HT2004HeroicRescue
From Simreal
Heroic Rescue
Some other western station Location: Big Room (X5)
Purpose
To give the group a chance to win. A hurried, frightened rescue and possible escape from the building.
Description
While the plastic between X3 and X4, and in X4, was faintly biological, that effect has increased to its full force in X5.
The group goes through the short passage between X4 and X5. Lighting effects are played on the plastic here.
There is no significant alien scent going into X5 (if we can ventilate it out between groups).
In the room, which is much the same as in DissectedActor, there is a table (exactly the same as before) with a healthy actor (not necessarily western) sitting on it. He is shackled to the table with one western-style handcuff. He has no idea about the actor in DissectedActor, though the group should see the parallel rooms and its implication immediately (or with help from the guide).
Arrayed around the room is a privacy curtain thing (in a pile), bright hospital lights, perhaps some alien looking boxes and instruments and sharp pointy things (sealed in plastic cases so the guests can't steal them).
The actor asks the group to rescue him. How? Unlock my handcuffs, you dolts! With what key? You don't have a key? Useless!
Bob had a key. Poor Bob.
All that is left of Bob is an arm and a bucket or trough of viscera. The arm's stump protrudes from the evil gunk, the hand submerged.
The key is on a string around Bob's wrist.
If they pull the arm out, they see only a broken string... the key is still in the trough.
If they get the key out, they can unlock the actor and rescue him!
At timeout, though, we get alien noise, strong alien scent, and a frantic actor telling them to LEAVE NOW!
Rescued actor is really an expert on the aliens, who splits from the group and saves the day (behind the scenes). This is confirmed at the debriefing.
Timing Notes
Can we are trying to work the timing so that the groups are at alternate stations: X1, X3, X5 X2, X4, X6
This would also keep up the sense of panic and urgency, and keep sound bleed to a minimum.
Guide Notes
The guide is not willing to get the key for the group. One of the guests has to do it. If you like the group, strongly urge them to grab it quickly. If the group doesn't take the requisite amount of time here the actor can stall until the time is right. If the group hasn't gotten the key by the time the alien noise begins, they're screwed. Hustle them out, no delay. As always, follow the station actors' cues.
If the agent was rescued, put them right behind you on the rope so they can go down the slide first.
Actors
- (3-4) Undercover agents in a loop
Station
- Solid station with solid entrance door
- Western decor
- Draped in white plastic
- Table that looks the same as the effects table, in all respects.
Effects
- Lighting effects in passage
- The base smell here is a combination of hospital (alcohol and iodine)
- Strong alien scent on cue
- The heartbeat underlay is still fast, same pace as in DissectedActor.
- Sound underlay of insects, scratching noises, children crying... all at floor level.
- Surgical Lighting
- Body Parts
- Guts for Tub
- Bob's Arm

