Allied Assault

Design by Wallbridge
 
Unused Items used in the Quest:
Behemoth Staff (Henchman's Staff)
Power Source (Blessed Orb)
 
Once the alliance is set and plans to take down the Daedalus are in motion, Z'ant, Yamir and crew meet in Mt. Gigas to discuss the complications of destroying the Black Ship.  Not only is the ship cloaked and heavily guarded, but it is also shielded as well, leaving all option of any kind of surface strike out of the question.

Z'Ant relates of how the Watchers discovered that there is a Mook vessel that can cloak while they investigated rumors of a spaceport in Arnika.  Before, a single attack from a single ship would have been suicide, but with the T'Rang, Umpani and Mook fighting as a whole, there may be a chance to bring down the Savant's shields, and then his ship, with minimal loss of life.

Together, the leaders come up with the idea of using the Mook's ship, the Callisto, in conjunction with a teamed strike between the IUF's Galleon and the T'Rang Empire's Nargisst shuttle, to deliver three simultaneous, surgical strikes against the Savant: a squadron of elite T'Rang Assassins and Overminds, the toughest Umpani Commanders and Trackers the IUF has to offer, and of course, your party.

At this point, your party is given the mission to travel to Arnika and secure the alliance of the Mook for the new T'Rang-Umpani alliance, and to negotiate their help and the use of their ship.  With the hologram introduction given to you by the two leaders and played for Screg, Screg wastes no time in allowing you access to the Callisto.  At this point, any RPCs with you leave the party, not wanting to taste the cold, vacuum of space in an obvious waste of time and life.  The disappearing RPC bug has been fixed by now!

Z'Ant and Yamir, while happy at the prospect of putting the war behind them and ending the reign of the Savant, are still distrusting of one another.  Therefore, while each will be joining their own squads upon their own ships, your group has the responsibility of taking two of the highest ranking officers of each army with you on the Callisto to ensure there is no double cross.

Joining you will be Drazic, Rodan, and two new but familiar faces, that of the brash and arrogant D'Rang T'Rang, and the no-nonsense Colonel Gruntwrapper.

Drazic and Rodan we all know, of course.  Fans of Wizardry 7 will recognize the other two.

D'Rang T'Rang is as proud of himself and his family as he was in Wizardry 7.  Throughout the campaign, the party will hear, many times over, how great a warrior he and his uncle K'Borra are, and what an asset they are to your party, and to the T'Rang Empire as a whole.  Part comedic, but mostly such a powerful character that he can back up his boasts, D'Rang's confidence will be utterly infectious.

Colonel Gruntwrapper, ordered by General Yamo upon Guardia to seek out and claim the Astral Dominae, has been training non-stop since his failure to protect his general.  Shouldering all the blame upon himself, he has dedicated his life even further to the IUF and to the protection of his commanding officer, General Yamir.

Over the years in between the war on Guardia and today, Colonel Gruntwrapper has proven himself a brave warrior and an intelligent commander, saving the lives of his crewmates from such disasters as hostile alien life, a shipwide system break down and marooning for months upon an alien world, during the voyage from Guardia to Dominus.

The ships take off, Z'Ant and his minions teleporting from Marten's Bluff to the orbiting Nargisst, Yamir and his legion boarding the Galleon from Mt. Gigas, and your party and the four warriors of the alliance joining you in your flight on the Callisto from Arnika.

The Callisto and the Nargisst cloak for most of the way to the Black Ship while the Galleon occupies its radar, engines blazing and guns blasting.  Mainly to draw fire, the Galleon allows the other two ships to slip in past the defenses of the ship, dock, and Z'Ant and his minions plus yours and your allies are given the opportunity to charge the interior of the ship.

The ensuing chaos of the double boarding on the Black Ship allows the Galleon to ram the ship full force, as Yamir and his squad of suited-up Umpani fly through empty space, past an airlock and into the fray.

The player may now choose to take any number of the RPCs in front of them, from none to two, in any combination, as they join the boarding process.

Your party is the farthest away from the others as you stalk the inside of the ship.  You can hear the sounds of battle from sizzling shock rods and blazing gunfire, the shouts of hisses and orders, and the sounds of mechanical whirring and clanking.

Your run through the ship takes you past a lot of displays, mathematical formulae, notes, even the Dark Savant's private room, his journal, and his plans for Dominus, the Circle, and the new Universe.  Sadly, he is not to be found.

You even get to control some of the onboard and outside guns to blast helpless Troopers inside, or (if you're feeling vindictive), the people of Dominus.

Several passageways, locked doors and many, many Trooper battles later, you come upon the main battle stage.  In the middle of a massive room filled with Troopers and ships of all kinds, you see the T'Rang, Umpani and the RPCs you did not recruit battling for their lives in this huge docking zone.

Among the few dozen Umpani and T'Rang are many more Troopers, Henchmen, Drones and other machines battling among everyone.  In the middle of them all is one of the towering Savant Behemoths (who happens to be holding the Staff you will receive momentarily).

The battle takes a long time as all multi-creature battles do, but luckily these Umpani and T'Rang are the best of the best, and every move they do results in the deaths of some, even several, machines at a time, rather than the terrible damage or "misses" of most other Umpani / T'Rang assistance.

At the end of the battle, Yamir and Z'Ant both claim victory over the fallen machines, and realize their true power together.  Now battle-buddies of a sort, they have found a new respect for one another.  They charge you, the instigators of this alliance, with the de-activation of the Savant's shields.

You remove the Power Source from its receptacle, amidst the blares of a self-destruct warning, and everyone returns to a ship... surprisingly even seeing Umpani going with T'Rang, and vice versa, as new allies and even friends have been made in the battle.

The flight from the Savant's ship is uneventful, the Nargisst and Callisto having suffered no damage, and the Galleon's ramming-head being the only casualty.  Uneventful, that is, until the Black Ship explodes in a brilliant flash of light and the debris scatters in every direction.

Your party returns to Dominus amidst the cheers of the Higardi, Umpani, T'Rang, and Mook who gather around the spaceport to get a glimpse of their heroes.  We even get a cute little cutscene of a bunch of Trynnie among the rafters of Trynton, cheering and waving spears at the flash of light in the sky.

And thus, the true showdown at Ascension Peak and the Cosmic Circle, with Yamir, Z'Ant, and their armies in tow, vs. the combined might of the Dark Savant and his remaining machines, begins.

The Staff can now be equipped as a one handed (melee) weapon, or a two handed (ranged) weapon, with benefits to either form.

The Power Source can be used as ammo for any Powerpak using weapon, tripling its Kill% (or adding 10% for a non-Kill weapon).  When jury-rigged to the Rapax teleporter that leads to Arnika from the Queen's Room, it results in a teleporter that will take you to any place in the world, excluding magic-dead zones and otherworldly areas (for example, the Monastery basement and the Cosmic Circle).

To use this, first you choose the zone to enter into (Arnika-Trynton Road, Rapax Castle, etc...).  Then you will see a glowing, spinning orb, much like a Fireball targeter, that moves super quick across the map.  Finally, click to teleport to the location you brought the orb to.