text: [Themes: historical]
  
  You tell Isabella to stay behind you and creep into the dark opening. Step by step you traverse the tunnel, sticking near the cavern wall as guidance. With each step forward, you silently listen to hear any sort of movement or indication that you've been made. The cave floor is gravely and putting too much weight into one foot could alert the McCaw crew.
  
  Luckily, the tunnel doesn't fork off into unknown passages and you eventually come upon lights in the distance. Judging from the dark, you're 100 feet from a large spacious area of the cave. No doubt the place where the gang hides out. You can see a few lanterns littered on crates and a few cots in the corner. Where the cavern floor should be, you see empty bottles. Now that you're here, the McCaw gang has more than just a drinking problem. You continue forward and pull your .45 from its holster. Isabella follows quietly behind you. One hand armed and the other guiding you against the cave wall, you reach the edge of the McCaw gang headquarters.
  
  The room is dim. The lanterns cast few dancing shadows upon the rock wall. Scattered every few feet are rock pillars shooting towards the ceiling like upside-down earthy icicles. You count four bodies inside. Isabella nudges your shoulder and points towards the eastern edge where you see a metal cage. A crumpled body lies in its center.
  
  "That's Lizabeth," she whispers loudly.
  
  You turn to quiet her down, "Keep it down. This isn't exactly the time for exclamation," you warn.
  
  Turning back to survey the scene, you find yourself face to face with one of McCaw's crew.
  
  "Well, well. What do we have here?" he smugly asks with his pistol drawn.
  
  "Looks like you've got the edge on me, partner," you say raising your hands. Isabella does the same.
  
  "Heh, looks that way. Is that you Bella?"
  
  "Hello Dick."
  
  "It's Richard. I know you said that on purpose."
  
  "Apologies... Dick," Isabella retorts.
  
  "Guessing you don't like this guy much?" you sidebar Isabella.
  
  "The only one I semi-like is Packin'."
  
  "You've never been one to play nicely," Richard intervenes. "We'll see feisty you are when it's just you and me."
  
  "You're despicable," Isabella spits.
  
  Richard leads you by gunpoint across the cavern to the cell. "We've got company, boys. Be sure to treat them politely," he says getting a laugh from the rest of the gang.
  
  "I don't see One-Eyed here," Isabella whispers.
  
  "If he's not here now, I'm sure he'll be back sooner or later. Hopefully we're not stuck in that cage when he does," you whisper in reply.
  
  After a less than polite shove, you find yourself unarmed and locked in the cage along with Isabella and Lizabeth. As soon as the door slams shut, Isabella rushes to the crumpled body and cups her head in her arms. Upon seeing the woman's face, she startles, and drops her head down with a thud.
  
  "That wasn't quite the reaction I expected from finding your sister. Is she dead?"
  
  "Yes, err no. Well, this isn't Lizabeth. To answer your question, yes this woman is dead."
  
  "Who's this then?"
  
  "No idea. Definitely not a resident of Twin Arrows. Look at her face, she has some weird ash markings drawn on."
  
  "A local native perhaps?"
  
  "That'd be my best guess."
  
  "Hey Richard!" you shout. "There's a dead woman in here! You inbreds couldn't at least bury her?"
  
  Visually angered by your outburst, Richard beats the cell door with a stick. "Stop yer lying. She was alive just a little bit ago. Put up a fight, that one did," he says curving the left edge of his lips.
  
  "Well she isn't now," Isabella inputs.
  
  Mumbling a few words that you wouldn't repeat in front of your mother, Richard pulls his pistol and unlocks the cell. "Get over there," he points you to the opposite side of the cell.
  
  With the cell door unlocked, it occurs to you that this may be your one chance to escape. The odds of rushing Richard unarmed without getting fatally wounded are slim to none. Even if you somehow managed that, you'd still have to shoot your way through the rest of the gang. Only a madman would consider rushing a gunman unarmed.
  
  > bide your time
  Not willing to risk a mad rush, you do as Richard says. In your current state, you figure the option to run into freshly fired bullets was always an option. You'd prefer to put that option off as long as possible. With your hands up, you back into the cell wall. The cold metal sends a slight shiver throughout your body. You sense Isabella's body behind you tense up feeling the same.
  
  "Hey boys get over here! Help me move the dead native!" Richard shouts.
  
  "WHAT'S GOING ON HERE? WHY IS THE CAGE OPEN?" the booming voice of One-Eyed McCaw echoes throughout the cavern.
  
  Through the dimly lit lanterns, you see the silhouette of his tall frame and wide brim hat. Two lesser shadows stand at his side armed with their repeaters. Dressed head to toe in black, he's sporting a new cape. Upon movement in your direction, his cape dangles for a moment and you see two flashes of silver at each hip.
  
  "Hey boss. The witch you captured decided to drop dead," Richard replies.
  
  "She decided to drop dead? I explicitly ordered no one to touch her. I needed her for the ritual. Tell me, you didn't touch her, did you?" One-Eyed interrogates drawing closer to Richard with each step. He ends up towering over the man looking down at him.
  
  "Well, uh, I had a go at her. You always let us—"
  
  The fiery explosion from One-Eyed's barrel illuminates the cell for a brief moment. It's a sudden orange flash followed by the silver sparkling from his painted pistol. Red chunks splatter against the cell's wall and upon the dead woman's body creating a checkered blood splatter on the ground outside.
  
  "Bella. Good to see you again my dear," One-Eyed purrs spinning his gun back into his holster. Turning to you he adds, "And the gambler is here as well. It seems fate has dealt you a poor hand."
  
  "I've been dealt worse," you reply thinking about the time a rattlesnake slithered its way into your bathtub.
  
  "Not today, you haven't."
  
  Suddenly, dark energy materializes in the cave and twin beams of black shoot into the eye sockets of the native woman. Her body folds into an upright position starting from her feet slowly moving part by part upwards. The dark energy lifts her feet a few inches from the ground. A sickening, unnatural crack erupts as her head snaps into place from her mid back. The ash symbols upon her face are now a dark crimson dyed by the blood splatter. Her hand raises a crooked finger pointed towards One-Eyed McCaw and her supernatural voice seems to speak through several low and high tones at the same pitch.
  
  "Defiler!"
  
  At her voice, an earthquake shakes the cave. Ground ripping openings crack in the floor as boulders fall from the rocky ceiling. Black mist appear at the feet of each of the McCaw gang. You look down and breathe a slight sigh of relief. Neither you nor Isabella has been targeted by the mist.
  
  "Boss! What do we do?" one of the gang shouts in fear.
  
  "What do you think, shit-for-brains? Shoot 'er!" McCaw yells.
  
  The gang open fires upon the witch. Never one to miss an opportunity, you grab Isabella's hand and attempt to flee the cell doing your best to dodge the bullets.
  
  "Come on, this place is going to collapse!" you urge, although she needs no encouragement to leave.
  
  The black mist rises to the full height of One-Eyed and his gang, hovers for split-second, and then surges into every opening and cavity in their body. The men cry out in anguish, blinded by swirling cloud. Despite the low light, you see their veins expand to an unnatural girth and turn black. Their skin turns an ashy white, highlighting the blood change even more.
  
  A hand grabs around your wrist and you feel a burning sensation left by each of the five fingers. From within the dark cloud, One-Eyed grasps out in desperation of his impending damnation. You quickly swim your hand out from his grip and continue your journey out from the cave.
  
  The burst of light from exiting the cave entrance feels like you're gazing upon the pearly gates themselves. Not even a drunk reaching the front of the outhouse line feels more relieved than you right now. You embrace Isabella in a hug.
  
  "I swear we just looked upon the devil himself in there," she says.
  
  "You won't find any disagreement here. I'm sorry we didn't find your sister."
  
  "At least that son of a bitch got what he deserved."
  
  "Twin Arrows is better off with McCaw dead. Don't forget, we're still sharing the bounty fifty-fifty."
  
  "You can have it all," you say. Seeing her confused look you continue, "Bad joke. You need to have a body for the 'dead' part of the bounty. No body equals no bounty."
  
  "What will you do now?" she asks.
  
  You pull a piece of paper from your front trouser pocket. Looking down, you see the hand imprint left by One-Eyed's grip. His hand has been seared into your flesh. Deciding that's a problem for another time, you show Isabella the paper. Diamondback Joe. Bounty: 80 dollars. Dead or Alive.
  
  "His last known location is on the outskirts of Winslow, so I suppose I'm heading east," you say.
  
  "Alone?"
  
  "That's the way I've always traveled."
  
  "It doesn't have to stay that way."
  
  You take her hand, "Your company is always welcome, Bella."
  
  > Epilogue: The Gunslingin' Couple
  1871 - The Territory of Arizona
  
  The clear night sky turns cloudy for a second as you breathe out another puff of smoke. During times of reflection, you often think upon the McCaw bounty and the first time you met Isabella. The adventure had sparked a series of successful bounties. It sparked something else too since Alex was born. The bounties had come full circle as several attempts were made on your lives. The "Gunslingin' Couple" became a notorious force against bad men in the west and sparked many gang leaders and posse crews to claim the price on your heads. Obviously, none were successful. You would have been content to wander the west forever with Isabella... then Alex happened. It was unintentional, but the greatest thing to happen to you. The road was no place for a newborn, so you settled deep in the Lake Mead Forest.
  
  There are no lights this far out and you spot Orion's belt: Isabella's favorite constellation. She called bright star cluster "The Kings". Upon the deck, your hand reaches for the bottle next to you. The glass mirrored the cool air outside. Its label is plainly marked "Bourbon" with the left corner becoming unpeeled. Your finger routinely attempts to fold it back into position. Just like the last night, the corner flipped back to its original position. You raise the bottle up for a gulp... then movement occurs at the tree line. It happened so quickly an ordinary person might not have seen it. Instinctively, you reach at your hip and rediscover its unarmed state. Cursing, you slide the knife on your other hip in and out of its sheath checking that it won't stick. Satisfied at your readiness, you take a swig of whiskey to prepare and head inside.
  
  Your pounding footsteps echoing in the hallway are followed with a slight creak from the wood settling. There were much larger problems than waking up a sleeping child. You head straight for your study; the place where you've spent the majority of your retirement. Inside, the walls are simply different sections of a bookcase. Piles of books lay scattered on the floor, chairs, and desk. You remove the chain around your neck. The tiny key slides against the silver bird carving; the trinket of Isabella. Distracted only for a moment, you unlock the top left drawer of the desk. The drawer is stiff from neglect of use. Inside lies a single item. Your gun belt. The aged leather feels rough against your hands – rougher than you remember. The leather wrinkled at the hole where it always clasped, except this time you needed to use the hole before. Another result of your retirement. Armed with the piece that protected you many times, you felt like your truest self. Click, click, click, the chamber of the .45 sings each time a bullet is loaded. It was the sound of your past. The sign that death approached.
  
  Now armed, you make your way back to the porch to survey the danger. A small body blocks your way.
  
  "Daddy, what's wrong?" Alex asks.
  
  "Go back to sleep, Alex. Daddy needs to take care of a few things outside," you reply.
  
  "Are there bad men around?"
  
  "There could be. That's why I need you safe in your bed."
  
  "I don't want to be alone."
  
  "It's not safe for you to be out wandering around."
  
  "But it's safe for you?"
  
  Coming to the conclusion that it would be easier to keep an eye on Alex you squat down to a knee, "Alright, you can come with me, but stay behind me. I don't know what's out there."
  
  Alex nods in agreement. With your child in tow, you make a detour into the living room and pull the double-barrel shotgun from the fireplace mantle. Grabbing the handle with a swift downward motion, the shotgun bends exposing the chamber. You load two shells in, snap it back into place and hand it to Alex.
  
  "You remember how to use this, right?"
  
  Alex nods.
  
  "Stay behind me and only use it if I say so, ok?"
  
  Alex nods again.
  
  "Good. Stay close."
  
  Finally prepared, you head for the front door. Putting your ear against the oak frame, you listen for footsteps (or breathing). Nothing.
  
  You angle your head towards Alex, "When I open this door, we're going to book it towards the stables. Move quickly and quietly. When we get there, you're going to guard the entrance. Keep the barrel pointed at the door. I'll saddle Kingsly and we'll ride into town. Got it?"
  
  "I'll... I'll try," Alex says.
  
  You squat down and comfortingly pat your hand on Alex's shoulder, "Do not be afraid. Our fate—"
  
  "—cannot be taken from us. It's a gift," Alex finishes the quote.
  
  You swing open the door ready to put your plan into action. The moonlight shoots into the house creating a rectangular light spot on the floor illuminating the dust on the wood panel floor. Only there's more than one shape created by the light. A dark shadowy outline of a man lies within the caged moonlight. A burning sensation shoots through your wrist, the place where One-Eyed McCaw left his print. The handprint he left behind turns to ash and faintly emanates a crimson glow. The shadow takes a step forward into the house.
  
  "The mark must be claimed. The curse must be lifted," it speaks through a gaping hole where its lower jaw should sit. Despite the facial decay, you recognize the man: One-Eyed McCaw. His traditional eyepatch is but a strand of ragged cloth barely held together by a few strands of string. The center part, where it should block vision, is ripped apart and within each eye-hole sits an onyx bead.
  
  Your gun fires blasting a hole through the man's forehead. A black sludge splatters upon the door as McCaw's head flies back stiff, the rest of his body following suit. Not taking any chances, you scoop Alex underneath one arm and hurdle the dead, dead man in the doorway. As if it were your last encounter, a vicelike grip curls around your limb. Affected by the sudden momentum halt, you fall forward sprawled out. Alex is flung from your grasp and flies forward off the deck. The double-barrel, jarred loose, lets loose a spread into the overhang showering your body with wooden splinters.
  
  "She will not let us rest until your soul is hers. The one that escaped must be purged!" McCaw's voice projects.
  
  "I wasn't even a part of your murderous crew! You're dead because of me!" you shout kicking your foot against the shadowy grasp.
  
  "Dead! Yes, she wants you dead! Then we may finally rest."
  
  You look forward towards Alex, "Run! Ride Kingsly into town. Go now!"
  
  After a slight hesitation, Alex obeys and takes off towards the stable. After a few steps, you notice more shadows materializing in the distance. Swirling black mist dancing in the night air transform into shadowy, decrepit bodies. They see the running child and give chase.
  
  Spurred on by a father's need to protect, you kick your foot at McCaw's face with all your strength. Your heel connects with his temple causing a snapping sound. Two small bones stick through the side of his neck and yet his endless black eyes meet yours and give what you assume is an attempted smile. In response, you pull the knife from your belt and chop down, severing the arm around you at the elbow joint.
  
  Freed from his grasp, you snatch the double-barrel swinging it over your shoulder and sprint towards the stable, towards the shadow beings. Bam, Bam your pistol fires into the night falling two figures. You have a sickening feeling that they will get up again. You sprint across the grassy field towards the barn. The high grass makes small slapping sounds as your tights whip against the strands, which you hardly hear through your excessive breathing. More shadows materialize at the treeline. A lamp lights within the stable and you hear Kingsly utter a fearful neigh. Through the lamp light spilling into the open air, you see three more shadowy forms about to enter the barn.
  
  Another shot rings into the night dropping one of the shadows. The other two stop and utter a slight hiss.
  
  "Yeah, that's right. You want me, huh? Come and get me then!" you yell holding up your marked wrist. The crimson glow is distinct in the moonlight.
  
  Recognizing the mark, the shadows sprint towards you. Suddenly, the barn door swings open revealing Alex atop the colt.
  
  "Ride straight to town. Don't stop for anything!" you yell.
  
  "What about you?"
  
  "I'll be fine. Now go!"
  
  The lantern shining behind Alex blocks you from seeing any facial expressions. The yellowish hue reminds you of the setting sun over the Arizona desert. The thought puts a small smile to your lips. The hero upon his horse riding into the sunset. You may not survive the night, but the hero will live on. A snarling body tackles you, bringing you back to reality. You hear your shirt rip as a pair of scratches appear at your chest. Alex rides off into the distance. You desperately swing your knife, blinded in the tumble and not caring who you hit. You are surrounded by damned men.
  
  You roll to one side and connect the tip of your knife into a neck and fire the double-barrel into the body. Struggling to stand, you fire the .45 into another approaching shadow. You stumble in the field, the adrenaline wearing thin. Your hand finds rest upon a rock. Only it's smooth. You look down and discover you've arrived at Isabella's tombstone. Alex is safe and you are next to Isabella. You take a deep breath, fully prepared for the inevitable outcome. The shadowy forms slowly gather in the field surrounding you. Their onyx eyes glint in anticipation. You check the chamber of the .45. Only two bullets left. You will make the most of them.
  
  > say "Fun"
  Twin Arrows takes place in modern day Arizona. If you don't know your United States history, then shame on you. The Arizona Territory wasn't established until 1863 when it separated from the western half of the New Mexico Territory during the Civil War. It would take more than 40 years later before it would be established as Arizona State.Twin Arrows takes you through the separation and establishment of the Arizona Territory from the New Mexico Territory. The geography and landmark references are all derived from maps of the area.
  
  The place where you settle down with Alex is the forest surrounding Lake Mead. If you look on a map, the forest is connected to the Grand Canyon making it a decent place to lay low. As far as I know, there isn't a real city named Twin Arrows. In fact, Twin Arrows is a casino on an Indian reservation located exactly where the story takes place.
  
  More tidbits:
  
  -Orion's Belt is only visible from the Northern Hemisphere in winter, so the fact that the main character sees the constellation means the ending takes place during the winter.
  
  -The song Isabella sings is a real western ballad called "Here's to the Ranger". I'm actually not sure when it was originally written. If it turns out to be written later than the story, we'll just say Isabella was the original writer and tag this storygame with a "historical fiction" sticker.
  
  -There's a special achievement on "The Hideout" page. If you decide to rush Richard in the cell, a dice roll is generated. Your chances to succeed are approximately (ok, exactly) three thousand seven hundred and twenty to one. If your roll succeeds, you earn the achievement "Never tell me the odds" referencing the Star Wars quote.
  
  -The quote you and Alex speak together in one ending is from Dante's Inferno: "Do not be afraid. Our fate cannot be taken from us. It's a gift".