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Tai Cordan

Tai Cordan
Level 30 Melee
Faction: Friendly
Reaction: Republic | Empire
Category: Location
SubCategory: Corellia
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: Tai Cordan
Other Sites:

Conversation:

  • 245. <Conversation Exit>
  • 160. Player - You made it through. Did the Republic have any information about Guardian Hold Four?
    • 1. - Bad news.
      • 8. - Guardian Hold Four is far worse than the last one. I hope you're ready to hear this.
        • 376. - Guardian Hold Four used to be a small manor called Bakvalen Hall. Now it's bristling with defenses; turrets, force fields...
          • 10. - But after someone betrayed Guardian Hold Four from the inside, it's all protecting the enemy.
            • 11. Option - That traitor may be the key.Player - If the betrayer is another Child of the Emperor, capturing them might give us a way to the First Son.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              • 14. - As the First Son watches the sky, we strike from the earth.
            • 12. Option - We need the Hold back.Player - We can't break the Imperial lines without removing their fallback position. So first, we retake Guardian Hold Four.
              +200 Influence : approves.
              +200 Influence : approves.
            • 13. Option - Has anyone seen the First Son?Player - I was hoping the First Son was here. Without him we could end this quickly.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              • 20. - This traitor, who shed their cloak of lies; when caged, they will whisper of the First Son.
                • 22. - The Republic gave us information on Guardian Hold Four's defenses. They're... serious.
                  • 379. - First, the hold has an early warning system. Sensors across the park report any approaching enemies.
                    • 378. - Then, a force field protects the courtyard. And past that, the main door is durasteel, locked with a full security system.
                      • 383. Option - Three problems to solve.Player - So we have sensors to disable, a force field to take down, and a main door to unlock.
                      • 381. Option - The sensors come first.Player - Unless we get rid of those sensors in the park, we won't get close enough to address the force field or the locked door.
                      • 29. Option - That's a lot of defenses.Player - Early warning sensors, force fields, secure doors--Master Syo certainly knew how to build a Guardian Hold.
                        • 32. - That force field is a major problem. I can't think of any way past it.
                          • 34. - Jedi. You destroy the sensors. Imperials will drop the force field to investigate.
                            • 44. Option - Which gets us inside.Player - A surprise attack then would take our armies past the force field.
                              +200 Influence : approves.
                              +200 Influence : approves.
                            • 251. Option - Is that from a vision?Player - Have you foreseen the Imperials will do this?
                              +50 Influence : disapproves.
                              +50 Influence : disapproves.
                              • 47. - Not seeing. Knowing.
                                • 36. - Once the sensors are destroyed, a surprise attack would put our people past the force field.
                            • 35. Option - That's when we pounce.Player - When the Imperials go to investigate, our forces destroy them and get past the force field.
                              +200 Influence : approves.
                              +200 Influence : approves.
                              +200 Influence : approves.
                              • 388. - So we need, say, a "Red Team" to ambush the Imperials that come out after the force field is lowered.
                                • 40. - Red Team must be strong. Imperials will fight hard.
                                  • 80. Option - Any suggestions, Gaden-Ko?Player - I'd welcome any insights you have.
                                    +200 Influence : approves.
                                    +50 Influence : disapproves.
                                    +50 Influence : disapproves.
                                    • 87. - Send commandos.
                                  • 43. Option - We need fearless warriors.Player - The Voss commandos would be fine for this Red Team.
                                    • 69. - They will fight well.
                                      • 386. - That leaves the main door. With the force field down, we can get to the power generators; we disable them, the big door unlocks.
                                        • 64. - We should assign a "Blue Team" to disable those generators. A very small group would work.
                                          • 109. Option - Let me think....Player - Your droids would make short work of security.
                                            • 123. - We can spare a couple.
                                              • 134. - Teams will need your help later. Blue Team, protection as they work. Red Team, battle support.
                                                • 145. - We have a plan. Once you destroy the sensors, go to Guardian Hold Four to help your team. Are you ready?
                                                  • 50. Option - Yes.Player - I am. And may the Force be with us.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                  • 53. Option - Please recap the plan first.Player - Run that by me one more time?
                                                    • 54. - You destroy the sensors around Axial Park, to draw out the Imperials and get them to drop their force field. We'll get two teams to rush in.
                                                      • 155. - When the generators are down, and the main door unlocks, go inside, and find our traitor.
                                                  • 154. Option - It'll be quite the adventure.Player - This is going to be fun.
                                                    +200 Influence : approves.
                                                    +200 Influence : approves.
                                                    +50 Influence : disapproves.
                                                    • 158. - The traitor's light will illuminate the First Son's path. We breathe upon his neck.
                                                      • 490. <Non-dialogue segment.>
                                                        • 431. - Jedi! Long time no see. Captain Valon, reporting in. First Hoth, now Corellia. You stay busy.
                                                          • 432. Option - Yes, so talk quickly.Player - I'm conducting an urgent mission. Please get to the point.
                                                            +200 Influence : approves.
                                                          • 434. Option - I don't remember you.Player - Unfortunately, I've seen many faces since we last spoke.
                                                            • 435. - Killed any more Republic soldiers lately, Valon?
                                                              • 437. - Gee, Lieutenant. And I even brought a gift.
                                                            • 440. - You hunt a man across Hoth, break his armor, bind him with an oath, and don't remember it?
                                                              • 442. - Doesn't matter, I always keep my word. I rounded up enough men and ships to give the Imperials a dent. Once.
                                                          • 445. Option - You agreed to get me troops.Player - Hopefully, this is about the men you were recruiting for me.
                                                            +200 Influence : approves.
                                                            • 446. - Good! Right to business.
                                                              • 448. - I'm a man of my word, Jedi. I got you enough men and ships to put a serious dent in the Imperials. Once.
                                                                • 450. - After that, we'll have to scatter, before they send trigger-happy capital ships to chase us. So, any Imperials getting you down?
                                                                  • 454. Option - Yes. Attack the Guardian Hold.Player - We're about to assault a fortress in Axial Park. It has turrets and enemy soldiers in the courtyard.
                                                                    +200 Influence : approves.
                                                                    +200 Influence : approves.
                                                                    • 455. - Nice. We can do a bombing run on those turrets before your guys move in.
                                                                      • 456. <Non-dialogue segment.>
                                                                  • 459. Option - Syo might flee Corellia....Player - I may have greater need of you later.
                                                                    +200 Influence : approves.
                                                                    +200 Influence : approves.
                                                                    +50 Influence : disapproves.
                                                                    • 460. - We can stay in our nice, cozy orbit until you call.
                                                                      • 461. <Non-dialogue segment.>
                                                                        • 462. - Just don't get any funny ideas. We know a prison world with a few stasis chambers sitting empty.
                                                                          • 464. - Thanks, but I tried immortality already. I got my orders. Valon signing off.
                                                                        • 466. - Don't give a step. Valon signing off.
                                                        • 483. <Conversation Exit>
  • 493. <Conversation Exit>
  • 191. - I never thought the Imperials would make it this far. Not to the Core Worlds, not Corellia.
    • 403. - Master Syo's briefings on the Corellian situation are grim. Treachery, Imperials invading, a resistance under fire--I saw it all back home.
      • 192. Option - You said "treachery"?Player - Did someone on Corellia betray us?
        +200 Influence : approves.
        • 193. - Apparently, the Empire made Corellia's backstabbing government an offer.
      • 405. Option - And Nadia's down there.Player - Not to mention, we have Nadia to find.
        +200 Influence : approves.
        +200 Influence : approves.
        +50 Influence : disapproves.
      • 406. Option - And Felix is down there.Player - Don't forget about Felix.
        +200 Influence : approves.
        +50 Influence : disapproves.
        +200 Influence : approves.
        • 407. - We know the automated landing system put the escape pod in Coronet City's shipyards. It's a start. But we have a war to fight, too.
      • 198. Option - Focus. This isn't Balmorra.Player - You can't compare Corellia to what happened on your world.
        +50 Influence : disapproves.
        • 199. - The Empire's using different words, but I know the song.
          • 201. - There is good news. Master Syo completed work on the Guardian Holds before the invasion began.
            • 255. Option - Guardian Holds?Player - What are these Guardian Holds?
              • 261. - Ah, of course. Master Syo only just passed on this briefing.
            • 256. Option - Master Syo always plans ahead.Player - I should have guessed Master Syo had made preparations.
              +200 Influence : approves.
              +200 Influence : approves.
            • 202. Option - No one mentioned this.Player - If there's something new in our battle plan, I should have been told.
              +200 Influence : approves.
              +200 Influence : approves.
              • 345. - The Guardian Holds are buildings across Coronet City, Corellia's capital. Factories, bunkers, munition stores--everything you'd need to conquer a city.
                • 347. - Master Syo's fortified each of those buildings with special defenses, and code-named them Guardian Holds.
                  • 352. - The Guardian Holds mean we have several impenetrable fortresses, from which we can always retake Coronet City. Even if it falls to the Empire.
                    • 351. Option - And that frees us to fight.Player - With those Guardian Holds, and our military assets protected, we can concentrate on offense.
                      +200 Influence : approves.
                      +200 Influence : approves.
                    • 350. Option - How secure are these Holds?Player - Such critical positions would need to be defended at all costs.
                      +200 Influence : approves.
                      +200 Influence : approves.
                      • 354. - The Guardian Hold fortifications are pretty impregnable--with elite Republic troops stationed inside each one.
                    • 353. Option - That's rather defeatist.Player - Let's focus on winning, rather than how we'll claw our way back if we lose.
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                      • 358. - Defending the Guardian Holds does make the Republic a little shorthanded, though, which is where our armies come in.
                        • 359. <Non-dialogue segment.>
                          • 205. - Landing armies takes time. Should search shipyards for little Nadia, before Empire finds.
                            • 207. Option - The Force will aid me.Player - I'll find her.
                          • 210. - Takes time to land armies. Should search shipyards for missing lieutenant, before Empire finds.
                            • 211. Option - I need a solid lead first.Player - Coronet City's shipyards are enormous. I won't find the escape pod without help.
                              +200 Influence : approves.
                              +200 Influence : approves.
                              • 212. - We did pick up a few emergency broadcasts from Coronet City. There was one that.... Here.
                            • 215. Option - I have the Force to guide me.Player - I'll find him.
                              • 216. - What if you vanish too? We need a practical backup plan.
                            • 219. Option - I should delegate this.Player - Have someone else look. I need to focus on leading our forces.
                              +50 Influence : disapproves.
                              +50 Influence : disapproves.
                              +200 Influence : approves.
                              +50 Influence : disapproves.
                              • 220. - Information recovered from dreadnaught is critical. We coordinate; you are best to search.
                                • 222. - What about the emergency broadcasts? I think there was one... yes, here.
                                  • 224. - ...repeat, this is Captain Drizan, calling any defenders near the Coronet shipyards. The Imperials overran Zone Twelve. Calling for emergency assistance!
                                    • 225. Option - Maybe we can help each other.Player - We could search the shipyards while we defend them. Tell Captain Drizan we're on our way.
                                      • 226. - At once, Jedi.
                                        • 227. <Non-dialogue segment.>
                                    • 230. Option - This man can guide us.Player - If Captain Drizan knows the shipyards, he may know where our escape pod went.
                                      • 231. - I'll let him know you're coming.
                                        • 232. <Non-dialogue segment.>
                                    • 235. Option - No word of an escape pod.Player - Perhaps our pod didn't land in the shipyards; this "Captain Drizan" didn't mention it.
                                      • 236. - The man sounds preoccupied, Jedi. The shipyards are our best lead.
                                        • 237. <Non-dialogue segment.>
                                          • 238. - So. Droids from Balmorra, the Esh-kha, Voss commandos, and whatever pirate dregs Captain Valon has scraped together.
                                          • 241. - Tai's droids, Esh-kha, commandos. We land all.
                                            • 243. - Now we find out if they're enough to save the Republic.
                                              • 244. <Conversation Exit>
  • 494. <Conversation Exit>
  • 416. <Non-dialogue segment.>
    Progresses:
    • 41. Option - The Esh-kha can be Red Team.Player - We'd stand the best chance with an Esh-kha Red Team.
      • 72. - We are still raw. Others must bear the steel and fire.
        • 79. Option - Send the droids instead.Player - The Balmorran droids can handle the ambush, then.
        • 81. Option - Substitute the Voss commandos.Player - In that case, let the commandos carry it.
      • 73. - The shadows will grow teeth for this Empire.
    • 42. Option - Make the Red Team all droids.Player - Your droids would be ideal for Red Team's duties.
      • 70. - No, there's not enough units left after the last set-to. What about the others?
        • 78. Option - Let's send the Esh-kha.Player - In that case, the Esh-kha would be best.
        • 82. Option - Suggestions, Gaden-Ko?Player - Who would be the best alternative?
          • 91. - Esh-kha should go.
        • 83. Option - The Voss commandos, then.Player - All right. Let's use Gaden-Ko's commandos.
      • 71. - All right, I'll send the order.
    • 423. <Non-dialogue segment.>
      • 68. - They still recover. Others must go.
        • 75. Option - Make it the Esh-kha.Player - Very well. Send the Esh-kha, instead.
        • 76. Option - Who would you send?Player - Search your feelings, who should go instead?
          • 84. - Send Esh-kha.
        • 77. Option - Let's send the droids.Player - Tai's droids would be a fair substitute.
      • 57. - Rendezvous at Guardian Hold Four, and defend Blue Team while they disable the generators.
        • 153. <Conversation Exit>
      • 56. - Rendezvous at Guardian Hold Four, and help Red Team fight the Imperials until the generators are disabled.
      • 122. - Maybe they can patch up a few of the damaged ones.
    • 108. Option - Send a couple of Esh-kha.Player - Hallow Voice, a few of your people could handle that security system.
      • 124. - Our blood will paint our footsteps, but we shall.
      • 125. - An ocean can breathe a few drops.
    • 110. Option - We can spare some commandos.Player - Gaden-Ko, it would only take a few commandos to disable security.
      • 130. - A few can walk.
      • 131. - I will instruct.
        • 425. <Non-dialogue segment.>
          • 144. Option - I'll defend the Blue Team.Player - Blue Team will have all the protection they require.
          • 136. Option - Whose need is greater?Player - Does your intuition suggest where I'll be needed most?
            • 148. - Defend Blue Team.
          • 135. Option - I'll fight with the Red Team.Player - Red Team will have my lightsaber.
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
01.0.0a
AttributeValue
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