will collapse our enemy's resolve.
                          • 974. - I hadn't considered that, Master Jedi--but the thought makes me smile.
                        • 961. Option - We'll destroy those weapons.Player - The ark construction site isn't built to withstand bombardment. We'd better take out the artillery first.
                          • 971. - It'll make a fitting display of power, Major.
                        • 960. Option - We'll destroy those weapons.Player - That sounds like a good place for me to blow up. The fireworks will let every merc on Makeb know we're coming for them.
                          • 966. - I'm sure you'll put on quite a show, Captain.
                        • 963. Option - A good quake solves that.Player - If the splintered mesa is barely held together, one strong quake will wipe out these weapons for good.
                          • 964. - Too much to hope for. Seismic forecast models indicate the Fingers are safe for the short term. If I'm wrong, feel free to complain.
                            • 2344. - You're our best shot at taking out those caches and artillery before the enemy reaches them.
                        • 596. Option - Is that our best target?Player - Weaponry's useless without someone to wield it. Shouldn't we target the Regulator army directly?
                          • 965. - The enemy is still gathering forces, but their biggest weapons are clustered at the Fingers now. We'll never get a better shot at them.
                        • 597. Option - I want to wipe out their army.Player - We'll take their toys away, but I won't be happy until the Regulators have cashed their last credit vouchers. Point me at that scum.
                          • 600. - We know the Regulators' army also includes war droids and a battle platform. We're still scouting for those.
                            • 617. - Translation, he's finding lots of ways to risk your life.
                              • 620. Option - We all do what we must.Player - You're trying to save your people, and we're your best chance. There's nothing to apologize for.
                              • 2297. Option - [Flirt] I'll survive for you.Player - It's a good thing I have a reason to always come back.
                              • 2299. Option - You're exploiting us.Player - Nice of you to admit you dragged the Republic into this mess so we could fight your battles for you.
                                • 2300. - Take it out on the Regulators.
                                  • 2295. - Once you've destroyed the artillery and weapon caches in the Fingers, contact me. I should have additional targets by then. Good luck.
                                    • 2367. <Conversation Exit>
  • 313. - The ark is our only hope of evacuating everyone off Makeb. We can't let the Hutts keep it to themselves.
  • 308. - Find this Project Failsafe. Chief Hurkwill is standing by to assist you.
  • 395. - This is nothing, Uncle. I've run the numbers. Two days, maybe less, and your office is at the bottom of a sinkhole.
    • 540. - At least your expensive education has finally amounted to something....
      • 2267. - Told you I'd repay that loan. Bet you're wishing you'd listened to me sooner, not dismissed me as a "loud-mouthed conservationist."
        • 2268. <Non-dialogue segment.>
          • 546. - Master Jedi... Lemda told me of your incredible rescue. Words cannot convey my thanks.
          • 545. - Major, welcome back. Lemda told me all about Havoc Squad's daring rescue. Thank you.
          • 542. - Captain, come in. Lemda told me of your incredible heroics. I'm impressed.
          • 397. - Welcome back, all of you. Lemda told me everything: the mercenaries, the quake, your amazing rescue.
            • 328. - We suspected Makeb was becoming unstable, but I had no idea things were this bad. We never should've let the Hutt Cartel establish their mining operation.
              • 334. Option - How long have Hutts been here?Player - I didn't realize the Cartel set up shop on your world before the takeover.
                • 2269. - We negotiated mining contracts with them a decade ago. They gave our economy a tremendous boost.
                  • 341. - I've been yelling about that boost for years. Moving on....
              • 333. Option - We need to save the planet.Player - Lemda mentioned that there's a way to stop this disaster. What is it?
              • 644. Option - You've been misleading us.Player - You held back a lot of bad news, Shalim. Why didn't you tell us about the planet's instability?
                • 1368. - I didn't want to cause a panic. Makeb's people must stand together. Only through unity can we overcome this crisis.
                  • 1505. - Know what doesn't help right now? Speeches. Unless I'm talking.
                    • 1451. - The Regulators who held me hostage were a chatty bunch. Mostly filthy language and bragging about their blasters--but the leader said something interesting.
                      • 1454. - He mentioned "Project Failsafe": a Hutt emergency plan if their mining went wrong. That mercenary believed the Hutts have something to instantly stabilize Makeb.
                        • 1455. Option - We have a goal.Player - The Hutts clearly don't care who gets hurt by these groundquakes. We need to find their failsafe now.
                        • 1517. Option - We need that failsafe.Player - The Cartel wouldn't have a failsafe if they didn't plan on pushing Makeb to the brink of destruction. We can't allow that.
                        • 1516. Option - Project Failsafe will be ours.Player - We can't count on Hutts to do the right thing. We need to seize that failsafe and put it to use immediately.
                        • 1460. Option - Sounds good. Let's steal it.Player - The Hutts only care about saving their own oily hides. We'd better grab this Project Failsafe before there's another quake.
                          • 1525. - Glad you feel that way, because you need to steal it. Assuming we can find it.
                        • 1456. Option - What else did you learn?Player - Did this mercenary say anything else about Project Failsafe? Where it is, how it works?
                          • 1458. - The conversation dried up when you started attacking their camps. Not that I'm ungrateful.
                        • 1461. Option - That's an unlikely remedy.Player - Could anyone stabilize an entire planet's core and crust instantly? It doesn't seem feasible.
                          • 1496. - Agreed--but the Cartel has top-level scientists on their payroll. Who knows what they might have discovered?
                        • 1457. Option - So the crisis is over?Player - If the Hutts can save Makeb, what are we worried about? Call and tell them to switch on their failsafe.
                          • 1463. - Millions could die while we wait for the Hutts to act. We need to claim Project Failsafe for ourselves before it's too late.
                            • 1465. - Talaos City. The Hutt Embassy database.
                              • 1477. - Ilosov's right. Data on Project Failsafe would be stored in the Hutt Embassy's computers in Talaos City. Unfortunately, that's under Cartel control.
                                • 1618. - We need Chief Hurkwill, Talaos City's former security commander. He and a few loyal men have a hidden camp outside the city. They'll get you inside the city and embassy.
                                  • 1480. Option - Let's get moving.Player - We'll head there now. Tell Chief Hurkwill to get ready.
                                  • 1481. Option - You're sure he can help us?Player - How does a security chief know the way into the Hutt Embassy?
                                    • 1486. - Hurkwill set up the Hutts' original defenses. He built it; he knows how to break it.
                                  • 1482. Option - "Former" security commander?Player - Why is he hiding outside the city? Did he get fired as security commander?
                                    • 1507. - In a manner of speaking. The Hutts put a death mark on his head.
                                      • 1485. - The Hutts control Talaos City and the surrounding area. You'll have to land a shuttle in the countryside. Expect plenty of Regulators. Chief Hurkwill's camp is hidden at these coordinates.
  • 49. - You can use my personal shuttle to reach the Frinn Mesa. Please, bring Lemda back alive.
  • 39. <Non-dialogue segment.>
    • 24. - You honor my home, Master Jedi. I'm Shalim Avesta. The Supreme Chancellor promised us relief, but you're more than I ever hoped.
    • 11. - Welcome, Major. I'm Shalim Avesta. The Supreme Chancellor pledged support, but the elite Havoc Squad? It's an honor.
    • 25. - Welcome, Captain. I'm Shalim Avesta. The Supreme Chancellor says you're one of the Republic's foremost experts on the Hutt Cartel.
    • 12. - Come in, please. I'm Shalim Avesta. The Supreme Chancellor promised to send the best. It's not every day a politician delivers on a promise.
      • 2320. - My family helped found Makeb. Avesta Mining has led our Business Council for decades. I was practically Chief of State before the Cartel's takeover.
        • 2130. - It wasn't an easy decision, but if joining the Republic is the only way to reclaim my homeworld's freedom, so be it.
          • 54. Option - There are much worse allies.Player - The Empire wouldn't treat you any better than the Hutts. The Republic and the Jedi Order will protect this world.
            • 57. - I only ask that Makeb's existing government retain a voice after this crisis ends.
          • 17. Option - Know when to let others help.Player - Clinging to your past will not save this planet's future. A true leader knows how to relinquish control for the greater good.
            • 61. - You have my full support, Master Jedi. I trust I'll have yours in return.
          • 53. Option - You can still be in charge.Player - Nobody's asking you to step down from office. Once the Hutts are gone, Makeb will need a government.
            • 70. - I appreciate that vote of confidence, Major. I hope your Supreme Chancellor honors it.
          • 48. Option - Independence has advantages.Player - Personally, I would've offered the Republic a little less than your whole planet. How'd a high roller like you get suckered into this deal?
            • 56. - Supreme Chancellor Saresh required a full commitment to the Republic. Given the circumstances, I couldn't refuse.
          • 2131. Option - Why wasn't it an easy choice?Player - You don't sound happy about this alliance. What made your decision to accept the Republic's help so difficult?
            • 2132. - Makeb's been independent since our founding. It's always been part of our people's character.
          • 2133. Option - Obey us, or we'll leave.Player - We're your only chance of defeating the Hutts. You either work with us, or take them on alone.
            • 2134. - Forgive me if I sounded ungrateful. Of course we're happy to join your Republic.
              • 14. - Ilosov is a former mercenary with the InterStellar Regulators--until recently, Makeb's trusted private army and police force.
                • 2117. - Quit when the Regulators sold out to the Hutts. I don't betray a client for credits.
                  • 2119. - Exceptions like him notwithstanding, the Cartel bought off the Regulator forces and turned our former protectors against us.
                    • 2281. Option - This took long-term planning.Player - A coup of this scale doesn't happen overnight. The Hutts must have had these mercenaries in their pockets for months.
                      • 2283. - Some Regulators started doing side jobs for the Cartel a while back. They're all in command positions now.
                    • 2120. Option - Are there more like Ilosov?Player - How many ex-mercenaries do you have on your side? Enough to take down the rest?
                      • 2121. - Regulators who refused the Hutt buyout either ran or got shot for disloyalty before they could.
                    • 191. <Non-dialogue segment.>
                      • 194. Player - The Hutts wouldn't risk open war, much less pay for a mercenary army, without good cause.
                      • 192. Player - Planetary conquests aren't typical of the Hutts. Whatever they're after on Makeb, it must outweigh the cost of bribing mercenaries.
                      • 193. Player - Hutts tend to wallow in their riches, not waste them on pricey takeovers. Any idea what lit the fire under their tails?
                        • 47. - I didn't stick around to hear the whole sales pitch. Wouldn't have mattered, anyway.
                          • 2339. - I still don't know why this has happened. We've conducted peaceful business with the Hutt Cartel for years.
                            • 2146. - Casualty and damage reports coming in... Talaos City got rattled pretty hard, but no injuries. Lucky.
                              • 101. - That's the fifth groundquake since the Hutts' takeover. The last one leveled the Tigon mining colony. They're still pulling bodies from the rubble.
                                • 2152. Option - This wasn't in the briefing.Player - The Supreme Chancellor never said anything about groundquakes. Did you tell her about them?
                                  • 116. - I didn't think it was relevant. The tremors weren't notable--not until recently, anyway.
                                • 122. Option - Could there be a connection?Player - These groundquakes started after the Hutts invaded? Doesn't sound like a coincidence.
                                  • 2154. - You aren't the first to voice that thought.
                                • 104. Option - Makeb is one lousy planet.Player - Deadly atmosphere, groundquakes and covered in Hutts... real paradise you've got here!
                                  • 114. - I'll have you know, we've built some of the finest vacation resorts outside the Core systems.
                                    • 2180. - Won't matter if these groundquakes demolish them all.
                                      • 126. - My niece Lemda is a respected geophysicist. She joined our resistance to prove there's a link between the groundquakes and the Hutts' deep-core mining.
                                        • 2158. - She was taking seismic readings on a deserted mesa when a whole company of Regulators swarmed in. We've lost contact with her.
                                          • 2183. - I sent search parties to bring Lemda back, but they aren't trained or equipped to fight a mercenary force of that size.
                                            • 1333. Option - The mercs are hunting her, too.Player - I have a feeling your niece discovered something--and the Hutts sent the Regulators to stop her from getting away.
                                            • 1331. Option - Who did you send?Player - What kind of people are in these search parties? Are they at least armed?
                                              • 1334. - The bulk of our forces are civilian volunteers. A few know how to fight; most don't.
                                            • 1347. Option - I'm just here to fight Hutts.Player - I came to drive the Cartel off Makeb, not investigate ground tremors or babysit your niece.
                                              • 1350. - Please, this is important. The Hutts would never have sent that many Regulators after Lemda without good reason.
                                                • 1345. - Getting reports from our search parties. Dozens of Regulators have pushed them back to the landing zone. We lose that, we'll never find Lemda.
                                                  • 2172. Option - Tell your people help is near.Player - If your allies can hold out until we arrive, we'll break the siege and rescue your niece. You have my word as a Jedi.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    • 2174. - Once they know you're on the way, my people will fight twice as hard.
                                                  • 2173. Option - Let me handle this.Player - Tell your people they'll soon fight alongside Jedi. I know a thing or two about solving mysteries the hard way.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    • 2175. - Let's hope the Regulators are smart enough to recognize when they're outmatched.
                                                  • 2164. Option - Havoc Squad can hold the line.Player - We'll show those traitor mercenaries what real soldiers look like.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    • 2166. - Don't underestimate them. A lot of Regulators are ex-military.
                                                  • 2163. Option - I didn't come here to lose.Player - The situation's grim, the odds are against us, and the bad guys have the numbers. Good thing you've got me.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    • 2169. - Either Chancellor Saresh has a cruel sense of humor, or you're not just a "Hutt expert." I hope you make good on that boast.
                                                  • 1346. Option - Can you help us fight, Ilosov?Player - You know the Regulators better than anyone. We could use your help out there.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    • 1349. - I prefer that Ilosov stay here. The Regulators don't know about our rebellion yet, but if they find out, I'll need his expertise to survive.
                                                  • 1348. Option - Don't assume she's alive.Player - This could all be a waste of time. If the Regulators found her, she's already dead.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    • 1351. - Even if that's true, her research findings may have survived. If I have to lose my niece, I'd rather it not be in vain.
                                                      • 1361. - Take my personal shuttle to Frinn Mesa. Lane Ferow is our man at the landing zone.
                                                        • 2361. <Conversation Exit>
  • 207. - Welcome to Makeb. Please excuse me--I'm in the middle of planning a rebellion.
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
AttributeValue
FQNnpc.exp.01.makeb.world_arc.republic.hub_1.multi.shalim
Appearance FQNnpp.exp.01.makeb.world_arc.republic.hub_1.multi.shalim
ID16141143559393943866
Appearance ID16141151698778828163
Body Typebmn
Gender0x00
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    "ParentSpecId": "16140940508488036246",
    "ParentSpecB62Id": "bcyIOkV",
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    "ClassB62Id": "psOBGp5",
    "AbilityPackageB62Id": "v5n2lyN",
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        "OpposingFactionIds": [],
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    "Toughness": "Standard",
    "ToughnessId": "0",
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    "DifficultyFlags": 0,
    "CnvConversationName": "cnv.exp.01.makeb.world_arc.republic.hub_1.multi.shalim",
    "CnvB62": "Vk2KzdI",
    "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": [
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            "ScaleAdjustment": 1,
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            "MeleeWepB62Id": "B0sHnP4",
            "MeleeOffWepId": "0",
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    ],
    "CharRef": "chr.shalim_avesta",
    "Gender": "0x00",
    "FqnCategory": "exp",
    "FqnSubCategory": "01",
    "CommandXP": 16,
    "Id": "16141143559393943866",
    "Base62Id": "Eg52FeC",
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    "first_seen": "1.3.0",
    "last_seen": "6.2.1a",
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    "hash": "2555060814",
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    "changed_fields": [
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