The party is having twisted dreams of a man being interrogated by a faceless captor, his last words being: "You’re going to burn in fuckin’ hell for what you’ve done, and I’ll be there waiting for you.” The memories swirl in the Runner’s minds as they wake up floating inside bio-tubes submerged in green liquid and greeted by a frantic man. The man, Andre Munez, helps them out of their tubes and tells them that their belongings are locked away in an armory in another part of the facility, which is currently under assault.The players dressed in little more than hospital gowns, and suffering from amnesia and nausea decide they need to reach the armory first to retrieve their missing items before hightailing it out of the building. On their way they narrowly avoid government swat teams by taking maintenance shafts which run under the floor of most of the facility. They also learn that the auto destruct sequence in the base has been activated, and they have less than 28 minutes to escape. Eventually the party reaches the armory after a few detours, gunfire, and deception with 10 minutes left to grab the loot and run. After dispatching with two armed guards the party begins to retrieve their belongings, but with guards hot on their tails they lock the door to hold off the troops as long as possible. One member however leaves the armory on his own, dressed in a nice suit and tie, pretending to be an FBI agent. So far all the runners know is that they appear to be on the upper floors of a tall skyscraper in the middle of a giant futuristic cityscape. They don’t know their own names, why they’re there, what’s going on, or why their very lives seem to be in danger. The skyscraper seems to be in an industrial area, and everything seems to be rusted and falling apart, sometimes quite literally held together with duck tape.