Electronic Theatre Preview: Deadfall Adventures – Science, Magic and Gunfire, All in a Day’s Work

I, James Lee Quartermain, am here to tell you a tale. As a noted adventurer, I’m often called upon to take on tasks not necessarily fit for your average scientist. Today is no different, as a professor and his associate journey with a less than […]
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Electronic Theatre ImageI, James Lee Quartermain, am here to tell you a tale. As a noted adventurer, I’m often called upon to take on tasks not necessarily fit for your average scientist. Today is no different, as a professor and his associate journey with a less than trustworthy guide to seem out my assistance. They come with a gift – the notebook of my great grandfather, Allan Quatermain – but that’s not all. They also come with a sack full of money, which is more up my street.

My contact is a Greenhorn agent, an organisation that operates solely to secure artefacts of interest from over the globe and return them to the US. They may not be my favourite of allies, but they pay good money for an easy job – get themElectronic Theatre Image in and get them out – seeing as their last guide was less than pleasant I’m sure they could use a Quartermain more than I could use them. But again, they pay well, so who am I to argue? A job is a job, after all.

We arrive at our destination and I am promised the task will be simple. But just as that assurance rings in the air we encounter resistance, and I’m the one in the firing line. Luckily I’m pretty swift on the trigger, and my new cohort – the so-lovely-she-knows-it Jennifer Goodwin – isn’t too bad with a pistol either. We make swift work of the welcoming committee, but then find that they’ve left a rather awkward barrier for entrance to the ruins we’ve come to see.  However, I’m good at blowing things up, and a little dynamite goes a long way.

We get inside and Jennifer takes a little time to explain more about what it actually is that we’re supposed to be doing here. It’s an interesting story, but not one that will make any difference to the cash balance that I’m going to be getting at the end of theElectronic Theatre Image trip. She hands me a jewel – the Tear of Isis, no less – which is used to open a strangely mechanical door. Upon doing so however, something happens. Something we could never expect. When we regain consciousness we find ourselves at the wrong end of some rifles. A distraction is what we need, and when it comes I’m quick to my feet. Jennifer is not so lucky, and so now this turns onto a damsel-in-distress mission. Some days I just can’t catch a break.

I’m now locked in a tomb full of traps, but carrying my great grandfather’s notebook with me was easily the best decision I’ve made all day. He too had visited this ruin and as luck would have it had encountered many of these traps before me. His notes are limited but far from cryptic, and a big cross through snake tells me that the snake symbols on the floor in front of me are probably bad. As I journey deeper into the ruins I find locked doors, barricaded entrances and Electronic Theatre Imagegiant mechanical rock traps, all of which are quickly bested thanks to the pairing of my great grandfather’s notes and my sharp intuition. I have done this kind of thing before, after all.

I soon meet with Jennifer and her captives once again, and they’re not happy. The treasure they’ve been looking for is gone and in its place is some kind of riddle. With the aid of Jennifer they solve it quickly, but it’s not easy as a solution as they hope. The item they find as a result is but one fragment of a larger key, and it doesn’t look like they’ll be happy to let Jennifer, or me, go free until they find all the pieces. Where they’ll take us next I’m not sure, but I do know that it’s going to be a hard fight to secure freedom for Jennifer and I from here on out.

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