Hour Of The Wolf
Enemies: Sophia & Vigna Zirah, Invasion Type, Deep Crows
Roads gets the coordinates of the third and final weapons cache, and it's a race to the clock to beat Nicolai Et. Al to it. Within is the Avesta, an ancient manuscript by Zoroaster capable of immense feats of magical power. If team hero gets it, everything from here on out's going to be much easier, as the Zweilicht will become a full on super robot.
Of course, they don't get it. Nicolai's forces retreat after acquiring the tome. In their haste, however, they leave behind the plans and prototype of a new weapon-Claimh Solais, the sword of light.
The Distant Star Of Hope
Enemies: Sophia & Vigna Zirah (Improved), Improved Invasion Type, Deep Crows, King Caw, The Castle (End mission cutscene only)
Team White Chalice is putzing about, when Nicolai launches an attack on a city in Gucun and the military arsenal right next door. His goal is to acquire a series of strategic weapons locked away in the base, and cause as much destruction as possible. Turns out, the Avesta is constantly trying to assert its original purpose and obliterate him with massive amounts of solar magic. This can be avoided by keeping it corrupted, which requires the blood of humans-and a lot of it. The nuclear weapons are to be the teeth of his new nation.
Sophia doesn't take part in the attack on civilians, but will attack military units. After being yelled at a bit she will try to help stop the mass murder, but suddenly finds herself wracked with pain and unable to help; shortly afterwards, she becomes as hammy and evil as Nicolai is. She'll start referring to him as "Lord Nicolai" to others, and "Sire" when talking to him. Nicolai is not an idiot, as he will be proud to explain, and so he invested in an insurance policy should the one human with free will under him rebel. Sophia becomes a vampire! She is now very hammy, and perfectly willing to do anything Nicolai asks, no matter how horrible.
After aquiring the nuclear weapons and causing a serious amount of murder to fuel his new murder reactor, Nicolai uses what control he had left over the castle to teleport it to the battlefield. It's quickly loaded up with the nukes, Sophia, and the massed blood of the innocent (carried by the Improved Invasion Type). Now at full power, the castle teleports away.
-If the other canon involved doesn't require to be a specific city in Gucun, then "Jiang Jing City" will work nicely for a name. For the purposes of the And Though I Must Walk chunk of the mission, all that matters is that it have people, an arsenal nearby, and a name. What the name is doesn't matter.
Log: Dawn
Nicolai's not one to pass up an opprotunity to gloat, and so he proudly does so. With Sophia by his side, he announces to the world the creation of a new nation in Alaska, his nation. With the combined might of his sorcerous powers and some of the stolen nuclear weapons, Nicolai artificially triggers an eruption in Mt. McKinley. A huge cloud of ash, modified by magic, forms in the air and plunges the area into 24-hour night.
This leads immediately into the final mission.
Finale: Those Who Follow The Sun (Combat Log:Under a Blood-Red Sky)
Enemies: Vamp!Sophia & Vigna Zirah(Improved), Deep Crows, The Castle (Full Power), Morgandammerung, Improved Invasion Type, Fleshstein, Moon Worm, King Caw, Deep Crows, Spiny Id Beast, L (large size), Assorted Ravens
Log Enemies: Improved Invasion Type x3, Assorted Ravens
Now shielded from the light of the sun, Nicolai's free to send a positively huge force of monsters towards Anchorage to capture the city. Standing in his way are the combined forces of the White Chalice and the local Federation Naval Detachment. While the Federation people are not very friendly, they are allied. They will also be dropping artillery on places whether or not White Chalice forces are in the area, but their commander will tell the chalice group so beforehand, with a friendly "I'm sure you can handle it." This forms the basis of the combat log.
The final battle mission comes from a crazy plan by none other than Roads; a shuttle of dudes will be equipped with Sunlit Hero systems, loaded up into a shuttle along with Roads, and will drop down from near-orbit through the cloud and onto Nicolai's base. From there, they kill him, hopefully ending the cloud's magic and disrupting the monster horde's ability to use tactics more advanced than raw instinct.
During the approach, the shuttle is beset by deep crows. They can be fought off, but the Castle opens fire with its main gun shortly afterwards, destroying the engines. Everyone has to bail out, but Roads goes for the totally hardcore option of climbing on top and setting the shuttle on a collision course with the castle first.
Sophia and the various Id Beasts will focus on offense, while Nicolai and his machine will wait for people to break into the castle before taking to the field. In the lower section of the castle is where the Avesta lies, a whirlwind of glowing stone shards covered in writing surrounded by a few floating rings made up of the blood Nicolai's collected. The rings of blood are razor sharp, and will try to slice people who approach the Avesta or damage the reactor. The whole setup is surrounded by four stone pillars covered in arcane writings. To disable the reactor, one simply has to reach past the razor sharp rings and act like they're grabbing the tiny whirling bits of stone-though they look like a group of shards, they move around and can be held like they're contained in a sphere. Said sphere functions a lot like a tiny, contained star-it will burn and grievously injure any Id Beast that comes in contact with it. It can also be used as a single-shot ranged weapon, firing it into the center of the ash cloud. Once inside, it can detonate and blast the whole cloud away, bathing the area in light. Though the light soon fades, the id beasts revert to being wild animals, and it's near dawn-there's 15, 20 minutes before the whole area is bathed in natural sunlight, and any remaining Id Beasts are taken out.
The Log Combat is too far away for the light for the Avesta's detonation to be more than a cool flash, but the monsters there also revert to mindless killing machines, and the ash cloud is blown away. All those remaining Id Beasts die when dawn arrives.
-If Sophia is still alive at the time of Nicolai's death she is freed from his control and is no longer evil. She still will occasionally become rather hammy, but can fight to keep it under control. She remains a vampire, and will stay and chat for a while-even until the sun rises and it kills her.
ENEMY LIST
Sophia & The Vigna Zirah-Roads' old boss, and the only other survivor of the Black Valkyries. She's a newtype ace, and in machine on par with the F91 gundam. The Vigna Zirah is black, and uses a gundam head. Later, she aquires the Improved Vigna Zirah, which is the normal Vigna Zirah modified by the Invasion Type. It's capable of regenerating from almost any injury-only solar weapons, a direct reactor hit, or positively extreme amounts of violence will take it out for good. It can't regrow limbs, but it can reattach them, even from mere shards. Weaponry-wise, it carries a beam rifle, has two mounted VSBR, two beam sabers, and a wrist-mounted beam shield on each arm.
Invasion Type-During the mission "Midnight", Sophia was in combat at the same time as some of the infection from Luger's canon. Knowing a good idea when he sees one, Nicolai attempted to copy it. The Invasion Type Id Beast specializes in taking available materials to create a combat form. This first version appears as a standard Mobile Suit (Barzam or Byarlant Custom), though it doesn't seem to have a pilot and moves exceptionally well. The real strength of the Invasion Type shows when it is first damaged-it bleeds and can heal, much like any Id Beast. That, coupled with the natural armor provided by its MS shell make it a dangerous foe. The first Invasion Type has a critical weakness, on top of the usual solar energy one-it still has a minovsky reactor inside its body. A solid hit to the reactor will kill it instantly.
Improved Invasion Type-This version has only two things separating it from the previous monster. First, it no longer has a minovsky reactor, and will in fact rip them out of mobile suits it takes over. Second, it no longer always stays hidden in its MS shell-it's more than willing to gather up material from nearby to form a titanic combat monster. Aiding its combat effectiveness, it can grow teeth, spikes, and tentacles anywhere on its surface. During "The Distant Star of Hope", the monster will prioritize attacking civilians, using long, think tentacles to drain them of their blood or drag them into itself. Most of the budget for MS was blown on the Byarlant Custom, so Improved Invasion Types usually start out as Barzams or Barzam-tier units.
King Caw-This monstrous bird puts all others to shame. It's easily 40 meters long, and can fly at supersonic speeds. In its underbelly there's what looks like a giant naked woman, the top of her head and her feet buried somewhere in the mass of black feathers. The arms of the woman hang loose from under the bird, and can conjure huge barrages of black, razor-sharp feathers from nowhere at foes. Making matters worse, the bird itself can generate a powerful ramming shield around its front, which eats away at anything it pushes up against while also blocking attacks.
The Castle-During its first apperance in "The Distant Star Of Hope", Nicolai's flying doom castle is quite weak, and relies on other units for protection. In this state, it's only offensive measure is a gradual drain of the life force of living things nearby. However, once the Improved Invasion Type transfers the blood of Gucun's citizens to it, it's able to use the power of the Avesta to full.
In its full power mode, The Castle is a high power combat battleship. It has an energy field protecting it, a high power laser that can be fired from the tip of the tallest tower for long-range combat and the interception of ballistic missiles. For closer-range combat, it can fire small plasma balls from sigils carved into the outside of the masonry. There are a *lot* of those sigils, so it has some pretty impressive beamspam.
The full power Castle has one more ability, by far its most powerful. Tay-Al Arz, "The folding up of the earth" or in more modern terms, teleportation. The Castle can do long-range teleports, allowing it to always stay on the dark side of the earth. It's not capable of short-range, combat teleports, but it can dodge nukes, bombing runs, and killsats.
The castle is most weak to enemies getting past its energy shield and landing inside its grounds-impressive as it is, its masonry is not much stronger than mundane work, and it can't use it's CIWS in such a situation without hitting itself.
Enemies: Sophia & Vigna Zirah, Invasion Type, Deep Crows
Roads gets the coordinates of the third and final weapons cache, and it's a race to the clock to beat Nicolai Et. Al to it. Within is the Avesta, an ancient manuscript by Zoroaster capable of immense feats of magical power. If team hero gets it, everything from here on out's going to be much easier, as the Zweilicht will become a full on super robot.
Of course, they don't get it. Nicolai's forces retreat after acquiring the tome. In their haste, however, they leave behind the plans and prototype of a new weapon-Claimh Solais, the sword of light.
The Distant Star Of Hope
Enemies: Sophia & Vigna Zirah (Improved), Improved Invasion Type, Deep Crows, King Caw, The Castle (End mission cutscene only)
Team White Chalice is putzing about, when Nicolai launches an attack on a city in Gucun and the military arsenal right next door. His goal is to acquire a series of strategic weapons locked away in the base, and cause as much destruction as possible. Turns out, the Avesta is constantly trying to assert its original purpose and obliterate him with massive amounts of solar magic. This can be avoided by keeping it corrupted, which requires the blood of humans-and a lot of it. The nuclear weapons are to be the teeth of his new nation.
Sophia doesn't take part in the attack on civilians, but will attack military units. After being yelled at a bit she will try to help stop the mass murder, but suddenly finds herself wracked with pain and unable to help; shortly afterwards, she becomes as hammy and evil as Nicolai is. She'll start referring to him as "Lord Nicolai" to others, and "Sire" when talking to him. Nicolai is not an idiot, as he will be proud to explain, and so he invested in an insurance policy should the one human with free will under him rebel. Sophia becomes a vampire! She is now very hammy, and perfectly willing to do anything Nicolai asks, no matter how horrible.
After aquiring the nuclear weapons and causing a serious amount of murder to fuel his new murder reactor, Nicolai uses what control he had left over the castle to teleport it to the battlefield. It's quickly loaded up with the nukes, Sophia, and the massed blood of the innocent (carried by the Improved Invasion Type). Now at full power, the castle teleports away.
-If the other canon involved doesn't require to be a specific city in Gucun, then "Jiang Jing City" will work nicely for a name. For the purposes of the And Though I Must Walk chunk of the mission, all that matters is that it have people, an arsenal nearby, and a name. What the name is doesn't matter.
Log: Dawn
Nicolai's not one to pass up an opprotunity to gloat, and so he proudly does so. With Sophia by his side, he announces to the world the creation of a new nation in Alaska, his nation. With the combined might of his sorcerous powers and some of the stolen nuclear weapons, Nicolai artificially triggers an eruption in Mt. McKinley. A huge cloud of ash, modified by magic, forms in the air and plunges the area into 24-hour night.
This leads immediately into the final mission.
Finale: Those Who Follow The Sun (Combat Log:Under a Blood-Red Sky)
Enemies: Vamp!Sophia & Vigna Zirah(Improved), Deep Crows, The Castle (Full Power), Morgandammerung, Improved Invasion Type, Fleshstein, Moon Worm, King Caw, Deep Crows, Spiny Id Beast, L (large size), Assorted Ravens
Log Enemies: Improved Invasion Type x3, Assorted Ravens
Now shielded from the light of the sun, Nicolai's free to send a positively huge force of monsters towards Anchorage to capture the city. Standing in his way are the combined forces of the White Chalice and the local Federation Naval Detachment. While the Federation people are not very friendly, they are allied. They will also be dropping artillery on places whether or not White Chalice forces are in the area, but their commander will tell the chalice group so beforehand, with a friendly "I'm sure you can handle it." This forms the basis of the combat log.
The final battle mission comes from a crazy plan by none other than Roads; a shuttle of dudes will be equipped with Sunlit Hero systems, loaded up into a shuttle along with Roads, and will drop down from near-orbit through the cloud and onto Nicolai's base. From there, they kill him, hopefully ending the cloud's magic and disrupting the monster horde's ability to use tactics more advanced than raw instinct.
During the approach, the shuttle is beset by deep crows. They can be fought off, but the Castle opens fire with its main gun shortly afterwards, destroying the engines. Everyone has to bail out, but Roads goes for the totally hardcore option of climbing on top and setting the shuttle on a collision course with the castle first.
Sophia and the various Id Beasts will focus on offense, while Nicolai and his machine will wait for people to break into the castle before taking to the field. In the lower section of the castle is where the Avesta lies, a whirlwind of glowing stone shards covered in writing surrounded by a few floating rings made up of the blood Nicolai's collected. The rings of blood are razor sharp, and will try to slice people who approach the Avesta or damage the reactor. The whole setup is surrounded by four stone pillars covered in arcane writings. To disable the reactor, one simply has to reach past the razor sharp rings and act like they're grabbing the tiny whirling bits of stone-though they look like a group of shards, they move around and can be held like they're contained in a sphere. Said sphere functions a lot like a tiny, contained star-it will burn and grievously injure any Id Beast that comes in contact with it. It can also be used as a single-shot ranged weapon, firing it into the center of the ash cloud. Once inside, it can detonate and blast the whole cloud away, bathing the area in light. Though the light soon fades, the id beasts revert to being wild animals, and it's near dawn-there's 15, 20 minutes before the whole area is bathed in natural sunlight, and any remaining Id Beasts are taken out.
The Log Combat is too far away for the light for the Avesta's detonation to be more than a cool flash, but the monsters there also revert to mindless killing machines, and the ash cloud is blown away. All those remaining Id Beasts die when dawn arrives.
-If Sophia is still alive at the time of Nicolai's death she is freed from his control and is no longer evil. She still will occasionally become rather hammy, but can fight to keep it under control. She remains a vampire, and will stay and chat for a while-even until the sun rises and it kills her.
ENEMY LIST
Sophia & The Vigna Zirah-Roads' old boss, and the only other survivor of the Black Valkyries. She's a newtype ace, and in machine on par with the F91 gundam. The Vigna Zirah is black, and uses a gundam head. Later, she aquires the Improved Vigna Zirah, which is the normal Vigna Zirah modified by the Invasion Type. It's capable of regenerating from almost any injury-only solar weapons, a direct reactor hit, or positively extreme amounts of violence will take it out for good. It can't regrow limbs, but it can reattach them, even from mere shards. Weaponry-wise, it carries a beam rifle, has two mounted VSBR, two beam sabers, and a wrist-mounted beam shield on each arm.
Invasion Type-During the mission "Midnight", Sophia was in combat at the same time as some of the infection from Luger's canon. Knowing a good idea when he sees one, Nicolai attempted to copy it. The Invasion Type Id Beast specializes in taking available materials to create a combat form. This first version appears as a standard Mobile Suit (Barzam or Byarlant Custom), though it doesn't seem to have a pilot and moves exceptionally well. The real strength of the Invasion Type shows when it is first damaged-it bleeds and can heal, much like any Id Beast. That, coupled with the natural armor provided by its MS shell make it a dangerous foe. The first Invasion Type has a critical weakness, on top of the usual solar energy one-it still has a minovsky reactor inside its body. A solid hit to the reactor will kill it instantly.
Improved Invasion Type-This version has only two things separating it from the previous monster. First, it no longer has a minovsky reactor, and will in fact rip them out of mobile suits it takes over. Second, it no longer always stays hidden in its MS shell-it's more than willing to gather up material from nearby to form a titanic combat monster. Aiding its combat effectiveness, it can grow teeth, spikes, and tentacles anywhere on its surface. During "The Distant Star of Hope", the monster will prioritize attacking civilians, using long, think tentacles to drain them of their blood or drag them into itself. Most of the budget for MS was blown on the Byarlant Custom, so Improved Invasion Types usually start out as Barzams or Barzam-tier units.
King Caw-This monstrous bird puts all others to shame. It's easily 40 meters long, and can fly at supersonic speeds. In its underbelly there's what looks like a giant naked woman, the top of her head and her feet buried somewhere in the mass of black feathers. The arms of the woman hang loose from under the bird, and can conjure huge barrages of black, razor-sharp feathers from nowhere at foes. Making matters worse, the bird itself can generate a powerful ramming shield around its front, which eats away at anything it pushes up against while also blocking attacks.
The Castle-During its first apperance in "The Distant Star Of Hope", Nicolai's flying doom castle is quite weak, and relies on other units for protection. In this state, it's only offensive measure is a gradual drain of the life force of living things nearby. However, once the Improved Invasion Type transfers the blood of Gucun's citizens to it, it's able to use the power of the Avesta to full.
In its full power mode, The Castle is a high power combat battleship. It has an energy field protecting it, a high power laser that can be fired from the tip of the tallest tower for long-range combat and the interception of ballistic missiles. For closer-range combat, it can fire small plasma balls from sigils carved into the outside of the masonry. There are a *lot* of those sigils, so it has some pretty impressive beamspam.
The full power Castle has one more ability, by far its most powerful. Tay-Al Arz, "The folding up of the earth" or in more modern terms, teleportation. The Castle can do long-range teleports, allowing it to always stay on the dark side of the earth. It's not capable of short-range, combat teleports, but it can dodge nukes, bombing runs, and killsats.
The castle is most weak to enemies getting past its energy shield and landing inside its grounds-impressive as it is, its masonry is not much stronger than mundane work, and it can't use it's CIWS in such a situation without hitting itself.
Morgendämmerung-Nicolai's personal machine, it uses the data taken from the Zweilicht. It's identical to the Zweilicht, but only wields a long physical sword. While the Zweilicht captured, stored, and released the magical energy of the sun, the Morgendämmerung is constantly being fed power by the castle's life-draining systems. Its performance is a little bit above that of the Zweilicht MkII, but it uses magic for much more. It can create shields with its hands, shoot fireballs from said hands, and sprout two large bat-like wings when it needs to fly. Complicating matters, though, it can even execute short-range teleports. The longsword is similarly strengthened by magic, so it's almost indestructible in the Morgendämmerung's hands. It's been modified with the Invasion Type as well, allowing it to heal from injuries.
OTHER THINGS
Claimh Solais-The Sword of Light. This is a large physical blade, but when turned "on" the edges are made of good ol'd solar magic. It's got the weight and pushback of a physical sword with the cleaving abilities of a beam saber, and uses extremely low energy to boot. Since it's solar-aligned, it does ridiculous damage to Id Beasts. This is a thing mostly so that cool endgame swordfights can happen.
OTHER THINGS
Claimh Solais-The Sword of Light. This is a large physical blade, but when turned "on" the edges are made of good ol'd solar magic. It's got the weight and pushback of a physical sword with the cleaving abilities of a beam saber, and uses extremely low energy to boot. Since it's solar-aligned, it does ridiculous damage to Id Beasts. This is a thing mostly so that cool endgame swordfights can happen.