This is the adventure that comes with the Rifts GM Screen, and is intended to introduce new players to both the Rifts setting as a whole and the main conflict in the Savage Worlds’ version. While I don’t normally find short adventures like this very inspiring, this one is well done. If you expect to play this adventure, I would not read any further. I am not going to go into any details about the scenario, but there are places where you can make good inferences as to what kinds of enemies you will find in it.
The adventure is three chapters long and in each of the chapters, there are side bars for helping the players and game masters understand the setting and what is going on. The adventure is also well done in the fact that there is no one path to achieving the objectives helping the village, and even if you fail to uncover the plot, you can still influence/determine the outcome of the story.
The only thing that I am unsure about is with an expected party size of up to six characters, unless more than half the party are playing non or minimal combat MARS framework character’s, I don’t see how this will be a challenge as written. Especially in the final set piece, unless there are no Cyber-Knight’s, Glitter boys, or Mystics in the group, I am not sure how it will be a challenge without increasing the number of enemy combatants.
Otherwise, this seems like a good single session adventure that would be good to demo the game or run at some sort of con. It also has the ability to set other balls in motion to kick off a long campaign dealing with the repercussions that it stirs up.