Mystery Trackers: Darkwater Bay

**Mystery Trackers: Darkwater Bay** is the fifteenth installment in the *Mystery Trackers* series by Elephant Games.

## Plot

The Commander dispatches Amber and Elf to rescue Dr. Russell Jackman, a marine scientist who has been working on studies related to the lost civilization of Atlantis. Dr. Jackman has gone missing and the Mystery Trackers suspect foul play, so a helicopter brings them to the *Poseidon,* the ship from which he had been working.

While searching for clues, Amber finds a recording from Dr. Jackman, in which he states that if the recording has been found, something has gone very wrong and he needs help. Following the advice in the recording, Amber and Elf take the *Jellyfish*, a submersible pod attached to the ship, and head to the ocean floor. Much to her amazement, Amber locates an entire city down there, and is able to enter a building just in time to see Dr. Jackman being threatened by Dark Amber and Agent Freeze - members of the Dark Trackers Agency. Realizing that the Mystery Trackers' evil counterparts are once again up to no good, Amber is able to trap them on a lower level of the building. She then works to release the imprisoned Dr. Jackman.

Dr. Jackman explains that he located an artifact called the Atlantis Tesseract. This extremely powerful object allows its bearer to control the very seas, which is why the Dark Trackers want it so badly. He gives Amber instructions to collect the Tesseract from its hiding place while he prepares some escape pods so they can return to the surface. With the Tesseract back in Dr. Jackman's possession, he helps Amber and Elf into one of the escape pods, and they're able to make their way to the island which has been serving as Dr. Jackman's base of operations. Fortunately, the island has a hydroplane handy, which just needs some repairs before they can use it to flee. *Un*fortunately, Dark Amber and Agent Freeze are in hot pursuit, and after fixing the plane, the heroes barely get off of the island before the Dark Trackers catch up to them. As they take off, though, the Tesseract begins activating itself and interferes with the plane's controls, forcing a water crash landing.

Amber wakes some while later and finds herself lying on a couch with Agent Shade at her side. Her old and dear friend explains what happened - after the plane crashed, the Dark Trackers kidnapped Dr. Jackman and Elf. They left Amber behind, mistakenly believing her to be dead, but luckily Elf wears a tracking device so the Mystery Trackers were able to rescue her at his last known location. The Dark Trackers are now jamming the signal, so they can't use it to find him; however, they have been able to find the equipment being used to jam the signal, and it's up to Amber to disable it and track down her beloved dog and Dr. Jackman.

After making her way through the abandoned neighborhood where the Dark Trackers have set up shop and disarming the lone guard, Amber disables the signal jammer and downloads the coordinates that will lead her to her goal. Taking a car which was left by the Dark Trackers, she travels deep into a jungle, where a hidden base behind a waterfall houses not only Dr. Jackman and Elf, but also a single Atlantean citizen whom the Dark Trackers have managed to capture. She finds notes revealing that they plan to kill and dissect the Atlantean for study, and resolves to prevent this. All three captives are in the same room, and after rescuing Elf, Amber gets instructions from the Atlantean for how to drug the Dark Trackers' lunch in order to knock them unconscious for a while. With this accomplished, she is able to make her way unhindered through the base and recover the Tesseract.

Just after she gives the Tesseract to the Atlantean, the Dark Trackers wake up and threaten Amber. Before they can do anything, however, the Atlantean activates the Tesseract. The next thing Amber knows, she, Elf, and Dr. Jackman are safe on a beach. The Atlantean comes out of the water to thank her for her assistance, saying that the Tesseract must remain in Atlantis for the good of all. He has taken the Dark Trackers prisoner and will be holding them in the Atlantis jail for a time, and promises that Atlantis will never forget Amber's heroism.

### Bonus Chapter

Amber has to return to the *Poseidon*, which the Commander believes has been stolen by the Dark Trackers. As soon as she boards, she is attacked by a security guard, Agent Cobra; after fighting him off, she cuffs him to a railing and starts searching for Dr. Jackman. As she does, Agent Cobra informs her that the Dark Trackers have indeed taken both the ship and Dr. Jackman, and "you can't stop the Dark Trackers!" He gloats about how Agent Flame is interrogating Dr. Jackman while Amber wastes her time with him.

After ransacking the ship for clues, Amber finds the key to the nearby helicopter and uses it to travel to Dr. Jackman's island research facility, where she spots him tied up in the cabin. Once she rouses him, he explains that the Dark Trackers tortured him for information about Atlantis and now the underwater city is in danger. He gives her the start button for his underwater bike, which is parked outside, and urges her to travel to Atlantis and save the people there.

In Atlantis, Amber finds the Atlantean she rescued in the previous adventure. He explains that Agent Flame is Agent Freeze's brother, and he came to rescue the Dark Trackers who were taken prisoner after the events of the main game. Flame managed to turn the rest of the Atlanteans to stone, but if Amber can find and restore the Sphere of Life, this can be undone and the villains can yet be stopped.

Amber manages to locate the Keeper's staff, a trident which enables her to release the Sphere of Life from its position. She restores it with the tree symbol Dr. Jackman gave her, then delivers it to the Atlantean, who uses it to restore his people to life. Agent Flame breaks Agent Freeze and Dark Amber out of their prison, but they find themselves swiftly taken prisoner once again, and the Atlantean once again expresses his gratitude to Amber.

## Characters

* Amber and Elf: A Mystery Trackers field agent and her companion animal.
* Dr. Russell Jackman: A scientist researching the lost people of Atlantis.
* Dark Amber, Agent Freeze, Agent Cobra, and Agent Flame: Agents from the Dark Trackers Agency, doppelgangers of the Mystery Trackers from another dimension.
* Agent Shade: Amber's best friend, who rescues her when she's lost at sea.
* The Atlantean: A member of the subaquatic race who dwell in the hidden city of Atlantis.

## Connections

* Dark Amber was the primary antagonist of the bonus chapter of *Mystery Trackers: Memories of Shadowfield*, where she used the code name Agent Blade. That game didn't specify she was with the Dark Trackers Agency, but comparing the appearance of the two characters makes it clear that they are the same person.

## Trivia

* Dr. Jackman speaks with an Australian accent; this combined with his last name suggests that he's meant to be an homage to the Australian actor Hugh Jackman.

## External Links

* *Darkwater Bay* at the Elephant Games website
* *Mystery Trackers* at TV Tropes
* Elephant Games on Facebook