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A torrent of high-speed motor vehicles trails through the vast, ever-expanding desert. Each car sports a heap of spikey decor and glorious emblemed flags—the karts continually fling themselves over rocky obstacles and treacherous sandhills. In the race to the amusement park, many spin-outs and accidents occur. However, team morale doesn't waver, with most squids still engaging in battle cries.
"WOOOMMMYYY," They all shout in a synchronized fashion.
"We're almost there, just hold out a little longer," Marie orders, gripping her steering wheel and making numerous zigzags with her 1973 Ford Falcon XB GT.
"I can see their base right over the mountain top," Callie shouts, peeking through a telescope. "Judging by their lack of defenses, and overall bewildered demeanor, it looks those cowardly sharks weren't anticipating our arrival."
You step on the gas with a furious gleam in your eyes. You push your automobile to its limit, reaching speeds of 100 and 120 mph. You were moving like a speeding bullet, piercing through mounds of sand and overturned gravel. A massive cloud of smoke forms behind you, enveloping the other riders in a hazardous haze. With you moving at such high speeds, it became a challenging feat to maneuver the metal car. However, with Callie and friends by your side, you felt absolutely unstoppable.
You and your band of heroes reach the abandoned amusement park. A neglected sign hangs above the crumbly entrance: FUN LAND - "Where all dreams go to die."
This park reeked of familiarity. You remember the layout of FUN LAND from front to back. It was like a bad dream that wouldn't end, a nightmare where all your friends were trapped and couldn't escape.
A shark overhears the commotion of migrating tires and quickly alerts the rest of the guards. The two parties then engage in an ink flinging frenzy, injuring and harming the lives of many. The squadron of fearless squids uses their spiked vehicles as battering rams, attempting to push beyond the iron gate. Once the metal barrier collapses from too much pressure, the army inklings storm into the base. "Fall back, fall back," a shark leader declares. The battalion of sharks heeds their general's instructions and retreat into their camp.
"We're doing it! We're really doing it!" Agent 3 announces in disbelief.
The battle's not over yet. We've still got a long way to go.
The steel gate opens, and a monstrous Gatling gun is revealed. The sharks proceed to aim the terrifying weapon at the group of sea creatures. The inklings flee from their cars, choosing to hide behind cover. The whale-sized Gatling gun charges before releasing its acidic bullets into the mob. The shots melt their way through the vehicles, quickly diminishing the squid's amount of cover.
Marie waits for the sharks to reload the acid rifle and then commands a counter-attack, "Wait for it, wait for it... okay..."
"NOW"
All the squids activate their special moves, producing a graffiti nightmare for the opposition: Ballers roll into battle. Ultra Stamp users sling their hammers. Tenta Missile wielders launch rockets into the air. Bomb rushers lob explosives over the gate. Ink storms and large ink bubbles bounce around the arena. Sting Ray mains cross their beams, ink Armor is dispensed, inkjets, splashdowns, booyah bombs, everything you had all thrown at the enemy.
The sharks get pushed back even further, scattering into the park for protection. The heroic cavalry chases after the staggered sharks, using their speed and agility to their advantage. However, the crafty sharks don't back down. The cunning crooks use funhouse mirrors to disorient the competition and operate a giant dislodged Ferris wheel to trample unsuspecting squids.
Charger's keep the gruesome criminals at bay, quickly peeking out of cover to deliver a deadly long-range shot—Roller's use their stealth and paint flinging ability to wipe out waves of sharks. Blasters and Shooters take to the front lines, absorbing the most damage for the team.
Chemical fights transpire on the carousel, the haunted house, and even in the waiting queue of the Kraken. Each brawl becomes more destructive than the last, with the sharks gradually restocking in ammunition. Slosher's and Brella's use their tricky gimmicks to confuse their opponents, and Gatling gunner's charge their weapons halfway and release a surge of chlorophyll for maximum efficiency.
The company of rebels pushes beyond the chair swing and hammer rides, entering into the more fantasy section of the park. Spires and pillars become swarmed with ink throughout the battle.
Callie stops hurling tusche, instead, opting to take in her current environment. She seems perplexed by the decomposed rides and old park props still lying around, "What happened here? This used to be a child's paradise."
The sharks happened here, and they'll destroy more of your childhood if we don't stop them.
Callie remains far too focused on the disarray of the park to compete in the fight. She continually tumbles over rocks when moving in and out of cover. It must have been difficult for her to adjust to this wretched world. All but a minute ago, she was enjoying the valentine's festivities and savoring the smell of hot cocoa. Now she's fighting a war in a gloomy city that's on the cusp of falling into obscurity.
You, too, had tackled the same psychological predicament. It was the same difficult pill to swallow. There was no going back to the peaceful world you once knew. Thanks to the fiendish sharks and their destructive tendencies, all you could do now is hope that society could be rebuilt. Maybe not restored to its former glory, but just enough so it can stand on its own.
You spot Colonel Fang heading into the rundown observation tower. You proceed to follow him and enter into the staff elevator before the steel doors close.
"Oh good, it's you," Fang praises.
"I've been looking for you for quite some time now. Although you always seem to be out of reach."
Why are you looking for me?
"Because from what I've seen on the battlefield. You outperform your friends in the skill and wit department. You're the only one who can defeat Great White, and stop all of this petty nonsense."
Why are you helping me? Last time I checked, we were enemies.
"Well it's funny, you guys actually remind me of my daughter. You're all bright, ambitious, and have a knack for trouble. I don't know why I didn't see it earlier, but I could never harm anyone that reminded me of her. Not after what happened on the sea."
"I also want to try and repay you for my crude actions. As a member of the Gritters, I sincerely apologize for my unsatisfactory behavior. I just sometimes get a little too into my role as a rough and stern general."
Fang's plight about his daughter did seem genuine. However, it didn't make sense for someone like Fang to flip sides so quickly. He was one of the leading proponents in causing the apocalypse. He was one of the men who assisted with the bombings, even organizing multiple attacks himself. He was one of the people who took Callie away from you. There was no forgiving his actions, no matter much he tried to help. He already made up his mind ten years ago.
As Fang explains his plan, the elevator ascends a multitude of floors. The higher you climbed, the less room you had to turn back. You were about to face off against the fabled Great White. The man of few words, who was feared by all who inhabited the apocalypse. You could feel your heart racing, your skin twitching. It was a new form of nervousness you had never experienced before.
"Hey! Laddie, can ya hear me?"
"Come on, get the sand out of your ears."
Oh, sorry, what were you saying again?
"I was saying that you have to use the element of surprise. Stealth is your best friend in this battle. Oh, and don't get too close to that vermin either; his melee attacks are extremely powerful. Also, watch out for his laser cannon attack; that thing is no joke. Okay, now did you get all that?"
I think so.
"Good, I think you're ready."
The elevator reaches the top floor.
Your heart sinks to the bottom floor.
The granite doors shuffle open, followed by a small dinging sound.
"Good luck! You're going to need it."
You step out of the compression tube in a slightly panicked manner. You slowly investigate the area, looking over torn furniture and shredded boxes. You hobble your way through the labyrinth of rotten food, each step feeling more cumbersome than the last. You enter into a small living room area and begin to inspect the scenery. A pair of Knights occupy the right wall, with a collection of artillery hanging over the hefty soldiers. Multiple sea creature's heads reside above the fireplace, evoking a strong sense of dread. The only head missing out of the many plaques was the head of a squid.
A prized trophy sits on top of the fireplace. The trinket draws in the most attention out of any other item in the room. On closer examination, the piece housed green and blue trimmings along with a beautifully designed crystal white sail.
It was unmistakably Red Beard's ship.
Suddenly, a lamp falls over, drawing your gaze to a small rodent sneaking around the premises. You swallow your perpetual fear and continue on your perilous quest into the control room. Bits of research data and graphs are all spread out on the floor. A massive dark shadowy figure waits by the edge of the chamber. The behemoth sits in a large office chair, monitoring the conflict emerging below.
You approach the giant darkened entity with a level of caution.
You keep moving towards the creature, continually pacifying yourself. To stop panicking, you try to think about something to distract yourself.
Um, think, think... think about... her.
Think about Callie
Yeah, yeah, I'll be okay...
As long as I'm with her.
You sneak up to the monster and deliver a mighty blow to his right shoulder.
The beast refrains from turning around.
You attempt it once more, this time with a wider swing, but ultimately see no results.
You step in front of the massive beast and stop dead in your tracks.
The sight you witnessed was positively baffling. It made absolutely no sense. You didn't know what you were looking at.
The shadowy figure wasn't a massive monster, it was the front of a boat, held up by a hockey stick and a few basketballs.
"Haha, you should've seen the look on your face," Fang snickers.
I.. I don't understand. What's going on here? Where's Great White?
"There is no Great White; there never was a Great White."
What?
"You heard me! There is no Great White; I'm the true mastermind behind this project. I'm the true incarnation of evil, the one who's been pulling all the strings. I came up with the fib of Great White to scare the shark populous into submission. And as you can see, those bloody buffoons fell for it," Fang reveals.
"The fear of the unknown is so much more potent than people realize. If people believed in a myth or fabricated monster, their own imagination would be their worst enemy. That's why I created the tale of Great White, so people could cower in fear at an illusory entity. Of course, rumors and gossip helped me do the trick, giving the story that legendary status. I must thank Pearl and Marina with assistance in spreading the word."
Why did you let them free? Wouldn't that just hinder your operation?
"It was all an elaborate trick to make you guys trust me. And judging by your presence in this room, it seems as if my plan worked perfectly. I wanted you to find out the truth while your friends were slaughtered before you. I want you to experience the same grief and frustration I felt on the sea, all those years ago."
So all the stuff you said about us reminding you of your daughter was a lie.
"No, not necessarily, but that's beside the point. It's time I tangle with the legendary hero himself," Fang says, extracting out two swords from the weaponized knights. He tosses you one of the steel daggers and prepares to engage with you in sword combat.
The two of you cross sabers, winding and binding the two blades. You work your way up to the rooftop, slinging and slashing at each other on the stairwell. Fang uses his momentum to spin into a backward flourish. You counter his advancements with some basic blocks and also attempt to intimidate him with an overhead strike. He predicts your swift motions and promptly dodges the assault. You exchange swings back and forth, engaging in a dance of swipes over the city of Inkopolis.
Fang becomes fed up with the strenuous routine of steel and performs a baseball-bat like swing hoping to knock you off the tower. However, in his heated aggression, he accidentally telegraphs his attack, allowing you to go in for a quick stab.
Fang receives a sizable gash below his right appendage. He changes hands due to his injury, wielding the weapon with his less dominant hook hand. You feel the pressure of the sword, manipulating the large knife to your will. You perform multiple static blocks, protecting you from falling into the chilling vista below.
Fang knocks your saber out of your hand and corners you at the end of the tower. He holds the blade up to your throat. "Any last words," Fang grumbles.
I'm sorry, Callie.
"What? What did you just say?
I'm sorry, Callie. Even after ten years of darkness and tragedy, I still love you. Ever since you disappeared, I've been in utter misery. I couldn't stop clinging to the past and wishing for your safety. But now I realize what you would've wanted me to do with all that time. You would've wanted me to be happy and always crack a chipper smile.
Fang lowers his sword, "Ten years... try twenty, you bastard."
Fang readies his weapon and whips it around his body.
You close your eyes and take in a deep breath. You were finally at peace and could accept any fate that becomes you.
Fang chucks his sword off the balcony and proceeds to shake his head. His cape flutters in the wind as he plops down on the edge of the sky piece. "Look at all those incompetent idiots, they can't do anything without my command."
Fang watches as a swell of paint decimates his highly-trained army. The power of chemistry and teamwork were no match for the frightful heathens. The cages open with a wave of familiar faces pouring out. Crusty Sean, Annie and Moe, Bisk, and Jelfonzo come out to greet their saviors. Sheldon, Flow, Spyke, Judd, and Li'l Judd also make their debut on the front lines, fighting with packs of inklings.
"It's over," Fang chuckles while he slams the ground. "Everything I've worked for, everything I've accomplished, and it's... over, Fang sighs.
"I think I want to be with her now," Fang sorrowfully admits.
Your wife
"No, Casey, my daughter."
I understand. I have someone I care about too.
"I... might jump."
You know you won't survive the fall.
"That's the point."
Oh, Jesus. Don't do it, that's never the answer.
"It's my choice, not yours."
Yeah, but it's the wrong choice.
"There's no one left for me. There's no one I care about anymore. The only person I care about died a long time ago."
"It should've been me in the Kraken's cold grasp. I should've died that day, back when I was young, heroic, and good-hearted. Now I'm just a shell of my former self, fueled by malice. I'm surely not going to heaven after the countless crimes I've committed, but I'd rather live in hell than walk across this barren wasteland anymore."
You know it's not the answer. Come on, you know that as well as I do. Do you really think Casey would've wanted that? Do you think she would ever let you jump?
"You're right. You're absolutely right." Fang laughs.
"She would want to keep living, to keep fighting through the pain."
"Thank you, lad, I know what I must do now."
You turn around, heading near the opposite side of the tower: That's good cause suicide is never the answer. You shift back around and notice a peculiar sight.
Fang is gone.
Did he jump or use the exit ramp?
Something tells me I'll never know the answer.
