This article contains content from pre-release sources that may or may not be reflective of canon upon release. This article therefore likely contains spoilers.
Juno, undeniable ruler of the Grey, has just tried to keep the Descendants in the Animus, trapping them in a maze of forced simulations to gain time to complete the final stages of a master plan conceived in eons past: the plan to come back to life. However, the PCs' will is strong and they are focused enough to find their way out of the goddess trap.
Once free from the Animus, however, the characters have to deal with Regina, now possessed by the part of Juno's conscience that the Isu managed to download from the genetic memories of the Descendants during their time trapped in the simulation. It's time for the PCs to deal with a tremendously powerful enemy and difficult moral choices.
As the PCs overcome the final glitch, they find themselves back in the very place where Juno disrupted the Simulation during their initial attempt. The familiar surroundings serve as a stark reminder of the challenges they faced and the obstacles they overcame. It becomes clear that the only path forward, the only means of escaping the Animus, is to complete the memory.
As you emerge from the final glitch, you find yourself abruptly transported back to the Isu Vault. Before you, the familiar projection of Juno materializes, but her visage is now marked with surprise and apprehension. Her voice quivers with urgency as she declares, "This is premature! I need more time! My Instruments—halt them immediately!"
In that instant, urgency grips you as Demir's armed forces swiftly advance from the Vault's rear. Jeremiah pivots toward you, resolve etched on his features. "Handle them," he commands, determination ringing in his voice, "while I prepare the charges!"
The soldiers raise their weapons. They must be dealt with immediately.
Challenges
Gunners: Two small groups of well-armed soldiers open fire. At least 2 separate Approach checks will be required to eliminate them all.
Charge!: Some of the Instruments fix bayonets and charge, fighting with savage ferocity. Defeating them requires 2 separate Approach checks with 1 Raise.
Weaknesses
I'll give it back! (minor): A spare stick of Jeremiah's dynamite will easily deal with one group of soldiers, and thus overcome one of the two Challenges with a simple throw.
As the situation grows increasingly dire, the Witnesses are forced to flee, entrusting Jeremiah with the task of collapsing the cavern.
More soldiers come to the Precursor's aid. There's no other choice but to detonate a crate of dynamite into the cavern. With a determined fatalism, Jeremiah flicks his lighter and stands by the crate. "Go! I'll handle it. I'd be lying if I said it's been a pleasure. GET THE HELL OUT, NOW!"
Challenges
Under Fire: The pursuing soldiers open fire. All Witnesses must make a Reaction check.
Get to Safety: The Witnesses must reach the exit as quickly as possible to avoid getting caught in the explosion.
Weaknesses
Eagle Vision (minor): If one of the Witnesses uses Eagle Vision, they can find a shortcut out of the caves, overcoming the Get to Safety Challenge.
The explosion reverberates through the air, shaking the oasis and the desert beyond. Before you can ascertain whether you've safely evaded the blast's reach, the Simulation begins to dissolve, unraveling before your very eyes.