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Pak Taldine

Pak Taldine
Level 40 Melee
Faction: Friendly
Reaction: Republic | Empire
Category: Location
SubCategory: Belsavis
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: Pak Taldine
Other Sites:

Conversation:

  • 359. - Thank you for believing in me.
  • 358. - Not fond of the cage, but it's just until this all gets sorted out.
  • 205. Player - Pak, I fixed all the monitoring stations. Locate Doctor Gantrell.
    • 375. - On it. Scanning now....
      • 206. - Found his tracking signal. He and his team are in an underground containment vault.
        • 378. - Sending you the coordinates now. I hope you get there before Krannus.
          • 379. <Conversation Exit>
  • 140. - You need to repair the monitoring stations so we can find Doctor Gantrell.
  • 155. - I'm picking up lots of chatter on the comm network. Here, listen to this....
    • 167. - Alert, alert--this is Doctor Gantrell. Our sector is overrun. We've taken refuge inside one of the unused containment vaults.
      • 169. - This is the only distress call we can send. Can't risk those blood-skinned fiends tracking our signal. Doctor Gantrell out.
        • 171. Option - Blood-skinned fiends... hmm.Player - Sounds like he's describing Executor Krannus.
        • 173. Option - Who's Doctor Gantrell?Player - What does Doctor Gantrell do for the prison? Is he a medic?
        • 172. Option - It's not much to go on.Player - Any idea which vault those people are hiding in?
          • 174. - Doctor Gantrell and his team were working in the high security wing. Clearance way beyond my position.
            • 178. - They all have sub-dermal tracking chips, so the Republic can locate them in an emergency.
              • 180. - Doctor Gantrell must have figured we'd use the chips to find which vault they're hiding in.
                • 183. Option - Let's do it.Player - Just give me the coordinates.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  +200 Influence : approves.
                • 181. Option - Is there a problem?Player - It sounds like that isn't an option anymore.
                • 182. Option - This could be a trap.Player - I've got a bad feeling about this. What if Krannus is setting us up?
                  +50 Influence : disapproves.
                  +200 Influence : approves.
                  • 191. - We either pursue this, or sit here and wait for Krannus to blow up the planet.
                    • 184. - The Imperials disabled all the monitoring stations, but if you repair them, I can pinpoint Doctor Gantrell's location.
                      • 367. Option - We'd better hurry.Player - I want to find him before Krannus does.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        +200 Influence : approves.
                      • 369. Option - I hope we're not too late.Player - If Krannus already found him, Doctor Gantrell is probably dead.
                      • 366. Option - This lead had better pay off.Player - We can't afford to waste time chasing our tails.
                        +200 Influence : approves.
                        +200 Influence : approves.
                        • 368. - We still don't know the Imperials plan to destroy Belsavis, but there must be a reason he's after Doctor Gantrell.
                          • 373. - Call me when you get the monitoring stations up and running. I'll use them to locate the doctor.
                            • 374. <Conversation Exit>
  • 139. Player - Pak, the ion charges are all in place. Take down that Sith ray shield.
    • 143. - I read you. Detonating the ion charges... now.
      • 151. - That cleared the way. Now comes the fun part--taking on Sith heavy weapons. Good luck. I'll be standing by.
        • 365. <Conversation Exit>
  • 152. - Plant those ion charges at the power relays. It's the only way to disable the Sith shields.
  • 380. - Whoa, hold on. You're the Jedi who was supposed to meet Enna, right?
    • 391. - I know what this looks like, but I told her to wait for you. She wanted to go outside, scout the area.
      • 393. - I warned her if the Imperials didn't get her, the escaped convicts would. Enna didn't listen.
        • 394. Option - Tell me who you are.Player - I want your name and rank, soldier.
          • 397. - I'm not a soldier. Name's Pak Taldine. I work here.
        • 395. Option - You don't sound very upset.Player - I thought you'd show a little more emotion over the death of your friend.
          +200 Influence : approves.
          +200 Influence : approves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          • 396. - Hey, I barely knew her. I just work here. Name's Pak Taldine.
        • 40. Option - I think you're lying.Player - You're the only one with her. It doesn't look good.
          • 44. - You're a Jedi. Can't you read my thoughts? I'm telling the truth.
            • 53. Option - That won't be necessary.Player - Only someone telling the truth would ever make that offer.
            • 52. Option - I guess I have to trust you.Player - I have no choice. I need your help to complete my mission.
              • 398. - Glad we're on the same page. Name's Pak Taldine. I work here.
            • 54. Option - No, but I'm watching you.Player - We can't read minds... but I'll make your head explode like an overripe melon if you cross me.
              +50 Influence : disapproves.
              +50 Influence : disapproves.
              +200 Influence : approves.
              +50 Influence : disapproves.
              • 55. - I'll keep that in mind. Pak Taldine. I work here.
                • 402. - Enna heard I know Belsavis better than anyone and asked me to help her.
                  • 500. - I had no idea what I was signing up for. Now I just want to get out of this alive.
                    • 407. Option - Glad you stuck around.Player - I appreciate you waiting for me. You could've left when Enna died.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      • 411. - Thought about it--but you've been out there. Where would I go?
                        • 489. - I know what the prisoners would do to me, and the Imperials are worse. Figured I might as well stay.
                          • 491. - Based on what Enna said, you'll need all the help you can get.
                    • 409. Option - How did she die?Player - Jedi aren't easy to kill. What happened to Enna?
                      • 410. - She crawled back from her scouting mission, wounded and barely alive. Said she escaped from an Imperial patrol.
                        • 416. - I tried to help her, but I'm not a med-tech.
                          • 415. - She told me everything she learned out there, right up to her last breath. None of it was good news.
                    • 408. Option - I don't need your help.Player - I'm not like Enna. I can get the job done by myself.
                      +50 Influence : disapproves.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                      • 496. - You may not need me, but you're my best chance of survival.
                        • 420. - Based on what Enna said before she died, it's bad out there. We should stick together.
                          • 421. Option - Did she mention Krannus?Player - I'm looking for an Imperial officer. A red-skinned Sith.
                          • 427. Option - How bad are things here?Player - Give me a status report.
                          • 422. Option - I think I can handle Belsavis.Player - Enna might have been overmatched here, but I'm a lot stronger than she was.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            • 431. - The least I can do is tell you what you're up against.
                              • 430. - Enna told me the Imperials are entrenched by the main reactor. They were taking orders from a pureblood Sith.
                                • 436. - They have heavy weapons and a ray shield protecting their position. Nobody's moving them from that reactor any time soon.
                                  • 104. Option - We need a plan.Player - If Krannus is at the reactor, then we've got to find some way to get by those defenses.
                                  • 105. Option - What does the reactor do?Player - Why are the Imperials so determined to hold that position?
                                    • 439. - The reactor controls the security gates. The Imperials are sending troops deeper into the prison and making it impossible for us to follow them.
                                  • 103. Option - They're no match for me.Player - Even with an entire army; they don't stand a chance against a Jedi.
                                    +200 Influence : approves.
                                    +200 Influence : approves.
                                    +200 Influence : approves.
                                    +200 Influence : approves.
                                    • 106. - That's what Enna thought.
                                      • 113. - You'll never get past the Imperials' shields before their heavy weapons mow you down. We need a plan.
                                        • 123. Option - Simple plans work best.Player - What if we take out the shields?
                                        • 444. Option - Any suggestions?Player - You know this prison. Got any bright ideas?
                                          • 445. - There might be one thing we could try.
                                        • 443. Option - I'll improvise.Player - You've never seen me in action. I make my plans up as I go.
                                          • 446. - You try and smash your way through, you'll die. Let's be smart about this.
                                            • 448. - If you overload the energy relays feeding the sector's power grid, you could knock down that ray shield.
                                              • 454. - We've got ion charges here. We could plant one at each power relay, detonate them simultaneously... and short out the Imperial defenses.
                                                • 455. Option - I'll do this. You stay here.Player - Give me the ion charges. Keep an eye on Enna's remains. See they're treated with respect.
                                                  +200 Influence : approves.
                                                  +200 Influence : approves.
                                                  +200 Influence : approves.
                                                  +50 Influence : disapproves.
                                                  +200 Influence : approves.
                                                  • 457. - Contact me when all the charges are in place. I'll detonate them from this control room.
                                                • 456. Option - Are you coming with me?Player - I thought you'd want to stay hidden here.
                                                  • 460. - I'm not going anywhere. You're the Jedi--you plant the charges. I'll detonate them from here when you give the all-clear.
                                                • 459. Option - "We"? We're not a team, Pak.Player - Let's get one thing straight: I'm the hero. You're just a guy who needs to stay out of my way.
                                                  +50 Influence : disapproves.
                                                  +200 Influence : approves.
                                                  • 463. - Are you kidding? I'm not leaving this room. Wouldn't last two heartbeats out there.
                                                    • 465. - I can detonate those charges from here once they're all in place. Just say the word.
                                                      • 134. - Good luck--and watch your back.
                                                        • 364. <Conversation Exit>
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
01.0.0a
AttributeValue
FQNnpc.location.belsavis.class.jedi_knight.multi.pak_taldine
Appearance FQNnpp.location.belsavis.class.jedi_knight.multi.pak_taldine
ID16141046653292195988
Appearance ID16140920185674754872
Body Typebmn
Gender0x00
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    "MaxLevel": 40,
    "Faction": 11,
    "DetFaction": {
        "RepublicReaction": "cbtAttitudeFriendly",
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        "DefendedFactionIds": [
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        "FactionId": "3780939478746129694",
        "FactionString": "friendly",
        "OpposingFactionIds": [],
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    "Toughness": "Standard",
    "ToughnessId": "0",
    "LocalizedToughness": {
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        "deMale": "Standard",
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    "DifficultyFlags": 0,
    "CnvConversationName": "cnv.location.belsavis.class.jedi_knight.pak_taldine",
    "CnvB62": "sXkYcR9",
    "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",
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    "FqnCategory": "location",
    "FqnSubCategory": "belsavis",
    "CommandXP": 16,
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    "first_seen": "1.0.0a",
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        "1.3.0",
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}