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cell_phone_holo_stand_in_dwarf

cell_phone_holo_stand_in_dwarf
Level 35 Melee
Faction: Friendly
Reaction: Republic | Empire
Category: Cinematic_extras
SubCategory: Utility
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: cell_phone_holo_stand_in_dwarf
Other Sites:

Conversation:

  • 561. <Conversation Exit>
  • 15. - We'll be dropping out of hyperspace shortly. Be ready to launch that assault shuttle when we arrive at Maelstrom Prison.
  • 249. - Cut your escape awfully close. Grand Moff Kilran destroyed the fortress just moments after you left.
    • 252. - We suffered heavy losses at Taral Five: the Dantooine, the Serroco... more starfighters than I care to count.
      • 254. - But there's no time to mourn the dead. We must strike the Empire's prison before the enemy bolsters its defense.
        • 263. Option - The dead Jedi contacted us.Player - Down on Taral Five, your Jedi friend sent us warnings. We couldn't see her, but it was definitely her voice.
          +200 Influence : approves.
          +50 Influence : disapproves.
          • 264. - Extraordinary. Your team has a powerful ally. The Force is with you.
        • 256. Option - The dead Jedi contacted me.Player - Down on Taral Five, your Jedi friend sent warnings. She didn't appear, but it was definitely her voice.
          +200 Influence : approves.
          +50 Influence : disapproves.
          • 266. - Good. She's a powerful ally, and her counsel is useful--always listen.
          • 306. - You aren't a Force user. That's extraordinary--and wonderful. Heed her advice.
        • 255. Option - How tough will this be?Player - What defenses are protecting the prison? How hard will it be to crack into?
          • 269. - The prison's location is its primary defense. Difficult to attack what you can't find. More than that, we don't know.
        • 257. Option - We need reinforcements.Player - Grand Moff Kilran has to know what we're up to. His fleet is probably on its way there.
          +200 Influence : approves.
          +200 Influence : approves.
          • 258. - All the more reason to move quickly while we have one advantage he doesn't: the latest coordinates through the nebula.
            • 260. - My technicians have plugged the Gree computer into the Telos's hyperdrive. We're already calculating a safe route to Maelstrom Prison.
              • 262. - When we arrive, I need my best people leading the raid. You're the Jedi prisoner's only hope of escaping alive.
                • 272. Option - You can count on me, Master.Player - I'll carve open every blast door in the prison by hand, if that's what it takes.
                  +200 Influence : approves.
                  • 278. - Even with a lightsaber, that might be time consuming. I recommend searching for the keys, first.
                • 273. Option - I feel the pull of destiny.Player - The Force has brought us together. I will see this through, wherever it leads.
                  +50 Influence : disapproves.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  • 279. - Let the Force be your guide--but keep your eyes open, too.
                • 274. Option - Understood, Admiral.Player - Havoc Squad gets the job done every time, sir.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  • 281. - I've asked too much of you, young one. Too much of everyone.
                • 275. Option - Of course I am.Player - If there's one thing I'm known for, it's daring rescues. That, and impeccable timing. Snappy comebacks are a close third....
                  +200 Influence : approves.
                  +200 Influence : approves.
                  • 283. - Heh... the spirit of youth. Hard to believe it's been two-hundred years since I was your age....
                • 286. Option - What about other prisoners?Player - Do we have a plan to free the rest of the captives? We're not just leaving them there, are we?
                  +200 Influence : approves.
                  +200 Influence : approves.
                  • 282. - The facility was specifically built for the Jedi prisoner. The good news is, you should only have to break open one cell.
                • 312. Option - Do we even know his name?Player - It would be helpful to know who I'm rescuing.
                  • 313. - I asked my source the same thing. She said revealing too much could jeopardize his rescue. You'll know everything before I do.
                    • 285. - This mission will cost more lives before it's done, but it's a necessary sacrifice. The Jedi prisoner can end this war--save countless worlds.
                      • 310. - We'll be jumping to hyperspace soon. Head for the shuttle bays. Be ready to launch on my signal. May the Force be with you.
                        • 311. <Conversation Exit>
  • 6. - The Imperial shuttle will take you to Taral Five--but I will be in constant communication. Now go....
  • 2. <Non-dialogue segment.>
    • 19. - Welcome, friends. You're even more impressive in person. Forgive me for not shaking hands, but I forgot my hover seat today. Heh....
    • 3. - Welcome, my friend. I appreciate you coming all this way. Oh, do forgive me for not shaking hands. My hospitality exceeds my reach, heh....
      • 22. - Before we begin, I'll ask that you keep an open mind to what you're about to hear. The source of my information is... unconventional.
        • 24. Option - That doesn't bother me.Player - A Jedi is prepared to accept help from any source.
          +200 Influence : approves.
          +200 Influence : approves.
          • 31. - Such wisdom in one so young. Master Satele's faith is well placed.
        • 25. Option - Now you're intriguing me.Player - I get the feeling this isn't a standard military operation.
          +200 Influence : approves.
          • 32. - Your instincts are one of the many reasons you were summoned for this mission.
        • 26. Option - Fine--but is it trustworthy?Player - A good source of intel only needs to be reliable.
          +200 Influence : approves.
          • 33. - I assure you, the information couldn't be from a more legitimate origin.
        • 27. Option - Not a problem.Player - You should see the sources I usually rely on. They redefine "disreputable."
          +200 Influence : approves.
          +200 Influence : approves.
          • 34. - Despite its unusual nature, my source is of the highest integrity.
        • 29. Option - I'm already worried.Player - I don't like where this conversation's heading.
          +200 Influence : approves.
          +200 Influence : approves.
          +200 Influence : approves.
          • 35. - "Unconventional" does not mean "unreliable." Let go of your prejudices.
        • 30. Option - You're wasting my time.Player - Get to the point.
          +200 Influence : approves.
          +200 Influence : approves.
          • 36. - Patience, young one. Understanding comes only to a clear mind.
            • 37. <Non-dialogue segment.>
              • 43. - I will share with all of you what I have seen. Come--stand together.
              • 44. - As a Jedi, you are already attuned to the Force. But you must deepen your connection to see as I do.
              • 45. - You are not a Jedi, but you can still experience the Force's mysteries--with my help.
                • 61. - Concentrate with me. Focus your mind. Feel the Force around us. Hear its echoes....
                  • 201. Option - Everyone work together.Player - Follow Oteg's lead. This is important.
                  • 70. Option - [Remain silent]Player - [You concentrate with Master Oteg, opening your mind.]
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +50 Influence : disapproves.
                    +50 Influence : disapproves.
                    • 76. - Yes... the Force is with us....
                  • 71. Option - What will I hear?Player - Am I listening for anything particular?
                    • 73. - A voice that seeks to be heard. It was silenced long ago, but now it returns....
                  • 72. Option - This is ridiculous.Player - I didn't come here to stand in a circle and chant nonsense.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    • 74. - Control your emotions. Release your fear. Then, you will see....
                      • 490. <Non-dialogue segment.>
                        • 67. - She is here... a Jedi without physical form. Her body is long dead, but her wisdom--her essence--lives on.
                          • 79. Option - I've experienced this before.Player - My Master died, but his voice still speaks to me.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            • 85. - One Jedi persisting beyond death is almost unheard-of. But two? These are strange, dark times indeed.
                          • 80. Option - I've experienced this before.Player - I encountered a fallen Jedi who did this--and a Sith whose will lived on long after death. He could possess another living being.
                            +200 Influence : approves.
                            • 86. - Sith who persist beyond death are aberrations. Expressions of greed and pride. For a pure Jedi to do this... something terrible has happened.
                          • 81. Option - I wasn't expecting that.Player - When you said your source was unconventional, I wasn't picturing a... whatever that is.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            • 87. - Most Jedi go their entire lives without experiencing anything like this. You are special.
                          • 82. Option - I'm all ears.Player - What I really need are the winners of the next major swoop circuit. She have those?
                            +50 Influence : disapproves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            • 88. - Put aside worldly concerns. Open your heart as well as your mind. Jedi who persist beyond death have suffered greatly.
                          • 106. Option - How can that be?Player - The dead shouldn't be able to speak, much less appear.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            • 89. - And yet, she does. Her death must have been a terrible thing.
                          • 107. Option - This is impossible.Player - The dead don't speak. I should know--I've killed plenty of people.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +50 Influence : disapproves.
                            +200 Influence : approves.
                            • 90. - Do not deny what your feelings tell you is true. She is real--and she needs our help.
                              • 93. - The darkness will consume all it touches. Stars will burn black, ashes raining on lifeless worlds. Everything ends.
                                • 92. - The prisoner holds the darkness at bay, lost inside it for three-hundred years. His strength will fail. Then, he will become the darkness.
                                  • 193. Option - We will save this prisoner.Player - Our team will free your friend, no matter what it takes. That's a promise.
                                    +200 Influence : approves.
                                    +200 Influence : approves.
                                    +200 Influence : approves.
                                  • 111. Option - I will save this prisoner.Player - I promise the prisoner will be freed, no matter what it takes.
                                  • 110. Option - Three-hundred years?Player - This prisoner has been fighting the Empire for centuries? How is he still alive?
                                    +200 Influence : approves.
                                  • 122. Option - Stop babbling and make sense.Player - No more riddles. If you want help, start speaking Basic.
                                    +200 Influence : approves.
                                    +200 Influence : approves.
                                    • 123. - The bond weakens, my friend. I'll take things from here....
                                      • 120. - She's told me many things. Revealed the existence of an Imperial prison in the constantly shifting Maelstrom Nebula--and a way to get there.
                                        • 128. - The only way to navigate the Maelstrom is using a Gree computer hidden at an Imperial fortress. We need that computer to free the Jedi prisoner.
                                          • 132. Option - Consider it done.Player - That's what I do for a living.
                                          • 133. Option - "Gree"?Player - What's a "Gree," and how are its computers so special?
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                            • 134. - Gree are an ancient civilization, rarely seen anymore. How the Empire obtained their technology is a mystery.
                                          • 144. Option - Imperial fortresses are bad.Player - Sounds like a good way to get myself killed.
                                            +200 Influence : approves.
                                            • 136. - I would not throw you into the fire unless I had no other option.
                                              • 138. - The fortress we're invading is on the planet Taral Five. Enemy territory, protected by Imperial warships. Too many to fight.
                                                • 140. - But we have a captured Imperial shuttle that can sneak past the sentries. It's waiting for you in the hangar.
                                                  • 147. Option - Then let's get started.Player - You can fill me in on the rest while we travel. There's no time to waste.
                                                  • 148. Option - I'd rather take my own ship.Player - No offense, but I'd feel a lot more comfortable invading Imperial space in my own starship.
                                                    • 154. - You wouldn't make it past the first Imperial cruiser. This is the only way.
                                                  • 149. Option - Aren't you coming with me?Player - You're a powerful Jedi Master. Shouldn't you be part of this?
                                                    • 151. - My strength is strategy, not fighting. I would simply be underfoot, heh....
                                                      • 150. - Our fleet will hide at the system's edge so I can monitor your mission and guide you. If something goes wrong, we'll come running.
                                                        • 157. <Non-dialogue segment.>
                                                          • 158. - Go to the shuttle, my friends. May the Force be with you.
                                                          • 159. - Now go to the shuttle, my friend--and may the Force be with you.
                                                            • 145. <Conversation Exit>
  • 364. <Conversation Exit>
  • 369. <Non-dialogue segment.>
    • 382. <Conversation Exit>
    • 366. <Conversation Exit>
    • 373. <Conversation Exit>
    • 388. <Conversation Exit>
    • 534. <Conversation Exit>
    • 513. <Conversation Exit>
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
AttributeValue
FQNnpc.cinematic_extras.utility.holo_stand_ins.cell_phone.cell_phone_holo_stand_in_dwarf
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ID16140909023258700753
Appearance ID16141028474363059847
Body Typedwarf
GenderNPC_GENDER_NEUTRAL_PROPER
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