Kitsune 2
Story:
2140 AD
Shortly after two engineers exposed their genetic operations, Masaki Enterprises Ltd was ordered shut down. Their only surviving experiment, called Kitsune, was taken into protective custody, where she would be gradually reintroduced to the rigors of a normal life. However, Masaki’s abominations of science and nature did not end with their “super soldiers”, as they had created an army of fighters engineered to an equal degree as Kitsune and her contemporaries. These soldiers have been deployed to various bases over the Eurasian landmass, and are involved in multiple clandestine, covert, and illegal war operations. The government has asked Kitsune to pick up her weapon, and destroy these camps before the altered super soldiers therein can launch their strike, and wreak even more havoc on an already torn continent.
But Kitsune has a few goals of her own. Her memories, before the experiments which made her Kitsune, had been erased to make room for her programming. Now she wants to know who she was before. And will go against any foe to find that out.
Once again you are Kitsune, half-human half-fox. You, armed with your short-sword abilities, and Fox Sense, must penetrate the war torn landmass of Eurasia, and destroy the Genome Soldiers, before they can be traced back to the United States, before the entire world plummets into war.
A complaint about the first Kitsune was that there wasn’t much variety among your enemies. I hope I have rectified this somewhat. Each different type of enemy has been spliced with a special modification or a specific animal. For instance, the Feline enemies have been infused with a cat’s night vision and climbing abilities. Each species of Soldier has four ranks (Private, Sergeant, Officer, and Commander). The lower classes will be called by a lesser order of their species. For instance, a level 1 Feline is a Tabby, whereas the highest ranking Feline is the Tiger. Your enemy species are:
Feline
Feline Private- Tabby: Tabbies, though lacking in strength, make up for it in tenacity, and a sort of malicious playfulness. A Tabby has the tendency of toying with it’s prey before it kills it. This gives a good fighter the ability to tire out a Tabby before going for the kill. Tabbies are not very good marksmen, but they make up for it with hand to hand combat skill. Similar to their feline namesake, a Tabby is very playful, and likes to hop, and skip around merrily, even in a fight. As a sort of distraction measure, they also meow constantly in a fight, and even purr if they feel they are winning. Tabbies also have the irresistible urge to chase small objects that move, and will ignore almost anything else if such an object strays into their field of vision. Even a pistol’s laser sight is enough to get them in a play mood.
Feline Sergeant- Leopard: Leopards are stronger than their Tabby underlings, though they are reluctant to fight, and will run faster than they will defend themselves. Leopards are a lot faster than Tabbies, and can run to an alarm very quickly. When they do fight, Leopards prove themselves to be better marksmen, but poorer brawlers than Tabbies. Leopards, thanks to their better shooting skills, are often found in trees or empty buildings nearby, where they use their leopard tendencies as excellent snipers.
Feline Officer- Lion: The King of Cats, the Lions form prides amongst themselves and are rarely seen alone. Fighting a pride of Lions hand to hand is similar to being swarmed with Tabbies, though the Lions don’t need so many numbers, and are harder to bring down. Lions, being the King of Cats, can also call on the aid of Leopards and Tabbies to fight for them if hard pressed.
Feline Commander: Tiger- The Lions may be the King of Cats but the Tiger is the meanest kitty in the litter box. When the first Tiger soldier wasn’t completed, Masaki tried again with this incarnation. The Tiger is huge, muscular, and vicious. Going toe to toe with the Tiger is suicide. Hit and run tactics or firepower are the key to defeating the Tiger.
Canine
Canine Private: Hyena- An unwelcome side effect of being spliced with Hyena genes, was an unrelenting sense of humor. Hyenas are constantly laughing at some inner joke or at some jibe by fellow Hyenas. You can nearly always hear Hyenas coming before you see them. In a fight, Hyenas use humorous wiles to distract a foe, and get attacks in. Hyenas are extremely proficient with computers, and are often found running the immense databanks in the Genome Bases. Though they only work half the time, the rest is spent looking up the joke of the day on the Internet.
Canine Sergeant: Doberman- Though as smart as their other Canine friends, Dobermans are tough as nails, and enjoy to use vehicles to dispatch their foes. Dobermans are grapplers in a fight, and can wrestle an opponent into submission with flashy throws and holds. Dobermans are the Quartermasters, and guard motor pools and fuel depots in Genome Bases. While waiting for something to do, Dobermans can usually be found watching wrestling shows to find new moves to use on enemies.
Canine Officer: Wolf- Similar to Lions, Wolves lead the canine pack. Like Lions, they are rarely found alone, and are used as a strike team in battles. Wolves will call on Dobermans and Hyenas to fight for them if they think they can’t handle a foe. Wolves form “bull rings” around their prey, encircling it on all sides before attacking. If they are unarmed in a bull ring, you can attack one Wolf to get out. If they are armed, you will have to dodge the shots and close in one a Wolf to get out.
Canine Commander: Fox- Kitsune herself was considered the paradigm of genetic hybrid, and Masaki used the notes and research from her to create a second Fox soldier. While this Kitsune is nowhere near as experienced as the escaped one, it’s still in possession of it’s programming, which guides it to a faultless kill every time. In order to defeat this Kitsune, you will have to find a way to defeat yourself.
Rodent
Rodent Private- Mouse: Small and light, Mice will run over fighting any day, but are extremely tenacious when backed into a corner. To make full use of their small size, Mice are used as spies and infiltration units. Naturally skittish, a Mouse can almost divine when trouble is headed their way. A true sneak could creep up on a Mouse, but would have to be extremely lucky, extremely stealthy, or just plain good to be able to. Mice, because of their natural cowardice, are extremely good marksmen, but not very good fighters.
Rodent Sergeant- Raccoon- The amphibious Raccoons are used as SEAL units. At home in swamps and jungles, Raccoons are excellent all around warriors, who rely on stealth and hiding to defeat their enemies. Once called out, Raccoons always fight as a team, and NEVER leave a fallen buddy behind. If you need to get around a team of Raccoons, a good strategy would be to weaken just one, and pick them off one at a time. Raccoons are fair marksmen, but truly excel in knife combat, where they can carve enemies to ribbons in moments.
Rodent Officer- Rat: What more needs to be said? A Rat is sly, deceitful and purposefully deceptive. A Rat will stoop to any level to win a fight, even the sacrifice of the Mice and Raccoons it can call to its aid. Rats are also very flexible, and can fit into places most creatures can’t to escape. Killing a Rat may not depend on your fighting skill, but rather your aim.
Rodent Commander: Weasel- All hail the Rodent king. The Weasel is more clever than any Rat, Raccoon or Mouse could ever hope to be, and has ways of reversing the fight into his favor. The Weasel is a better hand to hand fighter than it is a marksman, simply because it prefers to be in it’s opponent’s face before it robs them of both victory and life. The Weasel is very good at reversing attacks, and is small enough for most shooters to miss it in a shot. To beat the Weasel, you must let it make the first move, and perhaps reverse it’s moves against it.
Bird
Bird Private- Sparrow: Small and light, Sparrows are excellent scouts. Though nowhere near as fast a flyer as others of it’s species, the Sparrow makes up for it in maneuverability . A Sparrow generally carries a rapid-fire weapon, and likes to “Strafe” foes, swooping in on one side and raining fire on all below them. If you can catch a Sparrow on the ground, be prepared for a good fist-fight, as they have sharp claws on their feet, which makes their kicks deadly.
Bird Sergeant- Jay: Its bright blue feathers make for poor camouflage, so a Jay makes up for it in combat skill. Typically used as snipers, a Jay can fire, fly to another vantage point, and fire again before most enemies can even begin to wonder where the first shot came from. Jays can also swoop in on opponents, and use their pointed beaks as spear points. When they must fight hand-to-hand, Jays play dirty. After reversing an attack, they enjoy pulling knives or guns to dispatch their foes from behind.
Bird Officer- Hawk: The hunters and killers of bird kind, Hawks are used as living bombers, and fighter planes. Usually packing high powered assault rifles and grenade launchers, a squadron of Hawks can level an enemy base in moments. Landing only to eat and sleep, a Hawk fights only in the air, and uses Sparrow like strafing techniques to cut down ground forces. A drawback to their technique is that they fly in tight formations. Drawing a bead on one can generally take down a group of them before they can scramble. Using an explosive weapon on them can take out the whole squadron in one shot.
Bird Commander: Eagle- The king of birds, majestic beyond comparison, the Eagle is the ultimate avian. Since there is only one, the Eagle is dispatched with great discretion as a biological spy plane. Despite its non- combative role the Eagle is a second to none martial artist, and lacks skill with fire arms. Once knocked out of the air, it’s attacks are precise and powerful, without the extreme acrobatics of flying kicks and flips.
Bear
Bear Private- Koala: Non-spliced Koalas are cute creatures, and their hybrid counterparts are the same. The hybrid Koala however is decidedly more vicious than it’s animal counterpart. Koalas like to hide in the tree tops and drop in on enemies in groups, like bands of ninjas. Koalas are excellent fighters as long as they have the group there to fight with them. A downed Koala is a dead one. To make up for their decided shortcoming in fighting savoir-faire, Koalas are moderate marksmen, and prefer to use hand-held machine guns.
Bear Sergeant- Panda- Power-fighters to the extreme, Pandas see a foe and go for the kill. No subtlety here, the Panda lacks the intelligence to use guns, and has the toughness of any creature alive. Most of the Panda’s enemies are killed with one or two strikes with it’s massive paws. A nimble fighter can dodge the Panda’s blows, and it’s arms are wide enough for a small enough person to run up it’s arms and go for it’s massive head.
Bear Officer- Polar- An arctic special forces troop, the Polar can withstand below freezing temperatures with ease, and can swim in sub-zero waters with no problems. The Polar uses a more reserved method of fighting than their Panda subordinates, and they don’t put as much power into an attack. Still, their great size is their downfall, since it doesn’t allow them to move very fast. Speed and agility are the key to taking down a Polar.
Boss Commander: Grizzly- Massive and hulking, the Grizzly can clean house against entire platoons of enemy soldiers with out trouble. It’s hide is so thick, it’s near bulletproof. It’s size so big, it’s almost invulnerable. It’s demeanor so mean, it’s close to being purely evil. The Grizzly is almost the perfect genetic hybrid. But he’s not too smart, and puts so much gusto into his attacks that he may hurt himself if he were to miss.
Reptile
Reptile Private- Gecko: Ability to climb and move along walls notwithstanding, the Gecko is a tough guy to bring down. Endowed with an elastic tongue, the Gecko has learned to use this to swing, as if from a whip. The Gecko’s tongue can actually be used for that purpose. It’s sticky tip can pull guns from enemy hands, yank enemies closer and pull objects toward them, in addition to stinging quite hard should you receive a lashing from it. If you can disable the tongue, defeating Geckoes can be simple.
Reptile Sergeant- Alligator: The late Lockjaw was only a prototype for the Alligator soldiers. This new generation is a bit stronger, but nowhere near as intelligent as Lockjaw was. A smart hero can subtly manipulate them to fight each other, thus saving her the trouble of having to take them down by hand. If you should find yourself fighting an Alligator, do watch out for the jaws, since they can easily bite you in half.
Reptile Officer- Komodo: A living dragon, if not the legendary beast itself, Komodo are faster than they appear, and their bite is nearly always lethal. Though not poisonous, a Komodo’s saliva packs enough disease and virulence to bring down an elephant. The bite itself does comparatively little damage, however, your health will drain rather quickly afterward. If that weren’t enough, a Komodo’s skin is tough as nails, and bullets nor blade can penetrate it. Defeating a Komodo will rely on energy weapons, and bare handed combat. Komodo’s brains are not the best, and they can’t make sense of firearms. They also can’t learn some of the more technical fighting styles. Komodo’s purpose is the simple task of being a living tank, plowing sedately across the battlefield to whatever objective they have been assigned.
Reptile Commander- Raptor: Raptor Red was not killed in her first meeting with Kitsune, and was quickly deployed as soon as her wounds were healed and damaged components repaired. Renamed “Raptor Red 2.0”, she has been enhanced with sharper, harder claws, and implanted with neuro-responsive servomotors that amplify the strength in her legs and arms. All in all, this makes her a stronger, faster, more deadly machine than before. You must ensure that this is the last encounter you will have with Raptor Red.
Weapons
Combat Knife- Laser sharpened so that the edge is no thicker than a molecule, the Combat Knife can be paired with Kitsune’s short sword for two fisted fighting. The Combat Knife can cut through the thickest hide, and even the exoskeletons of Insect type soldiers.
Falcon .75- A .75 caliber pistol, the Falcon is not a gun to be taken lightly. It has a nasty tendency to tear large holes in whatever it’s shot at. If that target happens to be a soft fleshy, blood-filled Soldier, the resulting mess can be quite spectacular. However, it’s magazine doesn’t hold many bullets, and it’s rate of fire leaves a lot to be desired. To help accuracy, it is equipped with a laser sight.
Mag Repeater- Back when the war started, the Mag repeater was designed as a replacement to the relatively weak rifles that soldiers were equipped with. To be blunt, the Mag Repeater is a 44 Magnum machine pistol. It fires fast and hits hard, but isn’t too terribly accurate.
TTA Assault Rifle- Used by police and SWAT Teams the world over, the TTA is also combat-capable in the theater of war. The military TTA is equipped with a larger, barrel clip, and better rifling, making it a more lethal firearm than the civil version. The TTA with it’s titanic magazine, can take out a whole platoon with enough ammo left over to conquer a small town.
Plasma Rifle- Another military variant of a police weapon, the Plasma Rifle’s projectile is far hotter than the civil version’s. A few shots from the Plasma Rifle can reduce an enemy to a melted pile of goop. For all it’s power, the Plasma Rifle is held back by its small magazine, and poor rate of fire.
Shocker- The Flamethrower for the new millennium, the Shocker fires a sweeping arc of pure electricity. The Shocker’s beam is unaffected by shields and armor. Its continuous fire rate can sweep lightning over a wide area, though not for long, as the Shocker drains its power source very quickly. The Shocker uses the most unlikely of charges, common 110, that can be found in any household. It’s killing power comes from the fact that this voltage is the exact current the muscles work on, and will lock any muscle it comes in contact with. If held under the Shocker’s beam long enough, the target’s heart will cramp up, causing inevitable death.
Blitz Cannon- The civil version of the Blitz is handheld, and charges slow. The military Blitz is vehicle mounted, and charges instantly. The Blitz cannon is the most powerful combat weapon in existence, but its vehicular flaw keeps it from gaining true notoriety on the battle field. Also, the gunner operating the Blitz is exposed to enemy fire. A strong enough creature can lift a Blitz, but can’t move while using it, and is extremely likely to be knocked flying by the weapon’s kick.
Mercury Rifle- A long-range sniper weapon, the Mercury Rifle fires a sliver of frozen mercury at hypersonic speeds. Damage comes from initial impact trauma, and from subsequent mercury poisoning. The Mercury Rifle, while accurate, leaves a lot to be desired in the field of fire rate. It takes a good 10 seconds for the gun to freeze a new sliver of mercury to fire. A secondary firing mode allows the Mercury Rifle to fire a compressed spray of liquid mercury at a foe, but this is only truly effective at close range.
Items
Nanomeds- These microscopic robots work inside damaged cells to repair the body. An injection of nanomeds to a wound will heal it, and increase your general level of health. Nanomeds take time to work however, and further damage while they are active can lessen or even cancel their effect. Using Nanomeds when you are not injured grants your body the temporary ability to heal wounds as they are inflicted, thus rendering you temporarily invincible.
Second Skin Armor -- A protective lotion derived of the same chemicals and methods used to make Kevlar, Second Skin is applied directly to the skin, or, in the case of Kitsune and her adversaries, fur, of the wearer. Second Skin is capable of deflecting bullets, and can even protect against stab and slash attacks. Second Skin does not, however, protect against electricity, or bare-handed attacks.
Battery Pack-- A portable fusion power pack, energy weapons need this item to run. A plasma rifle needs it to generate the intense heat of it’s shot. The Shocker needs it to fire it’s fan of electricity, and the Blitz needs it to fire the lightning projectiles it makes.
Ammo Crates-- Guns are no good without Bullets. An Ammo Crate will provide three clips of ammunition for whatever bullet wielding firearm you are carrying (Falcon .75, TTA Assault Rifle, Mag Repeater.)
Mercury Cylinder-- Special ammunition for the Mercury Rifle, this contains about 500 ml of compressed liquid mercury. This amount will allow the Rifle to fire 10 slivers of mercury, or a 15 second spray of the stuff.
Fighting in this adventure is different than in most of the third-person action games I have played (Namely: Oni, Max Payne, Jet Force Gemini, Dead to Rights, et al.) In those games, you were restricted to one specific method of fighting. Hand-to-hand or guns (yes, Oni had guns, but let’s face it they were pretty useless). It is my hope to change that. The way I would like for this to go is for the player to be able switch effortlessly from hand-to-hand, sword, and guns. An example of this would be to charge an enemy while they are reloading their gun. Just before they could shoot, you yank the gun from their hands, and take them out with it. If they have a knife, you reverse a stab into their own chest. If they throw a punch, you push it aside, and break the offending arm. Also, stealth kills could be possible, moving silently from shadow to shadow, sneaking up on an enemy, and striking when they least expect it. Some enemies would be easier to sneak up on than others. For instance, a Hyena’s constant giggling drowns out most ambient noises, so you could practically sprint up to one for a kill. A Mouse on the other hand, is naturally skittish, and hears every change in its surroundings.
Reversing attacks would be simple. In the moment you can reverse an attack, the enemy will flash white. Hitting the reverse button during this time, in sync with a direction on the control stick, will either brush the foe by, turn the attack back, or hold them still.
Damage to enemies and yourself would be area specific. Get shot in the leg, limp around for the rest of the level. Hurt your arm? Don’t expect it to work as well as it does when healthy. Get shot in the head? Game over. Stabbed in the heart? Same thing. While all these examples work on you, they also work on your enemies. Earlier, when describing the Raccoon soldiers, I said the best method of defeating them would be to weaken one member of their team. You could do this by shooting them in the leg, or arm. Don’t necessarily kill them, but weaken them.
Kitsune’s Stealth capabilities are more advanced than they were in the first game. This time around, she can run along, and up walls, swing from tree limbs and vines. She can even use stealth in a fight to vault over her enemies, and either run, or attack from behind.
Kitsune will also have a range of special moves, involving her bare hands, sword, and a few throws and grab moves. As of this time, they are still in development,
Levels in the game are divided into two episodes.
Episode 1: Masaki’s Own-- The US military dispatched Kitsune to the Eurasian landmass to destroy the Genome bases. As she discovers and destroys each one, she will learn her own past all over again. From the records, she will learn about an ex-Masaki engineer named Cher Noble, who had an infamous temper. After causing millions in damage to a Masaki lab, the company decided that instead of firing her, or taking her to court, they would use her. From Cher Noble’s body was born Kitsune. There are five Genome Bases scattered across the Eurasian landmass. Each base will be comprised of an infiltration level, a few internal stages connected by the base common grounds, a fight with the base Commander, and an extraction level. The bases, their locations, objectives and terrain description are as follows:
Der Waisse Hai Naval Port, Germany
Situated in a narrow fjord, DWH is an underground naval facility that seeps supplies out to the other four bases. Going into Der Waisse Hai will mean sneaking along the narrow rocky walls of the fjord, and swimming the treacherous, cold waters. Once in, you will have to tag the outbound supply plane, find out what exactly is being shipped out of the base, and, of course, shut the place down. Among the places you will explore are the Docks, Supply Depot. Battleship Loki, Sub Refueling Point, and the Command Post. Der Waisse Hai is commanded by the Grizzly.
Shai Hulud Air Base, New Kyrgyzstan
Way out deep in the desert somewhere, Shai Hulud is home to most of the Hawk fighter squadrons, who will not hesitate to attack their own base in order to destroy a lone spy. Entering Shai Hulud is a matter of surviving the harsh deserts around it. Once in, you have to destroy all fighter squadrons, take out the base fuel depot and the weapons depot. Places to visit include: the Flightline, Bulk Storage Compound, Command post, Hydrants Facility, and Weapons Compound. Shai Hulud is commanded by the Eagle.
Nguyen Bien Cong Fort, Vietnam
The Southeast Asian jungles are lush, deep, and treacherous beyond comparison. In the ruins of an ancient Vietnamese temple, the Genome Soldiers have set up their main information databanks, as well as their Special Operations HQ. If you can survive the swampy approach to the temple, you will be faced with the challenges of hacking into the old Masaki databases, find a large enough disk to save the Kitsune file, and erase any evidence that you were there, which means leveling the place. The Fort is commanded by the Tiger.
The Outback, Australia
It had long been believed that the war had in fact spread to Australia, the presence of a small air base in the Outback proves it. Situated mostly underground, the Outback’s approach takes you all over the booby trapped and secure face of Ayer’s Rock before you can finally enter the series of artificial caverns and caves inside. The interior of Ayer’s Rock contains a small base of fighters and a few Special Ops soldiers, as well as the prototype for a new weapon. Your mission here is to destroy the fighters, the prototype, and the large hole in the Rock used as entry and exit to the base. Places to visit are: The Flightline, the Weapons Lab, the Motor Pool, the Command Post and the Launch Tunnel. The Outback base is commanded by the Raptor.
Camp Severnaya, Russia
It’s cold. . . Very cold. Deep in Siberia, Camp Severnaya is actually built on a gigantic ice flow. While the interior of the base is more concerned with keeping warm, those on the outside are far more attuned to the temperature. If you can make it through the waves of arctic creatures and survive the subzero temperatures, you will enter Camp Severnaya itself, which is comprised of a sunken ship that has been frozen in the ice. With no other major objectives, all you have to do is sink the ship. Camp Severnaya is commanded by the Fox.
Episode 2 :Sins of the System-- The US government was not concerned with the fact that the Genome Soldiers would be traced back to Masaki, if it only extended to the derelict corporation, then they would let the troops fight and die as they pleased. But the Genome Soldiers were not dispatched by Masaki. The military itself ordered the production and deployment of the soldiers, and even volunteered thousands of its soldiers, sailors, Marines and airmen to the cause. When Kitsune traced the soldiers back to the States, she learned this, and sends herself on a mission for revenge against the military responsible for what she is.
Area 52, Nevada
Long ago, Area 51 was the government’s playground for top secret toys. 51 has since been shut down due to urban encroachment from nearby Las Vegas. 52 is situated deeper in the Nellis Weapons testing range, and is responsible for the continued production of the Genome soldiers. In addition to shutting down the Spawnpod cloning devices, you must find a way to end the facility’s manufacture and export of clones. Place to visit include: The Lab, Spawnpod Facility, Training Grounds, Technology Lab, and Docks.
City of Angels, California
The Big One finally hit back in 2053, leveling the Los Angeles- San Diego Supersprawl. Over 90 years, a new megalopolis has been built over the ruins. The City of Angels is where the government’s DARPA Genetic Research facility. Situated in a sprawling facility near the water, DARPA’s labs also contain the plans and prototypes for a series of biological agents. You must enter the facilty, it’s labs, barracks, Ventilation facility, and Office Compound to shut down these operations before any of them can see the light of day.
Apposite Island, New York
Apposite Island is the result of a phenomenon scientists are calling “a fluke”. No volcanic activity had been recorded in the waters off of New York, but a large eruption resulted in the creation of Apposite Island, named because it was in the wrong place for a volcano. Kitsune selects this geological research facility simply because the heat and danger here would not allow a human to come here. Ergo, the place is populated entirely by Genome Soldiers who have been specialized for this purpose. You must infiltrate the Crater, Labs, Hazmat Building and Supply Warehouse to eliminate the clone presence here.
The Pentagon, Washington DC
The nerve center of the US Military, The Pentagon houses the commanders of each branch of the service: Army, Navy, Air Force, Marines, and Coast Guard. Your goal is NOT to kill these commanders, you are only to find the computers and databases that contain any and all information about the Genome project, and destroy them, and all backups. You will have to enter every branch of the facility, which is guarded by varying levels of Soldier, and eliminate these computers. Each branch also houses a second copy of a few of the commanders. (Army- Bear, Navy- Raptor, Air Force- Eagle, Marines- Fox, Coast Guard- Tiger) In the central courtyard you will find the ultimate example of genetically manipulated horror, the Griffon, a mix of Tiger, Eagle, and Raptor genetics. Defeating this ultimate and final clone will mean the difference between continued production, and final halt of the Genome Spread.
Postlogue.
The end of the Genome project set thousands of spared and missed Genome Soldiers loose in the general population. At first, another round of civil rights and racism issues erupted over the nation. Over time, the clones were accepted as their own race, and given equal rights to the humans they lived with.
As for Kitsune, she was pardoned by the President of the United States for her crimes against the nation, and went on to lead the rally for equal rights for the clones. She lived for the rest of her days as a hero to all the hybrid creatures that lived in her time, and to all the hybrids that would follow the initial generation.
The United States eventually did get involved in the third World War, and with the help of the rest of the Western Hemisphere, ended the conflict. The Eastern world, with the help of Western allies, began the slow painful process of reconstruction.
The world went on as it always did, and always would. Ad infinitum.
The End.
Finally, I think I’ve put enough of a polish on Kitsune 2 to let it show it’s face to the world. It’s still a work in progress however, and, as always, I am more than open to any input you have at all to my works. If you don’t mind now, I’ll be off to complete one that will end, and begin, another saga of mine. Until the completion of that little gem, Dare to Dream.