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Zan Loren

Zan Loren
Level 22 Melee
Faction: Republic
Reaction: Republic | Empire
Category: Location
SubCategory: Nar_shaddaa
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: Zan Loren
Other Sites:

Conversation:

  • 224. <Non-dialogue segment.>
  • 191. - We must make the Hutts see reason. The Empire can't keep hiding behind their neutrality.
  • 149. - We've long had a slice into the intercom system at Camp 27. I heard everything.
    • 151. - Ako Domi is still called "savior" by so many people, but he had so much evil inside him....
      • 152. <Non-dialogue segment.>
        • 153. - I'm glad he's dead. Now no one needs to learn about his fall. He can be remembered as we wish he had been.
          • 157. Option - That is for the best.Player - Young Jedi need their heroes.
            • 171. - Agreed. We need to maintain their faith in a time like this.
          • 158. Option - That's for the best.Player - People need heroes. Especially now.
            • 170. - They can't know they owe their lives to a Sith.
          • 159. Option - I guess....Player - Makes you wonder if any of the people we call heroes actually are.
            • 169. - Ako Domi was a true hero once. What happened here doesn't undo that.
          • 160. Option - No. The truth must be known.Player - Let him stand as a warning about what we face when fighting the Empire.
            +200 Influence : approves.
            +200 Influence : approves.
            • 168. - True. Many in the Republic don't realize what's at stake if the Empire wins. Maybe they should learn.
        • 154. - Perhaps the Jedi Council can still find something left of who he used to be.
          • 155. Option - They will do what they can.Player - It's his choice whether to turn his back on the dark side and embrace the light.
            +200 Influence : approves.
            +50 Influence : disapproves.
            • 167. - From what I heard, his mind seems pretty made up.
          • 156. Option - I don't know.Player - It didn't look too likely from where I was standing.
            +200 Influence : approves.
          • 161. Option - We had to try.Player - It's giving him that chance that makes us better than the Empire.
            +200 Influence : approves.
            • 165. - Where they offer their prisoners torture, we should offer ours balm. Eventually, their people may see which is better.
          • 162. Option - I tried to save him.Player - There was nothing I could do.
            • 164. - No one blames you. Without you, we would have lost far more Republic soldiers to Camp 27.
              • 173. - Thank you for shutting down that factory of horrors. There are free men of the Republic who will bless your names each night.
                • 175. - We will turn this place, I swear it. Nar Shaddaa must join the Republic, so the Empire can never hide such monstrosities again!
                  • 176. <Conversation Exit>
  • 213. - Head to Camp 27. I'll contact you there.
  • 194. Player - I've got the codes.
    • 195. - All right. Let me just scan them.
      • 197. - If this doesn't work, at least our techs have somewhere to start the next time.
        • 199. Option - It will work.Player - By the end of today, Camp 27 will be a memory.
          +200 Influence : approves.
          +200 Influence : approves.
          • 203. - Then it's one I'll do my best to forget.
        • 198. Option - Next time?Player - What do you mean, "doesn't work?"
          +200 Influence : approves.
          • 202. - I won't lie. This is dangerous -- no one's ever come out of Camp 27 alive. But I can't think of anyone who'd have a better shot.
        • 200. Option - Are you done yet?Player - So what are we waiting for?
          +200 Influence : approves.
          • 201. - There.
            • 205. - The codes will only be good for a little bit longer. Hurry and use them to get inside, then access the security console and let me know you're in.
              • 207. - If you can pull this off, you'll be rescuing a true hero of the Republic.
                • 212. <Conversation Exit>
  • 96. - Hurry. You need to get in before the codes change!
  • 1. - Keep your voice low. These buildings are abandoned, but Imperial probe droids do sweeps periodically.
    Grants:
    • 3. <Non-dialogue segment.>
      • 4. - Zan Loren, Republic intelligence. Thanks for checking in. I heard you've made yourself a hero to some of the alien refugees around here.
      • 5. - Zan Loren, Republic intelligence. Thanks for coming by. Lieutenant Rale sent word about how you rescued him, said you might want to help out here.
      • 6. - Zan Loren, Republic intelligence. Good to meet you. Ambassador Averdon sent a bulletin about your work with the Kintan Kings. Said you're a true friend to the Republic.
      • 7. - Zan Loren, Republic intelligence. I heard your list of good deeds is growing. I hope you're here to add another.
        • 9. - Care to try your hand at a prison break?
          • 18. Option - I'll need more than that.Player - Care to give a few more details before I commit?
            +200 Influence : approves.
            • 28. - Wise choice. Group like yours gotta conserve its resources, right?
            • 29. - I knew you Jedi are known for your wisdom.
            • 30. - Good choice. Ever consider throwing over the service for the SIS?
            • 31. - No one makes a blind promise on the street, huh?
          • 17. Option - I'm up for anything.Player - Sounds dangerous. I'm in.
            +200 Influence : approves.
            +50 Influence : disapproves.
            • 25. - Before you agree, just let me give you the down and dirty.
          • 19. Option - Are you out of your mind?Player - If they throw someone into a place like this, there's a reason.
            +50 Influence : disapproves.
            +50 Influence : disapproves.
            +50 Influence : disapproves.
            +200 Influence : approves.
            • 20. - For sure. Believe me, the Hutts don't warehouse people who can't serve them anymore.
              • 22. - This is about the Empire, and the atrocities they hide behind Nar Shaddaa's neutrality.
                • 24. - This is Shadow Town, a prison city filled with the Empire's worst assassins and madmen, kept on ice 'til Papa Sith needs them.
                  • 40. Option - And you want to free them?Player - Why would we release Imperial prisoners?
                    +200 Influence : approves.
                  • 41. Option - And?Player - So what do you need me to do?
                    +200 Influence : approves.
                    • 45. - It's not just Imperials who wash up here.
                  • 42. Option - That's awful.Player - Nar Shaddaa just gets more charming the longer I stay here.
                    +200 Influence : approves.
                    • 43. - Tell me about it. I've been stationed here six years. That's why I want to help these guys out.
                      • 49. - The Empire holds prisoners of war, our men, in the worst of this whole mess--Camp 27.
                        • 47. - We know they're holding Ako Domi here, one of the Jedi heroes of the Battle of Sullust, and we want him back.
                          • 56. Option - I'll do it.Player - I would not wish any Jedi's spirit exposed to such a place.
                            +200 Influence : approves.
                            +50 Influence : disapproves.
                            • 74. - They say Ako Domi was one of the best young Jedi in years. Close to yourself, even.
                          • 57. Option - I'm in.Player - When we send our men into battle, it's with the assurance that we'll come for them if they end up in a place like this.
                            +200 Influence : approves.
                            • 71. - Absolutely. These are the guys who put their lives on the line.
                          • 58. Option - I'll give it a go.Player - I've seen my share of prisons, but this one sounds like a doozy.
                            • 68. - I wouldn't wish my worst enemy to end up here.
                          • 54. Option - What are our chances?Player - Sounds like a worthy goal. Now what are the odds?
                            +200 Influence : approves.
                            • 63. - In a word? Bad.
                              • 65. - The security in Camp 27 is tighter than I've ever seen. Their access codes are in parts, split among teams of guards so no one enters alone.
                                • 67. - Every few minutes, they swap out the entire code.
                                  • 81. Option - What's our first move?Player - Do you have a plan?
                                    +200 Influence : approves.
                                  • 82. Option - So forget the codes.Player - I'll kick in the front door, and we go from there.
                                    +200 Influence : approves.
                                    • 85. - I think that's beyond even your capabilities.
                                  • 83. Option - What do I get out of it?Player - We're on Nar Shaddaa, right? No one does anything for free.
                                    +50 Influence : disapproves.
                                    +200 Influence : approves.
                                    +50 Influence : disapproves.
                                    +50 Influence : disapproves.
                                    +50 Influence : disapproves.
                                    • 84. - Guess you don't watch "Rescue Rewards" on holovid... each of these POWs carries a hefty reward from the Republic government.
                                      • 87. - You'll need to find the camp wardens when they're outside the shields, get the codes from them.
                                        • 116. - The whole thing, mind. No one man's got more than one part.
                                          • 117. Option - Then what?Player - Once I've got them, you want them here, or am I heading in?
                                            +200 Influence : approves.
                                            • 124. - Come back. I need to get an imprint of the codes... in case you don't make it out again.
                                          • 118. Option - I'll take them down.Player - These Imperial torturers will taste real pain.
                                            +200 Influence : approves.
                                            +50 Influence : disapproves.
                                            • 122. - Just don't drag it out. You need to bring those codes back to me, so I can get an imprint... in case you don't make it out again.
                                              • 94. - Good luck, and go quickly. If the codes change before you're in, we're lost.
                                                • 95. <Conversation Exit>
                                          • 119. Option - Never mind. [Refuse quest]Player - This isn't my line of work.
                                            <Aborts Conversation>
                          • 55. Option - Not my thing. [Refuse quest]Player - This isn't my line of work.
                            <Aborts Conversation>
                            • 59. - It's a challenge, no doubt. I just thought folks like you might be up for it.
                            • 60. - It's a challenge, no doubt. I just got the impression you might be up for it.
                              • 235. <Conversation Exit>
  • 2. - Keep your head down. The Empire doesn't welcome outsiders here.
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
01.0.0a
AttributeValue
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ID16141080849323760042
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Body Typebma
Gender0x00
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