*5 hours later, you stand back inside your ship, alongside Teal and all the survivors of the crash. As it turns out, Arnold and HOPE died-and they do not have respawns on hand. Teal is similarly dry on such a rescource, and you know from experiance the ability to respawn in any manner is beyond expensive.*

*The general has already given you the terms: You are to help in luring Nidhogg into a trap where it would be stuck forever-both of them-whenver they decide to go through with it, which will likely be years due to rebuilding the massive number of ships you plowed through earlier (the totals are about 100,000). You've also given them Troll ship-repair nanites, which can help repair the ships unless they're blown to tiny bits of scrap; if the majority of the ship is intact, they can rebuild it to full working order in under 2 hours.*

*In exchange, some members of his fleet-a finely trained and well-oiled Orc naval squadron-will join yours in the hunt for the Elder Souls and help stop the Dark Writs. This brings your major ship count to 5, not counting your much more numerous minor ships. You've also been given a Linknet for the Orcish Empire of Dulvant (Dulvant being the name of the Superdimension you are in), such that you can communicate through Blackout zones with anyone else with a Linknet. You've also been given a comprehensive map of the area under the Blackout zone. You were just about to leave to check for more Elder Souls in the Blackout Zone. There aren't any others on this planet.*