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Lieutenant Kieral

Lieutenant Kieral
Level 38 Melee
Faction: Friendly
Reaction: Republic | Empire
Category: Location
SubCategory: Hoth
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: Lieutenant Kieral
Other Sites:

Conversation:

  • 343. <Non-dialogue segment.>
  • 1. - We managed to raze the base. They're sending resupply convoys now.
  • 327. <Non-dialogue segment.>
    • 185. - Move a muscle, Captain Biron, and you will be shot. Take his weapon.
      • 205. - Is this how the Republic treats its allies? You have more in common with the Sith than you realize.
        • 207. - I had no knowledge of this plan, Captain, but once begun, it would be suicide not to follow it through in all its aspects.
          • 208. Option - It was necessary.Player - I initiated the plan. It was self-preservation. You would have betrayed us.
            • 250. - Another captain, perhaps. I had no such intentions, nor the manpower to do so effectively.
          • 209. Option - Credit our Sergeant Katcho.Player - Sergeant Katcho remembers you as a treacherous snake, Biron. Remember him?
            • 228. - Ah, so this is petty revenge.
              • 287. - It's more about not taking chances with dangerous opponents.
                • 230. - Dangerous. You tell yourself that. You honor nothing and reward betrayers, just as the Sith do.
                  • 232. - Take him away. And gag him so he can't listen to the sound of his own voice.
          • 210. Option - I have no sympathy for them.Player - He's only complaining because he couldn't betray us first.
            • 211. - Betray you? What good would that have done us? Another costly fight when we're at less than half strength?
              • 213. - Your words mean little at the moment, prisoner. Take him away.
                • 215. - That was unpleasant. I never got the impression he was as sadistic as the other Imperials.
                  • 216. Option - Believe it.Player - He would have turned on you in a second.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    • 225. - It is one thing to know that intellectually, and another to believe it with the whole heart.
                      • 227. - But we have defeated the Hailstorm Brotherhood today and acquired a valuable Imperial captive. It's hard to be sour with that.
                        • 290. <Non-dialogue segment.>
                  • 236. Option - We won. Be happy.Player - I delivered both the Hailstorm Brotherhood and the Imperials to you in one move. Appreciate it.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    • 239. - Indeed, thank you. Using our valuable captive, we can force concessions from the Imperials.
                  • 218. Option - I'm having second thoughts.Player - He seemed genuine.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    • 219. - Don't worry about him now. When we get information out of him, he'll be traded back to his people soon enough.
                      • 305. - And with the casualties we inflicted on Biron's soldiers, his outpost is ready to be taken. This is quite a day for the Republic.
                        • 306. <Non-dialogue segment.>
    • 187. - I heard about the situation over the comm. Master Sav is dead and half the Brotherhood tried to flee by jumping off the cliff.
      • 189. - A well-executed plan. Of course, the irony is that with the Brotherhood gone, we'll be free to focus our tactics on one another.
        • 191. - What would you suggest, Lieutenant? A twenty-four-hour truce as we return to our outposts?
          • 193. - I could grant that when it involves my men. I cannot, of course, speak for others. What do you think?
            • 194. Option - Farewell, Captain.Player - If you ever need to defect, you know who to call.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              • 199. - A fine compliment--but after today's negotiations, I will likely be watched carefully.
                • 201. - Yes, you risked much by coming here, Captain. If only more Imperials were like you.
            • 195. Option - Time's wasting.Player - He's got twenty-three hours and fifty-nine minutes to go. Get moving.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
            • 279. Option - Get him out of here.Player - I look forward to never seeing him again.
              • 278. - Yes... the feeling is mutual.
                • 281. - Farewell, Captain Biron. If only there could be more Imperials like you.
                  • 283. - Be careful what you wish for, Lieutenant.
                    • 310. <Non-dialogue segment.>
                      • 311. - Well. The day's not over yet, and already you brought about the end of the Hailstorm Brotherhood.
                        • 291. - There's a bigger war out there on the ice, and for once, the Imperials aren't the worst of it.
                          • 292. Option - Then where's the big fight?Player - Just point me to where I can help. I'm getting used to the cold.
                          • 293. Option - The pirates are really worse?Player - I never thought we'd see the day the Imperials were second on the list.
                          • 294. Option - I've got things to do.Player - I'm here for my own reasons, Lieutenant.
                            • 324. - Understood. But there's a lot of good you could do out there.
                              • 325. <Non-dialogue segment.>
                                • 295. - Admiral Revald commands the Republic fleet on Hoth. From the surface, no less. He's fighting tooth and nail with the White Maw leaders every day.
                                  • 308. - If you can do for him what you did for us, the White Maw could be a thing of the past. And we would all sleep easier.
                                • 328. - Major Vinson at Cresh Base has been sending us messages on the priority frequency, but they're too garbled to decode.
                                  • 335. - I'd swing by there in case it's a real emergency.
                                • 329. - We lost contact with Aurek Base. If they've been offline this long, I can only imagine they'd need help worse than we did.
                                  • 309. <Conversation Exit>
                      • 332. - Well. The Hailstorm Brotherhood's come to an end, and we have no other crisis breathing down our necks. I almost feel relaxed.
                        • 340. - It's been an honor to serve with you. Be careful out there.
  • 3. - Our scouts say the Brotherhood is bandaging up. We need to hit them now.
  • 5. - You did it! I haven't seen that many dead Brotherhood since we first came to the planet.
    • 45. - Agreed. It was efficacious.
      • 47. - I'll assume that was the Imperial equivalent of enthusiasm, Captain.
        • 49. - It was. My scouts are in pursuit of the fleeing Brotherhood now. We'll see what they find.
          • 51. Option - Wise plan.Player - Now is not the time to underestimate them.
          • 50. Option - An empty gesture.Player - They're on the run. What could your troops possibly learn?
            • 108. - We know we hurt them; the question is, is it enough to prevent future attacks?
          • 52. Option - What's the follow-up?Player - What now?
            • 53. - Now we maintain our truce until we determine if our knockout blow was delivered. My scouts should report in at any moment.
              • 55. - Snow Raptor, this is Hatchling. Come in, Snow Raptor.
                • 57. - Go ahead, Hatchling.
                  • 60. - We've spotted the remainder of the enemy force entering the ice fortress. Coordinates attached.
                    • 4. - If the remainder of their force is grouping at the ice fortress, they've been badly hurt. It's time to finish them.
                      • 112. - The captain's right. We're not going to get this chance again.
                        • 153. Option - Let's get them.Player - I'm not giving this group a centimeter of purchase. They're all going down.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          +50 Influence : disapproves.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          +200 Influence : approves.
                        • 154. Option - I can do that.Player - Makes sense to me.
                          • 253. - All right. Our priority target is Master Sav. A cult without its beloved leader is a beast without its head.
                        • 155. Option - I don't butcher.Player - I don't like the idea of taking out every last one.
                          +200 Influence : approves.
                          +50 Influence : disapproves.
                          +200 Influence : approves.
                          +50 Influence : disapproves.
                          +200 Influence : approves.
                          • 156. - I agree, it's not practical. We should aim to stop Master Sav. Without his leadership, the cult would be a disorganized mess.
                            • 158. - Sav is a legend among the Brotherhood. We stranded him in the snow once and left him for dead in wampa country.
                              • 160. - He strangled one with a tauntaun femur and skinned it with its own claws. He showed up in the ice fortress weeks later, quite alive.
                                • 163. Option - Take out the leader. Got it.Player - Getting rid of him sounds like a plan.
                                • 162. Option - Talk about the mission.Player - I won't give him a chance. Now what do I have to do?
                                  • 170. - We'll need you to spearhead the team eliminating Master Sav--others will secure the turrets and the perimeter.
                                    • 168. - The ice fortress will be swarming with Brotherhood. We'll have the teams meet up again in the audience hall.
                                • 161. Option - That's a stupid story.Player - I'll remember that story next time I'm a wampa.
                                  +200 Influence : approves.
                                  +200 Influence : approves.
                                  +200 Influence : approves.
                                  • 178. - The point is, Master Sav is not to be underestimated. We'll need you spearheading the attack on him while we secure the fortress.
                                    • 172. - We will split into multiple squads, then meet up again in the audience hall.
                                      • 257. - Be warned, the hall is a defensible area--they'll move the big guns there once they know we're attacking.
                                        • 315. Option - I'll remove them.Player - I'll get them out of commission so the rest of the men can work.
                                        • 314. Option - Faith in weapons won't help.Player - Hiding behind their hardware will not avail them.
                                          • 318. - Just in case, you'll have backup. Meet up inside with Sergeant Ennlicher and Sergeant Katcho.
                                        • 316. Option - I'll take them out.Player - Nothing like artillery to get the blood pumping.
                                          +200 Influence : approves.
                                        • 177. Option - They won't stand a chance.Player - With all of us coming down on them, they're in for some bad times.
                                          +200 Influence : approves.
                                          • 273. - Undoubtedly. Meet with Sergeants Katcho and Ennlicher inside the fortress.
                                        • 176. Option - Done.Player - I'm on my way.
                                          • 183. - All right. We'll monitor the situation from here. Meet up inside with Sergeant Katcho and Sergeant Ennlicher.
                                            • 264. - Their men will reinforce you as you push to the audience hall.
                                        • 175. Option - It's never easy, is it?Player - If I end up as a pair of smoking boots, I'd just like to say, "I told you so."
                                          +200 Influence : approves.
                                          • 265. - You'll be backed up by Sergeant Katcho's men and Sergeant Ennlicher's from the Imperial side.
                                            • 267. - If they can't get you to Master Sav in one piece, no one can.
                                              • 269. - Go quickly. Let's not give them time to get back on their feet.
                                                • 357. <Conversation Exit>
  • 6. - Get that flare flying. We'll see if the Imperials pick up their end of the bargain.
  • 7. - I conferred with every man in the platoon. Even if we sent everyone we have, we couldn't strike the Brotherhood effectively.
    • 10. - Then you see my point. A combined operation might have a chance--you didn't say you had visitors.
      • 68. - What are you doing here? We haven't seen a new face in weeks. How did you make it past the Hailstorm raiders?
        • 13. Option - You first.Player - Who is this and why isn't he in chains?
          +200 Influence : approves.
          +200 Influence : approves.
          +200 Influence : approves.
        • 15. Option - Make it past who?Player - I have no idea who you're talking about.
          • 165. - Then you are lucky not to have encountered them in the passes. The Brotherhood are White Maw pirates, the worst of the lot.
        • 139. Option - What's an Imperial doing here?Player - What's going on?
          • 69. - Captain Biron is here attempting to solve a mutual problem--a group of White Maw pirates called the Hailstorm Brotherhood.
            • 71. - They are savages, frankly. Cultists and marauders from some other ice planet that came to Hoth to test their limits.
              • 73. - They hunt and murder those who cannot survive in the cold as they do. Republic and Imperials alike.
                • 38. Option - Then say your piece, Imperial.Player - If you came to talk, talk.
                  • 79. - My men are in the same situation as Lieutenant Kieral's; cut off with no resupply possible.
                • 152. Option - Go on.Player - Tell me more.
                  • 82. - The Brotherhood don't dare attack us in our outposts, but they're devastating to anyone out on the ice.
                    • 84. - That means our supply convoys are constantly being intercepted. It won't be long before they starve us out.
                      • 86. - Captain Biron came with an offer--that we join forces long enough to defeat the Brotherhood.
                        • 150. Option - That's too convenient.Player - Are you sure we can trust him?
                • 21. Option - Get rid of him!Player - What are you thinking? Nobody's worse than the Imperials.
                  +200 Influence : approves.
                  • 115. - I'll take that as a compliment. But the Hailstorm Brotherhood have proven otherwise, with acts too depraved to list.
                    • 24. - The Brotherhood have cut our outposts' resupply lines and are picking off anyone that ventures into the snow.
                      • 128. - If we don't join forces, they'll whittle us down until we leave our outposts in search of food. Then we die.
                        • 129. Option - Imperial "help" is no better.Player - How does that compare to being betrayed at some critical point by the enemy?
                          • 134. - Without help, our deaths are a certainty. Anything is better.
                        • 130. Option - If you say so.Player - I don't like it, but I gather neither of you do, either. What's our plan?
                          • 22. - What we need is for someone to bait a trap. If we fire a distress flare out on the ice, the Brotherhood will come running to attack.
                            • 26. - When that happens, my squad can surround them and wipe them out. All the bait would need to do is last until they arrive.
                              • 33. Option - I can do that.Player - The Brotherhood will find I am not easily overcome.
                                • 123. - They rely on surprise and savagery. Without the former, they can be killed like any other barbarians.
                              • 41. Option - I will do this.Player - If these fanatics are truly such a plague, I will stop them however I can.
                                • 120. - Your valor is appreciated, Master Jedi. It takes a strong heart to volunteer for such a duty.
                              • 42. Option - I'll be your bait.Player - I'll do it. But make sure you show up fast. I work quickly.
                                • 117. - I serve with disciplined men. We will be on time, no sooner, no later.
                              • 43. Option - This is nuts, but I'll do it.Player - Feels a little like pushing me overboard and saying all I have to do is swim.
                                • 148. - I hadn't thought of you volunteering, but we welcome the help.
                                  • 126. - Have no fear. My men are eager for payback. When the Brotherhood comes, the Empire will be hot on their heels.
                                    • 91. - Then it's agreed. Here is the distress flare and directions. Find a good, vulnerable-looking spot in the snow.
                              • 64. Option - You'd better show up.Player - If you try to double-cross me, you're dead.
                                • 37. - I assure you, if I wanted to ambush the Republic, I've already had plenty of opportunity.
                                  • 96. - Here's the distress flare. Fire once if all is as planned, twice if the Imperial help isn't enough.
                                    • 98. - Good luck out there. The Brotherhood knows that ice better than their own backsides.
                                      • 99. <Conversation Exit>
                              • 35. Option - No way. [Refuse quest]Player - I'm not fond of this "get myself surrounded by Imperials" plan. And you shouldn't be, either.
                                <Aborts Conversation>
                                • 36. - Then I suggest you leave, Captain Biron. Your welcome is wearing thin.
                                  • 101. - Allow me to stay and make my case, Lieutenant. It would be my shame if the Brotherhood took your head simply because I argued poorly.
                        • 141. Option - That's a trap. [Refuse quest]Player - The Imperials have tricked us too many times for me to fall for this one.
                          <Aborts Conversation>
                          • 143. - Then our options are limited. We shall see how long we can last.
                            • 102. <Conversation Exit>
  • 8. - It's alright. He's with me.
  • 346. <Conversation Exit>
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
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01.0.0a
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