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.
British spy and Templar Agent Jeremiah Davies [Regina's great-great-grandfather] ventures into the heart of a war-torn desert to infiltrate an enemy encampment. His mission: to thwart an imminent threat of such magnitude that it compels both Templars and Assassins to set aside their differences and unite, if only temporarily.
Jeremiah finds himself leading an eclectic and unlikely band of allies, drawn from both Templar and Assassin ranks, along with their assorted affiliates, converging in the unforgiving desert at his command. This unprecedented alliance arises from the fracturing of Templar unity, as a faction within the Order breaks away to pursue a far more dangerous objective: the restoration of the long-lost Isu hierarchy. The Instruments of the First Will are trying to conjure the Isu Juno in a secret vault buried under the Siwa Oasis where she's believed to be resting. A member of this faction, coming to their senses, has reached out to both Assassins and Templars begging for help to stop the plan.
Two green armored cars cross the desert, kicking up a thick, chalky dust. In the distance, from Girba to the north-west, you hear the echoes of gunfire and explosions. The sun is just beginning to rise. Jeremiah examines a map. "We should be there by now," he says. "The point marked on the map by our informant is nearby. The camp should be right behind those rocks over there."
You climb out of the vehicles and up onto the rocks where you gain a comprehensive view of the Instruments of the First Will's encampment spread out below.
The camp is sizable, patrolled by hired Senussimercenaries. There are at least five cave entrances descending into the depths of the rocks surrounding the oasis. You have no idea which one leads to the Isu Vault and you can't afford the time for trial and error. The Captain's tent will likely have information on the correct route. Time is, as always, not on your side.
Hundreds of Senussi mercenaries are stationed inside the camp, while a few units patrol its perimeter, making it extremely hard to infiltrate. As the informant said, a large tent stands in the middle of it, the tent of Ottoman Army Captain Mehmed Demir, the man in charge of the Instruments' mission.
Challenges
Senussi Mercenaries: The Senussi mercenaries are capable combatants, expert desert guerrillas equipped with Ottoman weaponry. Every Stealth check made to navigate the camp undetected requires 2 Raises. Openly facing the mercenaries in combat inside their camp requires 3 separate Approach checks.
Ottoman Artillery: If the Instruments of the First Will discover the Witnesses, they'll try to stop them at all costs, even bombarding their own lines. From the moment the Ottoman artillery starts firing at the camp, the Witnesses must make a Reaction check at the end of every Approach check.
Weaknesses
Expendable Losses: The Ottoman artillery commanders have no qualms at killing the Senussi mercenaries to stop the Witnesses. In this case, the Witnesses might turn the tables to their advantage. If the Witnesses can convince one or more Senussi troops to switch sides, every Approach check made to face the Ottoman Artillery Challenge has 1 Free Raise.
Once the Witnesses reach Captain Mehmed Demir's tent as indicated by their informant, they find it empty. However, it's possible to search for intelligence or traces that provide information about the location of the Isu Vault underground.
Challenges
Demir's Notes: A booklet contains a series of encrypted notes. With a successful Wits check with 1 Raise, a Witness can read the contents of the note and learn that the right tunnel is one of the two to the north.
Interrogation: A captured mercenary might reveal information under interrogation. Nobody but Mehmed's escort knows which of the five tunnels lead to the Isu Vault, but the mercenary often heard them complain about the "extremely low ceilings." Since only three of the tunnels have really low ceilings, the tunnels to the south and east of the camp can be excluded. If the Witnesses have already deciphered Demir's encrypted notes, they can identify the leftmost tunnel to the north.
Weaknesses
Eagle Vision (major): If one of the Witnesses uses Eagle Vision once north of the camp, they can follow the footprints left by the captain and his escort to the left tunnel with no need to overcome the Interrogation Challenge.
As the Witnesses enter the Isu Vault in the Simulation, they unwittingly walk into a trap. Juno's hologram entangles Witnesses and Descendants in a cage that transcends time and space. From this moment on, the Descendants are trapped in a series of loops, time rifts, and glitches from which they might never return (see Chapter 2).
As you descend into the dark, low-ceilinged tunnel beneath the Siwa Oasis, tension fills the air. Captain Demir and his unit must be down there, somewhere. Emerging from the tunnel, you enter an unexpectedly vast chamber, the Isu Vault. The massive room is illuminated by an eerie, pulsating glow emanating from the walls. Intricate, incomprehensible, geometrical symbols and engravings cover the Vault's surface, casting ethereal patterns across the room.
At the center of the chamber is the towering hologram of a female Isu, Juno. Her form shimmers with otherworldly energy, and her eyes seem to pierce your very souls with a presence that is both enchanting and intimidating. Juno's voice resonates through the chamber, "Finally, Assassins. I hope this memory finds you well".
Her words are clear. Juno is speaking to you, the Descendants, inside the Animus, and not to the Witnesses you're reliving the event through!
"It pleases me that you have willingly entered my trap." Before you can react, Demir's soldiers emerge from their hiding places. The sinister grin on the Captain's face tells you this was a well-planned ambush. A split second later, a virtual net spreads out from Juno's hologram, catching you in a shocking grip.
Electricity crackles as the net fires jolts of pain through your whole body, immobilizing you as all fades to black...
This Simulation replays the genetic memories of Jeremiah Davies, Regina’s great-great-grandfather. This means that the players only get to play Echoes, following the lead of Regina’s Ancestor. To do so, they select their Witness cards from those provided for the “World War I” Time Frame.
Players who have selected a Witness from the “World War I” Time Frame as their Ancestor cannot play that character during this Simulation Sequence, as it is not related to Regina’s genetic memory.