TEXT: CALL or 
  CJI-ILJLI-IU 
  
  AloneTHE 
  Againstl . 
  DARK 
  Defying the Triumph of the Ice 
  II. P. Lovecraft 
  /890-/937 
  written by 
  Matthew J. Costello 
  iIIllstrated by 
  Krawczyk 
  diagrams pp. 53, 56. and insert. CAROLYN SCHULTZ 
  sUhouette, p. 61. LISA A. FREE 
  711ft book if authorized by Afkham lI(Ju:~. 
  ALONE AGAINST THE DARK it copyright 1985 by Matthe .... }. CO$tf'lJo; QII rightl reur~d. 
  ISBN 0-9)36)J-26·J. 
  ALONE AGAINST TilE DARK is Intended jor Ult with Ihe roIeplayi", lame CALL OF CTHULII~ copyrilhud by and tht ups/tIed 
  trtldmlluk of Dltlos/um Inc. To fully enjoy this book, rtllden nted !Ilmllfltrfty .... ith Ihe rules leN CALL OF CTHULHU.s 
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  me/hod, of dupliCfltion or retritl'lll is strictly prohibited.. 
  Quoted image on Ihe 'Dark SeQ' pogt il copyright 191J The New YiNk Times CompllIIy. 
  An/llTC:ric uplofQrions map facifIK tntry -593- is copyridll 1911 Tht Encyclopatdia Bn'tannlctl COmpi",Y. 
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  CALL Of . 
  CiHULHU 
  
  Introduction 
  J. Read introduction. 
  2. Remove Pyramid Insert and Investigator Sheets from Qnler of Book. 
  3. Note Loca/ion Tables on USI Page of Book. 
  4. PrefNJre Professor Grunewold and Start at Entry - } 3-. 
  Alone Against The Dark is an adventure for one player, 
  set in the Fall of 1931. Four investigators are provided: 
  their collective goal is to solve strange disappearances and 
  to forestall a calamity about to beset the world. They 
  journey as a whole from New York City to Greece , Egypt, 
  Germany, and Antarctica. 
  As the player, your job is to successively assume the 
  identity of a new investigator when the last one has been 
  eliminated by the forces of darkness, and to attempt to 
  confound the power of evil before time runs OUI. 
  These adventures are guaranteed dangerous. But, no 
  matter how skillfully you avoid death, your characters fail 
  if they do not prevent the turning of the world and the 
  freeing of the city of the Old Ones from the ice. 
  GETTING STARTED 
  You'll need pencils, scratch paper, and the dice normally 
  used in playing Call of Clhulhu. Photocopy the character 
  sheets, saving the originals as master copies for later play. 
  Though his or her background, characteristics, skill 
  points, finances, and bonus points are fIXed , you may 
  change an investigator's actual skills and point distributions 
  each time you play him or her. When first beginning play, 
  design only Professor Grunewald, the initial investigator. 
  Since each investigator communicates with the next, it is 
  reasonable and proper to design succceding investigators 
  in the light of what has happened in the past - as well as 
  to suggest the particular investigator's background and 
  experience. 
  Use the investigators in order. If all four die, you have 
  not lost- you may begin again with Grunewald, or try some 
  of your own investigators. When you finish a series of four 
  investigators, turn back the clock- Grunewald's initial posi-
  tion always is Sept. I, 1931. 
  Order of Pmy for Investigators 
  t. LOllis Grunewald 
  2. Ernest Holt 
  3. Nora McShane 
  4. Devon Wilson 
  Starts At 
  - 13-
  - 36-
  - 37-
  - 554-
  Investigators succeeding Louis Grunewald begin in play 
  at stated amounts of time following the death of the pre-
  ceding investigator, and the order of play does not change. 
  Investigator Sheets 
  Four modified investigator sheets are included, one each 
  for the four investigators. Each sheet lists five new skills: 
  Cryptography, Egyptology, Navigate, R/W/S Egyptian 
  Hieroglyphics, and Survival. Three existing skills (Sing, 
  Electrical Repair, and Zoology) have been deleted as not 
  pertinent to this adventure. 
  Each sheet is pre-printed with information germane to 
  that investigator. The pre-printed weapons are not meant 
  to be exclusive. Investigators may have more or other 
  weapons, as they wish and can afford. 
  An asterisk following a skill indicates that the skill is, 
  for that particular investigator, a bonus skill. In addition to 
  normal skill points, a special pool of bonus skill points can 
  be added to those skills only. 
  You may award skill checks for skills successfully used 
  in important moments, as per the rules , but your investi-
  gators do not increase in skills during the adventure. An 
  investigator entering the game anew may have his or her 
  skills points redistributed , but the total should neither in-
  crease nor decrease. 
  New Skills 
  The five new skills are not official to Call ofCthulhu, and 
  should nol be transfered to other adventures without 
  keeper permission. 
  CR YPTOGRAPJlY -
  A cryptographer is a student of 
  codes, ciphers, and the use of secret symbols. With the 
  skill, he or she may find hidden meanings in communica-
  tions, or construct messages unintelligible to those with· 
  out the key or the skill to unravel the message. 
  EG YPTOLOG Y - With Ihis skill, investigators understand 
  significant portions of dynastic Egypt's myth, religion, art, 
  science, architecture, custom, and demography. R/W/S 
  Hieroglyphics is a separate though relatable skill. Still· 
  surviving aspects of ancient Egyptian religions are know-
  able by Occult or Cthulhu Mythos skills: they are arcane 
  private knowledge, unknown even to Egyptian specialists. 
  NA VIGATE -
  An investigator can determine his or her 
  location upon the Earth by the position of the sun, moon, 
  and stars, and can travel long distances without becoming 
  losl. Possessing this skill grants no specific information ex· 
  cept of relative position on the Earth,and the theoretical 
  effects of tides, cunents, winds, elc. 
  R/ W/S EGYPTIAN JIIEROGLYPHICS - Knowing Egyp-
  tian Hieroglyphics investigators can read and write hieratic 
  Egyptian glyphs and writings, and can attempt pronuncia-
  tion of those fonns. They would not know demotic Egyp-
  tian or Arabic, distinct skills in themselves. 
  
  SUR VIV AL -
  Possessors of Survival know how to stay 
  alive for many days or months In extremes of heat or cold, 
  in the wilderness, adrift at sea, or in caves. This skill can· 
  not create food, water, or air, but it lets the user make the 
  best use of what is available or what exists to be found. 
  Survival does nOI confer the ability to swim, ski, sail, or to 
  perform any specific activity except survive. 
  Optional Investigators 
  You may, if you prefer, use one of your own investigators 
  to solve the mysteries of the Karpathos Device. the cult of 
  Aten, and the secrets beyond them. This adventure is 
  quite dangerous, and you may need to revive your investi· 
  gator many times before he or she triumphs. Unless you 
  agree that your outside investigator can die, he or she 
  should not retain skills checks, skills increases, changes in 
  Sanity or other characteristics, new spells, magic items, 
  and so on as a result of this adventure. Nothing ventured, 
  nothing gained. 
  Your investigators should follow the sequence of the 
  investigators included with this book, and with their mono 
  ey. The first one aJways begins in Grunewald's place at 
  entry - 13- . Your investigator can negotiate with Miska· 
  tonic U. administrators, or immcdiatcly start the chase . 
  BEGINNING PLAY 
  Prior to playing Alone Against The Dark, you may want 
  to review sections of the sccond.edition Call of Cthulhu 
  rules: 
  Simple Percentile RoUs. p. 14 
  ResiJunce Table RoUs. p. 14 
  Takin& Damage, p. 16 
  Shoct,p.16 
  Combat Skilb, p. 17 
  Fighting, p. 17 
  The Impale. p. 17 
  Insanity 
  Using Melee Wcaporu. pp. 17·19 
  Firearms. pp. 19·20 
  Using SAN, p. 26 
  Shock and Temporary Lou. pp. 26-27 
  Indefmite Insanity, p. 28 
  The Value or Insanity. p. 28 
  Dereating Moruters, pp. 28-10. 
  Even if they do not die, during the course of play several 
  of your investigators are likely to become temporarily or 
  permanently insane, with speCific game effects. 
  (I) In this adventure , only temporary and permanent 
  insanity exist. Treat indefinite insanity as temporary in· 
  sanity. 
  (2) There are no phobias, therefore, unless the individ· 
  ual player desires their presence. No provision for phobias 
  has been made in the game as written. 
  (3) An investigator who becomes permanently insane is 
  out of the game - treat him or her as dead, and warm up 
  the next investigator. 
  (4) An Investigator who is temporarily insane is out of 
  the game for the rolled amount of time (see the rulesbook, 
  p. 26, Temporary Insanity Time Table). 
  As an option, because temporarily-insane investigators 
  are likely not to write, the player may activate the next 
  investigator instead, play the latter until his or her demise 
  or success, then return to the former investigator if the 
  latter dies. At that time,though, the rest of the days of 
  insanity must be taken. Make a note in the journal so that 
  you remember what's going on. Leapfrog only one investi-
  gator at a time in this fashion. 
  Misklztonic U. Qdmileistrtlliolt 
  
  (5) Becoming sane again, an investigator starts at the 
  same entry number as when he or she went insane, but the 
  encounter which precipitated the insanity is presumed 
  over and the player should go to the next entry or back-
  track to an appropriate decision-point. 
  About Time 
  Your investigators may never know it , but they are in· 
  volved in a collective race against time. To win,You must 
  allot time to their activities in an efficient manner. Every 
  hour of every day must be accounted for on the calendar 
  in the center of this book. A number followed by an 'a' 
  is a morning hour; a number followed by a 'p' is an after· 
  noon or evening hour; the 'N' stands for noon; the 'M' 
  stands for midnight. 
  At most locations, the amount of time which passes is 
  specifically indicated, but not always. Sometimes, as at a 
  library, passing time is indicated by the number of topics 
  studied; in other locations other arrangements may exist 
  for noting the palSingofhoursor for other record-keeping. 
  Movement from one location to another location on 
  the same location table is assumed to take exactly one 
  hour, no more and no less. nus time cost usually is not 
  noted, since your investigator may go from one location 
  to another when you wish. 
  In New York, Athens, and Egypt, you may walk from 
  location to location (rather than taking a taxi), an action 
  costing an additional hour per each such stroll, but saving 
  money. 
  Travel between location tables takes the amount of 
  time specified at the port, airport, or train station . During 
  a journey, the passing of time may change, according to 
  the situation. Such speCific Instructions for travel-time 
  record-keeping will be found in pertinent entries. 
  Note any losses of hit points or magic points on the 
  calendar, or enter the loss, hour, and day in your journal. 
  Make a habit of studying the calendar or journal to see 
  when those points can be regained. Remember, hit points 
  regenerate at one point per week; hospital care regenerates 
  hit points at two per week. Magic points return at the rate 
  of one-quarter of the investigator's POW per 6 hours 
  (round down any fractions); an investigator regains all of 
  his or her magic points in 24 hours.) 
  In search or research situations (rifling rooms, quizzing 
  suspects, examining library holdings, etc.), each interview 
  or topic costs one hour. Be patient about these amounts 
  of time: what anyone actually gleans is not necessarily a 
  runction of the time they invest. 
  Special Time 
  At several points the general time-Jeeeping scheme of 
  Alon.e Againsl The Dark changes. Those points will be in-
  dicated in the text, and instructions given. 
  Food And Sleep 
  Investigators must spend time every day to sleep and to 
  eat. 
  Two hours per day must be given over to eating. A 
  meal always lasts one hour; the two meals of the day must 
  be separated by an interval of at least six hours. On the 
  calendar circle the hours so spent. Conveniently, meals 
  may be obtained at any time during the 24-hour cycle. 
  One or both meals may be skipped for one day, but must 
  be made up the next day, along with the second day's 
  meals -
  which themselves cannot be shifted rorward. If 
  your investigator is unable to eat, the meal periods must 
  be spent resting, with the same loss of time. He or she 
  loses J hit point for each day of fasting. 
  Meal availability is part of the information available in 
  the locations tables; meal prices are given in the specific 
  entrics referred to by those tables. 
  Eight hours per day must be spent sleeping. Alas, none 
  of your investigators are good at catnaps (the time spent 
  sleeping must be in a continuous block), and they all need 
  their sleep. An investigator may sleep fewer than eight 
  hours one night, but all the lost sleep time must be made 
  up the following night as part of the continuous sleep. 
  block requirement for that se,cond night. Circle the hours 
  spent sleeping, so that you remember. 
  You cannot stock up on food or sleep; sleeping 10-11 
  hours the previous night does not change your netd for 
  eight hours of sleep the next night. Similarly, stuffing four 
  meals into an investigator one night doesn't prevent the 
  need for food the next day. 
  The Telephone 
  Each location table shows the locations from l"ftl 
  which information may be obtained by phone 
  calls. You can call from any residential entry; you do not 
  need to be at an entry displaying the phone symbol above. 
  While you can learn timetables, fares, and hours of busi· 
  ness by a phone call, you cannot conduct interviews or 
  follow up on an entry reference by means of the phone. 
  Locations also may contain data obtainable only by I visit; 
  such information will be apparent in the relevant entries. 
  Local calls are free;make as many as desired; do not charge 
  your investigator time for making them. 
  Long distance calls are not available. 
  Equipment And Supplies 
  At stores in Arkham, New York, Athens, Cairo, and Alex· 
  andria, you may purchase any item available in the CDllof 
  Cthulhu rulesbook or from pages 20-21 of the 1920$ 
  Sourcebook. Prices may vary. Note in your journal the 
  cost of what you buy, and deduct it from your cash. 
  If an investigator dies in a private place, a succeeding 
  investigator can acquire the property by reaching that en-
  try and receiving a successful Luck roll. Each investigator 
  can pass on property once in a game; for obvious reasons, 
  an investigator cannot inherit from himself or herself. Fail 
  the Luck roll, or die a public death, and any property is 
  out of play, 
  Lacking cab. train, boat,or plane, be reasonable In how 
  much your investigators carry . All items can be left safely 
  for the day in a hotel room or vehicle_ 
  The Journal 
  Using scratch paper, record what you spend, what you 
  buy and what you carry. You may find it convenient to 
  create an investigator kit , something about the stu of an 
  attache case , within which can be carried what seems ap-
  propriate to you. List the investigator kit as a shorthand 
  entry for several items. 
  Always take a moment at the beginning of the day to 
  properly outfit yourself for anticipated events. 
  The journal should show the investigator'S current cash, 
  and record changes in cash balance as they OCCUt. Do not 
  
  worry about cash for a return ticket -
  if you save the 
  world, you get a free ride back. 
  THE OBJECT OF THE GAME 
  To gel a perfecl score in Alone Against The Dark, you 
  must have saved the world without losing a single investi· 
  gator on the way -
  that is, your original investigator 
  (Grunewald) must have survived and succeeded. Though 
  desirable, that outcome is unlikely. Be prepared to lose 
  several or all of the initial investigators, and even to run 
  all four several times. Investigators do not ex.ist to survive, 
  but to battle great forces, win or lose. 
  LEVELS OF V ICTORY 
  number of III~tstigotOrJ lOll 
  ~fort: WCNld illQved 
  o 
  I·' , .. 
  9-12 
  13 or mo~ 
  result 
  magnificent success 
  excellent play! 
  modest success 
  passable 
  failure- think harder 
  and try again 
  LOCATI ONS AND FORMAT 
  Though this adventure is pre.plotted, the locations system 
  gives considerable freedom of action, lerting the investiga-
  tors create the general order of the researches and encoun-
  ters while the workings of the encounters themselves reo 
  main fixed . 
  A location table lists specific locations for a particular 
  locale, such as New York. Nine location tables exist. All 
  are on the last page of this book. At minimum, a location 
  table contains one entry which funnels investigators to 
  another location table. Most also list neighboring location 
  entries useful in play. Examine the tables carefully. 
  Within a location table, all locations are equally acces· 
  sible (except Holt's and McShane's apartments in NYC -
  starting points which contain no information). You can 
  visit a location as often as you wish, but many are open 
  only parts of each day. 
  At a location , die rolls may be needed to gain informa· 
  tion or interviews: those rolls can be attempted only once 
  daily unless stated otherwise in the pertinent entry. 
  Locations not investigated probably will remain un-
  known. The adventure will not force you to visit every 
  entry. The location tables are menus of clues and possi· 
  bilities. As with items on a restaurant menu, some entries 
  will be more beneficial to your investigators' health than 
  others. 
  Format 
  The entries are numbered consecutively from I to 593. All 
  entries present information in the same way . 
  (1) The entry number is in large bold numerals. 
  (2) If the entry is one for a location, it gives the name 
  in bold capitalletlers, such as TAXIS. 
  (3) Special instructions for time--keeping or travel may 
  be given. 
  (4) Then the entry may elaborately describe a scene or 
  brieny comment on a situation, or merely refer you to a 
  $Ccond entry. 
  (5) After that, the entry might instruct you to go to a 
  certain entry , or ask you to choose an action or to roll a 
  die which have different outcomes. The 'go to' numbers 
  are found between dashes: an instruction might say some· 
  thing like "Go to - 787-." 
  If there are no 'go to' instructions,either you must reo 
  turn to your previous entry, or you have reached a loca· 
  tion from which you may go to any other location on that 
  location table. 
  (6) If a telephone silhouette is beside the entry, you 
  can call to or from that entry location to any other local, 
  phonable location for the routine infonnation within that 
  location. 
  (7) The parenthesized number or numbers at the end 
  of the entry are trace numbers, showing the entries from 
  which you could have come in order to have arrived at the 
  present entry. Sometimes the trace number may be reo 
  placed by a notation such as (Athens location), which 
  shows that you could have arrived at that entry from any 
  other Athens location, and that you must choose another 
  location as a destination if the text gives no other "go to" 
  reference. 
  Occasionally you will encounter the phrase THE END 
  in capitals. This signifies that your adventurer is doomed, 
  not that the adventure is over. Activate the next adven· 
  turer in the sequence. Sometimes it means you have won, 
  of cour.;e. But not very often. 
  NOTES FOR PLAY 
  Think strategically. Make general plans. There is no way 
  to known what happens from entry to entry. 
  In general, either a place is recognizable as potentially 
  dangerous, or the description will be cryptically threaten· 
  ing. Despite obvious danger, often your investigators will 
  have to go anyway - that's their fate. 
  Use the phone. Make notes concerning what you want 
  to do and see. Try to arrange an efficient daily schedule. 
  You can make all the plans you want without expending 
  any game time,as long as you stay inside an entry. 
  All points on a particular location table are, in game 
  terms, equidistant unless your investigator walks some· 
  times and takes cabs other times. 
  Go nowhere without reason. Be cautious. 
  Allow for wild goose chases. 
  The few friendly characters in the adventure can be or 
  considerable help. Some unfriendly characters, of course, 
  can be downright deadly. 
  Money can be important to some characters. Keep 
  track of il. One drachma (Greece) equals U.S. 3 cents. 
  One piaslre (Egypt) equals U.S. 2 cents. 
  Keep track of time . You are racing against events be· 
  yond immediate control, and failure to keep accurate time 
  may mean that important events do not happen. That 
  may be good or bad. Be honest in your calendar time· 
  keeping. 
  Your investigators need Sanity, money, friends, lan-
  guage skills, good physical skills, good physical condition, 
  and equipment and supplies. 
  If extra cash is needed, you'll have to risk something to 
  get it . 
  Each location contains something of value, if only a 
  place to stay for the night . 
  If you become disoriented by an entry, go to the loca· 
  tion table and try the sequence again. 
  If you !lillie not previously done JO, now prepare Prof 
  Grunewald and start at ellrry - 13-. 
  
  CALL or 
  CTHOLHl.J 
  Name .. Lo.Ul5. .6~t.l~&\UA.I .• Q .................. . 
  OCCUPJlionr.IW"f'N). .. Sex . ~ 
  .... Age .t?3 ... . 
  Nationality. v., ......... Residence . ,A"~AJ':1 ..... . 
  It II 
  I MAG IC POINTS "' """' IIIII""""I" '""""'"'""""~'I11"""""""""' II'"1II 1 
  IIHIHII1I1 INVESTIGATOR STATISTICS "","",""","1 I 
  2 
  3 
  4 
  5 
  6 
  7 
  STR/" .. DEX I:. INT H . Idr •. 7...... 
  8 
  9 
  IO@ 12 13 " 
  CON/O. APPII .. POW /I . Luck S:!? . 
  15 
  16 17 
  18 
  19 20 21 
  SIZ .. .,. SAN~$. EDU /1. Know 15.. 
  II II II 
  HIT PO INTS II II "' 
  Schools.C:J •. CI-I/~60 ............. 
  I 
  2 
  3 
  4 
  5 
  6 
  7 
  Degrees .~.A.'J
  ' fh::v... . . . . . . . . . . . . . 
  8 
  9 ® II 
  12 
  IJ 14 
  Damage Bonus/ Penalty. ;V~N~. . .. .. . . 
  15 16 
  17 
  18 
  19 20 21 
  111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111 SAN ITY POINTS 
  II 
  II 
  II 
  III II 
  III III 
  III III 
  II "' "' 
  II "' 
  (Insanity . ................ ) 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 II 12 13 14 15 16 
  17 18 
  19 20 21 
  22 23 2. 25 26 27 28 29 30 31 J2 33 34 35 36 37 38 39 40 41 42 43 .4 45 
  46 '7 48 49 50 51 52 53 54@56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 
  72 
  73 7. " 
  76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 
  II II II 
  I 
  II II II 
  II 
  I 
  II 
  I 
  I 
  II II II 
  INVESTIGATOR SK I LLS II II 
  II II 
  I II II II 
  II 
  II 
  II 
  II III 
  II 
  Accounting (10) 
  .... 0 
  First Aid (30) 
  .... 0 
  Pilot Aircraft (00) 
  .... 0 
  Anthropology (00) 
  .... 0 
  Geology (00) 
  .... 0 
  Psychoanalysis (00) 
  .... 0 
  Archaeology (00) * 
  .... 0 
  Hide (10) 
  .. .. 0 
  Psychology (05) 
  .... 0 
  Astrooomy (00)* 
  ..•. 0 
  History (20) * 
  .... 0 
  R/W/5 English (EDU x5) 
  .... 0 
  Bargain (OS) 
  ... . 0 
  111m. (25) 
  .... 0 
  R /W/SG~ 
  . ....,~I" .. (OO)* .... 0 
  Botaoy (00) 
  .... 0 
  Law (OS) 
  .... 0 
  R/W!S L ... TioJ. .... (00) * .... 0 
  Camouflage (25) 
  .... 0 
  Library Use'(2S) * 
  .... 0 
  R/W/S ft...~~(( . .. (00) * .... 0 
  Chemistry (00) 
  .... 0 
  Linguist (00) 
  .... 0 
  R/W/S~, Ai.~fI(OO) * .... 0 
  Climb (40) 
  .... 0 
  Listen (25) 
  .... 0 
  Ride (OS) 
  .... 0 
  Credit Rating (15) 
  .... 0 
  Make Maps (10) 
  .... 0 
  Sneak (10) 
  .... 0 
  Cryptography (00) 
  .... 0 
  Mechanical Repair (20) 
  .... 0 
  Speak . ......... .. (00) .... 0 
  Cthulhu Mythos (00) 
  .... 0 
  Navigate (00) 
  ..... 0 
  Spot Hidden (25) 
  .... 0 
  Debate (10) 
  .... 0 
  Occult (OS) * 
  .... 0 
  Survival (05) 
  .... 0 
  Diagnose Disease (OS) 
  .... 0 
  Operate Hv. Machine (00) 
  .... 0 
  Swim (25) 
  .... 0 
  Dodge (DEX x2) 
  .... 0 
  Oratory (05)* 
  .... 0 
  Throw (25) 
  .... 0 
  Drive Automobile (20) 
  .... 0 
  Pharmacy (00) 
  .... Cl 
  Track (10) 
  .... 0 
  Egyptology (00) 
  .... 0 
  Photogral)hy (10) 
  0 
  Treat Disease (OS) 
  .... 0 
  Fast Talk (OS) 
  .... 0 
  Pick Pocket (OS) 
  .... 0 
  Treat Poison (OS) 
  .... 0 
  I II 
  II 
  II 
  II 
  II 
  II 
  IWEAPONS "'""111'"1'""111'""""""'"""'""""""'"""111""1""1 SPELLS KNOWN, OTHER SKILLS, NOTES II 
  Weapon 
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  fl..1!! '!1T . 
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  <"..~ .... 
  ,-15.~~¥. 
  12~'= 
  Auk" 
  Dam. Impale 
  If.1. 
  (P'!>. 
  1r>1 
  I~'/ . 
  'D!~¢. 
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  ~ 
  .. 
  OCTOBER 
  For calendar instructions, see pp. 3-4. 
  
  I 
  I 
  , 
  NOVEMBER 
  SlINDAY 
  MONDAY 
  TUESDAY 
  WEDNESDAY 
  .. N .. M 
  .. N .. M 
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  For Clliendar iffJlrUClioffJ, see pp. 34 . 
  
  AloneTHE 
  Against) . 
  He's lying. 
  (166,177) 
  1 
  1 
  The room is silent. You feel about for 
  the light switch . You find it , and gently 
  press it on. Oops! It's Mrs. Harding's room! What a mis· 
  take! You see her tum and rise from the bedclothes, 
  her frightened face screaming. As the scream pierces 
  your ears, you hear the boarders begin to stir. If you 
  want to stay. go to - 51 - . To escape, go to any Ark-
  ham location . 
  (52) 
  ARKHAM FIRST NATIONAL BANK 
  3 
  Deposits and withdrawals are possible 
  between 9-3, M·F. If you're Prof. Grunewald, your ac-
  count is here . and you can withdraw up to the amount 
  noted on the investigator sheet, or the current balance 
  as entered in your journal . Go to any Arkham location . 
  (Arkham location table) 
  4 
  entry. 
  (76,166,177) 
  5 
  He's lying. And he does not possess the 
  implied skill. Return to the previous 
  You noticed flecks or flakes of dry , 
  transparent material . It looks like skin. 
  Whoever was here was peeling like a water-soaked ceil· 
  ing! Baffled , you find no answer to this puzzle. No 
  more evidence can be found here. Go to any Arkham 
  location . 
  (I 65) 
  6 
  There is a difference between using a 
  phrase book and speaking a language. 
  They speak English at the Athens Bureau of Investiga-
  tion , you suppose. Go to - 87-. 
  (87) 
  7 
  The window opens smoothly. and you 
  enter. You try to move as quietly as 
  possible : attempt a Sneak roU. If you fail , go 10 - S J-. 
  If you succeed, you realize that you have no idea 
  where Gliere's room is. You go upstairs. All the doors 
  are closed; none have names on them. To try one,go to 
  - 52-. To leave the house,go to any Arkham location . 
  (28,90) 
  8 
  He takes your refusal without interest. 
  "Very well, sir. I shall return later." He 
  leaves and you stare at the walls of your silent room. 
  Go to - 73-. 
  (167) 
  DARK 
  9 
  The man is an Egyptian. His posture 
  seems threatening. To run past him, at· 
  tempt a Dodge roll. If you succeed, your investigator 
  gets away, and can proceed to his or her destination or 
  next activity. If you fail , go to - 10-. 
  (47) 
  10 
  Attempt a Luck roU. If you succeed, 
  and if your investigator is armed, he or 
  she gets weapon of choice in hand before the stranger 
  attacks. If you fail the roll, the Egyptian strikes first 
  with his knife (I D6 damage, SO% attack). Mark off any 
  hit points lost . 
  If you succeed with a Grapple or a Dodge roll, you 
  evade the murderous cur's next stab, and break free . If 
  you were armed, you now have your weapon in hand . 
  If you fail the roll, the murderer attacks again. 
  You may attack in return, or attempt to get free of 
  his grasp. He is holding you and stabbing. His STR is 
  II; attempt to break free by making a STR vs. STR 
  roll on the resistance table. If you fail , the stranger 
  strikes again. Attempt additional STR vs. STR roils; 
  each time you fail , he stabs another time. 
  If you break free before dying, the authorities start 
  a ship-wide search . It is unsuccessful. If you do not 
  escape or kill him before he kills you, he shows no 
  mercy. THE END. 
  (9 ,91) 
  Go to - 141 -. 
  (52) 
  11 
  11 
  The food tasted all right at the time , but 
  now your stomach is churning. Food 
  poisoning! You're really sick! Make a successful Treat 
  Poison roll and go on your way , or spend three hours 
  recovering, and mark off I hit point and I magic point 
  from your current totals; rcgain them naturally. Go to 
  any location on the appropriate location table. 
  (586) 
  13 
  For you, Professor Louis Grunewald , 
  this first day of September, 193 J , has 
  been tiring and uncomfortable. Ught mist has covered 
  Arkham for most of the day . You held two uninspired 
  undergraduate classes at Miskatonic University. You 
  also met with the new chairman of the Literature De-
  partment , a giddy Technocrat. You survey your desk 
  and see that a stack of papers to grade has already 
  formed . You're enjoying your second pipe of the even· 
  ' .Ig when the doorbell rings. To your surprise, it's a 
  telegraphic messenger. 
  "It arrived at Kingspoint Head station not more 
  than an hour ago," the boy says. You sign for it , and 
  
  slip a dime into the youngster's hand . "Oh, thank: you, 
  sir!" You open the envelope and scan the contents. 
  ATHENS. GREECE 
  911131 vii King,point Station 
  IN JAil FOR ANTIOUITY THEFT STOP NEED HelP 
  STOP CAN YOU COME STOP URGENT STOP SEE 
  CORPORAL rliONAS. ATHENS BUREAU OF 
  INVESTIGATION. 
  GliERE 
  My goodness, you think. Imagine! Dotty old Gliere in 
  prison! You reca1lthat he had gone to Greece to work 
  on his book concerning primitive myth. What has he 
  gotten himself into? ShouJd you wire money? You re-
  call ,II the amusing discussions you've had with him. 
  and a sudden insight lets you understand that Tibor 
  Gliere nad no close friends - except you. Should you 
  go help him? You suppose the University will grant 
  you leave. But do you want to go? 
  With uncommon speed 
  you decide to go to Athens 
  to help Gliere. You write 
  him a wire, and another to 
  Ernest Holt ,a wealthy New 
  York financier and a good 
  friend of yours. If you get 
  into hot water, Holt will 
  help. And you decide to 
  keep him posted on your 
  llrogress. You give both 
  telegrams to the waiting 
  messenger, along with the 
  necessary funds. 
  What to do now? You 
  have four dollars left in 
  your wallet- you'll go to 
  the bank first thing in the 
  morning. 
  Trans-Atlantic 
  schedules- the Advertiser 
  surely carries that informa-
  tion . As you pack, you 
  wonder if you mould check 
  Gliere's room at Mrs. Hard-
  ing's boarding house. May-
  be you could get a clue about GHere's activities or a hint 
  about his arrest. 
  Your passport's in order; your clothes and sundries 
  are packed. You'd best turn in . You're going on a little 
  trip. When you awake, it is $cpt. 2;go to - 102-. 
  (START) 
  14 
  You crouched in the gloomy shadows. 
  Soon you hear slow, shuffling footsteps 
  from many directions. Do you wish you'd run instead? 
  Somehow you COUn! yourself glad that you can't make 
  out the faces of the approaching figures- figures which 
  move as though alive, and yet remind you of the dead! 
  Now you're sure they see you. You begin to panic. To 
  run,go to - 27-; to stand upand use Fast Talk or Cred-
  it Rating to get out of this, go to - 31 -. 
  (194) 
  15 
  Nobody goes near the European driver . 
  Perhaps there's something odd about 
  that . And the old fellow looks shaky , but serene. And 
  the young driver looks friendly, but perhaps overly 
  brash. Go to - 58-. 
  (58) 
  AR KHAM DEPOT 
  16 
  Trains for Boston leave at 9am, noon, 
  and Spm The trip takes an hour and costs $125. You 
  may purchase a ticket for the train and wait here , or go 
  to any other Arkham location ; see the location table . 
  When you go to Boston ,go to - 64- . 
  (Arkham location) 
  17 
  He's lying. 
  (! 66, 177,316,346) 
  18 
  At first you 
  move silent-
  Iy, cunningly evading the 
  ghastly, 
  lifeless 
  figures 
  which shuffle across the 
  court in search of you. 
  Then you clumsily k.ick a 
  loose stone which clatters 
  across the court. All of the 
  terrifying figures turn to-
  ward you. 
  A successful Climb roll 
  gets you over a fence and 
  away from the encircling 
  figures; go to - 33-. If 
  your roll failed. you must 
  go to - 27-, 
  (194) 
  19 
  You whistle 
  loudly 
  to 
  show that you've heard 
  nOlhing, and amble away . 
  ProfellOT I.ouiz 
  But in the gloom you be-
  gin to see strange cloaked figures shamble toward you 
  from all sides. How stupid you were to have drawn at-
  tention to yourself! 
  If you can roll a successful Dodge and a successful 
  Climb roll, you manage to get over a fence and safely 
  beyond the grasp of the creatures; go to - 33-. If 
  eith.er or both rolls fail , go to - 31- . 
  (194) 
  PIOSOTOS CAFE 
  10 
  As you enter the cafe. the thick, acrid 
  tobacco smoke nearly chokes you . The place is filled 
  with laughing. gesticulating dock workers and sailors. 
  If you're here to mect someone ,go to - 35-. 
  If you're just looking around , you can approach any 
  or the following if you have Christos with you, or if 
  you can make a successful RjWfS Greek roll for each 
  one you try: 
  for the group in back playing cards, go to - 107-; 
  
  for the burly sailors at the bar, go to - 105-. 
  For the Englishman alone at a table , you need make 
  no roll to approach him; go to - 35- . 
  (Athens location) 
  11 
  "And the Karpathos [)evice," you ask, 
  "was it returned to the museum?" He 
  shakes his head. "Oh, no. It was scheduled to be sent 
  to the National Museum at Cairo for a special exhibit. 
  The Device may be Egyptian, you see . The plans were 
  not changed." 
  If it is September, go to - 12S- . If it is October or 
  later, go to - 174- or return to - 204- . 
  (40) 
  II 
  Christos whispers that you and he could 
  just burst into the office. He grins slyly. 
  Jfyou agree ,go to - 177- ; otherwise return to - IIS-. 
  (153) 
  13 
  .. 'Tis my boarding house, and I'll allow 
  in whom I wish!" She slams the door. 
  If you want to try sneaking in later at night, go to 
  . - 90- . Or you may go to another Arkham location. 
  (113) 
  14 
  A map of the heavens rests on one of 
  the shelves. This constellations map is 
  quite similar to the copy of Ptolemy's found in the 
  M.U. collection. Strangely enough, the star patterns 
  here are slightly twisted or even completely skewed. In 
  some patterns, stars are missing. 
  Attempt a Spot Hidden roll: if you succeed, go to 
  -68- . If you fail , return to - 150-. 
  (72,150) 
  15 
  "Aristotle Mylonas, while collecting an 
  undeniably -tremendous treasure house 
  of Greek art. has been reluctant to loan or even to 
  show. some of the National Museum's most interesting 
  treasures. The Karpathos Device, for example, has not 
  been displayed for years. Its loan to other museums is, 
  according to Mylonas, 'unthinkable.' " 
  - Great Museums o[ the Modem World 
  (63,14S) 
  16 
  Roll each of the following, and write 
  down whether the roll succeeded or fail-
  ed: Luck, Spot Hidden , Usten, Know. After making all 
  of the rolls, go to - 123- . 
  (101,127,424) 
  . 
  17 
  Something grabs you. Roll STR vs. STR 
  on the resistance table to escape; it has 
  STR of 406. Fail, and a second thing grabs you. The 
  combined STR is S06; roll against the new total on the 
  resistance table . Succeed, and you squirm out of their 
  grasps, escaping to - 33-. Fail, and a third one grips 
  you and all three begin tearing at your flesh. You fill 
  the chill air with your screams. It is . . . THE END. 
  (14, 18) 
  18 
  The door is locked . If you want to try 
  the window, go to - 7- . If you want to 
  pick its lock , make a successful Mechanical Repair roll . 
  If you want to pry open the window, succeed at an 
  STR x4 on DlOO. lfany roll succeeds, you are in Hard-
  ing House. If you make a successful Sneak roll. you 
  may scout the house. There are four upstairs bedrooms 
  which might be Gliere's; go to - 52- . If you fail the 
  Sneak,go to - 51 - . 
  (90) 
  19 
  You see strange, bird-like markings and 
  some scribbled words in the Professor's 
  familiar hand . 1bree of the words seem paired with the 
  symbols -
  old, heavens, cold. Successfully make an 
  Idea roll and go to - 124- . Failing, return to - 150-. 
  (ISO) 
  GREEK CONSULATE 
  30 
  Concerning Greek criminal matters,they 
  advise visiting the Athens Bureau of investigation. A 
  Corporal Ilionas, they say, has handled the Gliere case. 
  You ask for information about the National Museum 
  and its treasures , but they have only an unhelpful trav-
  el brochure. They jokingly caution you about the cab 
  drivers of Athens. You may go to any New York City 
  location. 
  (New York location) 
  31 
  Even if you made a successful roll, they 
  aren't listening. Reaching hands grasp 
  you, closing around different parts of your body, tight-
  er and tighter. You whimper, then scream. The last 
  thing you see is a nightmare of hollow eyes; the last 
  thing you srnell is the stench of fetid, hungry mouths. 
  It is ... THE END. 
  (14, 19) 
  31 
  in rifling through Gliere's notes and let-
  ters, you find a portion of manuscript: 
  "The Great Upheaval Myths Correlated with Climatic 
  Change," by T. Gliere. Skimming, you see a bizarre 
  collection of tales mentioning nearly every rumored 
  land, from Atlantis to Mu. Many stories you do not 
  recognize at all. Apparently Cliere sought historical 
  and physical evidence for these legends of lands sunken 
  and frozen. He seems to have found common dates for 
  the devastation myths common to nearly every culture. 
  Interesting. If you can make a successful Spot Hi4den 
  rolt, go to - 53- ; if you fail, go to - 150- . 
  (ISO) 
  33 
  Trembling with fear, you reel down the 
  road from the Parthenon . You spy a 
  lone figure ahead, a white-haired old man who uses a 
  walking cane. You babble a warning in English, suppos-
  ing that the alarm alone in your voice will be enough to 
  dissuade him from going closer to the horrors lurking 
  in the Parthenon behind you. 
  To your surprise, he answers in English. His voice is 
  slow, but it inspires your confidence. "Fear no more," 
  he says. "Tonight the stars themselves bind those things 
  
  to the top of the sacred hill. We have nothing to fear 
  here." 
  Your terror begins to lift like a veil. "Your friend 
  was killed by one of those ... creatures. You see them 
  in museums, you know , looking like stuffed animals. 
  Undead1 Ghouls? Who knows their origin? Your friend 
  Cliere saw them just before they kiUcd him. That is as 
  much as you and I need know." He pauses. "All our 
  lives we struggle in darkness. We are poor beings, who 
  need the darkness in order to find the Ught." As he 
  says these words the moon breaks through the clouds, 
  and a calm beauty pervades the world. Your fears are 
  quenched , your heart utterly al peace, 
  .,' have been on quests like yours, I have been. 
  scholar of the unusual. I know the uncertainties and 
  the terrors. There is nothing we mere mortals can do 
  but strengthen our faith and struggle against the dark· 
  ness." The two of you walk slowly. 
  " I do not know what Gliere had discovered. I do 
  know that while in prison he told someone that if the 
  Karpathos Device was 're-
  turned to its home: life as 
  we know it will cease to 
  exist." 
  He turns to you '" am 
  at the end of my life. It is 
  up to you to stop this evil, 
  as your friend attempted 
  so valiantly. Egypt is the 
  . answer. Go there, find the 
  Device, return it to the sea, 
  or destroy it utterly." He 
  takes something from his 
  hand 'It is a ring, heavy 
  with gold, curiously made, 
  covered with signs, most 
  prominently a five-pointed 
  star with a core of name. 
  "1 give you this. It has 
  JXlwer, though perhaps not 
  as much as you would 
  want . Use it against dead 
  things brought back to 
  existence." 
  For a moment a friendly hand has steadied you and 
  restored your resolve. This warmth of feeling is what 
  you fight for- and the numbing terror which chased 
  you from the hill is what you despise. 
  When you look up again, your new friend is gone. 
  The road is empty. The encounter was like a dream. But 
  the ring is still there. You slip it on a finger ; it fits firm· 
  ly and romfortably. Reaching the bottom of the hill, 
  you find a cab and go to a hotel. The room costs 100 
  drachmas. You sleep peacefully . 
  In the morning, go to any Athens location. 
  (18, 19,27) 
  34 
  She will not change her mind . Go to 
  - 11 8- , or you can go to any Athens 
  location you wish. 
  (153) 
  35 
  He is Richard Hawkes. He greets you 
  warmly. "An ouzo and some talk ," he 
  suggests. "Look, I know you're investigating GHere's 
  death. I've talked to him once or twice. His death caused 
  quite a stir. Well, to make a long story short, I have 
  some interesting information concerning his crazy theft . 
  I don't have it here, but if you'd like to rome back to 
  my apartment, I can show it to you." 
  If you say yes, go to - 79- . If you say no, Hawkes 
  suggests meeting you at the Parthenon at sunset. He'll 
  bring the stuff then. In the meantime, you may go to 
  any Athens location. 
  (20) 
  ERNEST HOLT'S APARTMENT 
  36 
  Something is wrong. You're a hard· 
  headed tycoon, but you learned long ago to trust your 
  strong hunches. Grunewald's telegrams stopped with· 
  out explanation 72 hours ago; your inquiries have gone 
  unanswered. Should you alert your agents scattered 
  across the globe? 
  Judiciously sipping su-
  perb brandy, at last you 
  decide against the employ-
  ment of proxies. Grune-
  wald hinted of mysteries 
  beyond the capacities of 
  mere assistants. You trust 
  his 
  judgment-you'll go 
  yourself. You scrawl in-
  structions to subordinates 
  and dictate phone messages 
  to a secretary whom you 
  have callously woken from 
  a sound sleep. 
  Your holdings will tend 
  themselves for a few weeki. 
  Your passport is in order. 
  You'll pull strings to get 
  an assortment of visas over-
  night: mere governments 
  cannot keep Ernest Holt 
  from aiding a friend. 
  A Uner sails soon-or 
  perhaps you should charter one. Jenkins can have you 
  packed and reading to go in an hour. You have plenty 
  of time. It's a pity your experimental trans-Atlantic 
  passenger plane isn't quite ready, though- that would 
  be fun! You find yourself eagerly anticipating action in 
  the field. You feel ready for anything. You open your 
  safe. You have S35,000 in cash on hand. Note in your 
  journal how much you bring along. 
  ' 
  You call Nora McShane at the Sun. A despicable rag 
  of a newspaper, but a crackerjack young lady - "the 
  light of the Sun ," you like to say. Miss McShane has 
  heard nothing from Grunewald. You notice her profes· 
  sional interest grow as you talk , and you ask her to 
  write nothing for a few days. "I'm sure there's a proper 
  explanation," you say grandly , but somehow you 
  know that neither of you believes that statement. 
  Now you sleep. You'll attend to details tomorrow . 
  When you wake , go to any New York location. 
  (START) 
  
  37 
  NORA McSHANE'S APARTMENT 
  You flirted with the City Editor, and 
  then polished up the National Editor - as usual, your 
  baby-blues got you what yOll wanted , and you don't 
  mind giving an old goat a lift now and then . Besides, 
  this could be the biggest story of your young life, or so 
  you hope. Headlines sail through your imagination: 
  "MISKATONIC 
  MYSTERY!" 
  "GAL GUMSHOE 
  TRACKS DOWN MISSlNG PROFESSOR!" "fINAN-
  CIER FOUND ALIVE!" And your by-line is under 
  everyone. 
  With Cliere dead, and Holt and Grunewald missing, 
  you're prctty sure that the story behind this one will 
  be a rcal jaw-dropper. And probably dangerous-now 
  Holt's been missing for 72 hours . You thoughtfully 
  pack the gigantic revolver given to you on the QT by 
  Bruno the vice-squad cop. A girl can't be too careful, 
  you decide. You have $700.00 expense money that 
  the Sun allowed you, more cash than you've ever seen 
  in one place . You can leave soon on one of the regular 
  liners, and in the meantime do some shopping and 
  research~maybe even make a trip to Arkham. 
  You send a cablegram to your beau, Devon Wilson, 
  aboard the USS Rochester, telling him your plans and 
  that you'll keep in touch. 
  The Sun's circulation boost 
  from this story should blow 
  that pipsqueak Daily News 
  right out of the water, you 
  dreamily calculate. As for 
  you, it'll be goodby New 
  York- hello Pulitzer Prize! 
  In the morning, go to any 
  New York location. 
  (START) 
  38 
  RETAIL 
  STORE 
  This retailer accepts currency 
  w 
  entry - 46-
  from any country. You can buy any item listed in the 
  Sourcebook. page 21. Deduct the purchase cost from 
  your current funds. You also can buy any of the 
  weapons listed on pages 19·20 of the rulesbook. Then 
  go to any location on the appropriate location table. 
  (branches in Arkham, New York, Athens, Alexandria, 
  and Bremen) 
  39 
  You hear a scream. The plane lurches, 
  then tilts slightly to the right. You no· 
  tice that the previously smoothly.flying craft has begun 
  to wobble. Go to entry - 44- . 
  (SO) 
  40 
  "But yes, very strange ... Professor 
  Gliere first stealing that device, then 
  taking his own life. I wish I could tell you more," Ilion· 
  as says. "The Karpathos Device is mysterious. No one 
  knows its true nature. Perhaps the scholars at the Na· 
  tional Museum can tell you about it." 
  If you can make a successful Idea roll, go to - 21 -. 
  If you fail, return to - 204-. 
  (204) 
  41 
  Attempt the appropriate R/W/S roll for 
  each of the following books. For each 
  successful roll,spend two hours and go to the pertinent 
  entry : 
  ... RjW/S German ,Die My the. go to - 62- . 
  R/W/S French, Guiles des Coules, go to - 84-. 
  RjW/S Latin , Uber /vonis, go to - 140- . 
  R/W/S English , Marvels of 'he Spiri, World, go to 
  - 159- . 
  When you have finished , return to - 74-. 
  (62,74,84, I 17, 140, 157, 159, 182) 
  41 
  If you wish a crowded, smelly seat , go 
  to - 75- ; if you wish a private suite, 
  with toilet and basin, then pay 400 drachmas more and 
  go to - 93-. 
  (183) 
  43 
  The plane has been abandoned, but it 
  looks in good condition. A tempting 
  thought enters your mind : steal it. If you have five or 
  more percentiles of Pilot Aircraft, you can check out 
  the plane and get it started,go to - 98- . Otherwise,go 
  E 
  to - 181-. 
  (44,181) 
  44 
  The 
  door 
  is 
  open. Beyond 
  sprawls the limp, lifeless body 
  of the pilot; you see the futile 
  kicks of the co·pilot. The 
  plane flies on, tentatively. 
  The Arab turns his head. You 
  gasp at the sunken, ghostly 
  eyes. His skin has a grayish 
  pallor. He looks like an ani· 
  mated corpse: make a Sanity 
  roll and lose 011 D4 SAN. Go to - 71 - with a success· 
  ful Egyptology roll. 
  A sudden lurch of the craft throws the other passen· 
  gers against the bulkheads, stunning them or disabling 
  them. Only you had kept your safety belt fastened. 
  Are you armed? You can shoot if you have a gun , at 
  point-blank range. The Arab has 40 hit points. It will 
  take him 1 D6 rounds to finish killing the co·pilot. In 
  the meantime , you can continue to try to kill the Arab. 
  Then, if he's still moving, he will turn and grab you -
  roll STR vs. STR to escape; he has STR 20. 
  The plane will crash in 106+6 rounds after the"J>\rab 
  turns his head . Once he is dead , you can save yourself 
  and the rest of the passengers by saving the co·pilot , by 
  rolling a successful Pilot Aircraft for yourself, or by 
  rolling a successful Spot Hidden and a successful First 
  Aid - you notice that the Greek Colonel, momentarily 
  knocked unconscious, wears pilot's wings. 
  If you survive , go to - 181-. If you want to try 
  another airplane, the rest of them are still where they 
  were. If you think you'd like to steal this one, go to 
  -43- . 
  (39,50,71) 
  
  45 
  "That's just fancy talk! Professor Cliett 
  specifically instructed that no one dis-
  turb his room," She slams the door . You can Iry sneak· 
  ing in later, at night , by going to - 90- , or you can go 
  to another Arkham location. 
  (67,113) 
  46 
  "Curious," you think _ "That symbol 
  looks almost like a map." In the box be· 
  low is the diagram you copy and take with you. Now 
  return to the previous entry. 
  (49, 294) 
  47 
  If you have already survived this entry. 
  the steward is harmless. If not . read on. 
  A new steward enters, carrying fresh towels for your 
  stateroom. He looks Egyptian . Choose one of the 
  following. If you make a successful roll for it, then go 
  to that entry: 
  for a successful Spot 
  Hidden roll, go to - 9 1-; 
  for a successful Anthro-
  pology roll, go to - 9- ; 
  for a successful Luck 
  roll, go to - 106-, 
  (167) 
  48 
  "Aristotle 
  Mylonas, 
  Director of the National 
  Museum of Archaeology in 
  Athens, died today in a bi-
  zarre automobile accident. 
  His car, apparently going 
  much 
  too 
  fast , 
  spun 
  through the railing of a 
  stone bridge across the lltis-
  sus River. This internation-
  ally-known scholar, largely 
  responsible for the protec-
  tion of many Creek nation-
  al treasures, will be sorely 
  missed. 
  "A reclusive man, Mylonas was unmarried and with· 
  out other family. He declared always that his beloved 
  Creece was both mother and father to him." 
  - Arkham Advertiser. 
  July I, 1931 
  Return 10 - 60- . 
  (60) 
  49 
  (ISO) 
  You can go to -46- or to - 68- . It's 
  your choice . 
  50 
  Make a successful Usten roll and you 
  can go to - 55-. If you succeeded with 
  the [jsten roll and you have a gun , you can go up to 
  the pilots' cabin to see what's happening: go to - 44-. 
  If you failed the Usttn roll , you lay low in your seat : 
  go to - 39- . 
  (55,59,76,99) 
  51 
  "Why. the idea!" Mrs. Harding sputters. 
  ""U count to three." she says, her grip 
  tightening on the shotgun, "and then I'll pull the trig-
  ger! One ... two .... " You quickly decide to leave . 
  Go to any Arkham location. 
  (2,7, 28,52, 141 , ISO) 
  51 
  You'll have to try one of the rooms. 
  Attempt a Sneak roll before each try . If 
  you faU the Sneak, go to the entry and read it , then im-
  mediately go to - 51-. 
  for room A,go to - 141 - ; 
  for room 8 ,go to - 2- ; 
  for room CJ go to - 11- ; 
  for room 0 , go to - 150- . 
  (7,28, 141) 
  53 
  You find a 
  letter from 
  a Mr. Velikovsky, post· 
  marked 
  Palestine. 
  The 
  scrawl is difficult, but you 
  can see that the author 
  greets Cliere's work 'with 
  joy.' There is a page about 
  the Vedas and how they 
  confirm something called 
  the 'Polar Reversal.' One 
  portion deals with the 'Era 
  of Fertility on the Frozen 
  Continent.' Velikovsky reo 
  ports that work on 'Freud· 
  ialJ Heroes' - including Ik· 
  henaten- continues. 
  Re· 
  turn to - 150- . 
  (32) 
  54 
  E. S. 
  WllENTZ 
  Bookstore. 
  Three floors of books! Some titles interest you: 
  Harrison's English/Greek Phrase Book ($1 .75 ) 
  Harrison's English/Arabic Phrase Book (SI.75) 
  Basel's English/Gennan Phrase Book (S225) 
  Cherry-Gerrard, The Longest Journey in the 
  World (52 50) 
  Douglas, With Lake in the Antarctic (S200) 
  Planchon, Guide to South Americo (S200) 
  You have enough suitcase room for no more than three. 
  Enter any books purchased in your journal. Go to any 
  New York City location. 
  (New York location) 
  You hear a scream. Return to -50-. 
  (SO) 
  NEW YORK TAXIS 
  55 
  56 
  A cab trip costs 30+2010 cents; a cab 
  for the day costs $3.00. Co to any New York location. 
  (New York location) 
  
  57 
  Jacques smiles gallantly. "I am trying to 
  interest wealthy Greeks in the romance 
  of the air. But my little service- " his subtle accent is as 
  pervasive as perfume "- has not been well-received , 
  mmmh? Yet perhaps I may take you somewhere?" If 
  yes, go to - 92-; jf no, go to - 181- . 
  (181 ) 
  58 
  You see three other drivers standing 
  near their cabs. One is young, another is 
  an old man, and the third is nattily dressed , almost 
  English in his impeccability. Which will you hire? If 
  you can successfully make a Psychology or a Spot Hid-
  den roll, go to - 15- first , then choose. 
  For the young driver , go to - 179- ; 
  for the old driver , go to -201-; 
  for the 'English' driver, go to -223-. 
  (81 , 131 ,201) 
  59 
  go to - 50-. 
  (76) 
  Something's not right. You can, if you 
  are carrying a weapon, get it ready. Now 
  ARKHAM ADVERTISER 
  60 
  Information available by phone : for 
  scheduled sailings of ocean liners, go to - 136- , then 
  return here. For news of Athens, go to - 80- , then reo 
  turn here. 
  For each hour spent browsing through the paper's 
  back·issue files , you can attempt one of the following 
  rolls once: 
  for a successful Library Use roll , go to -48- ; 
  for a successful Spot Hidden roll, go to - 125- . 
  You may also attempt a Luck roll, if you succeed , go 
  to - 168-. If it is October or later, go to - 172- as 
  well. 
  (Arkham location) 
  61 
  You notice flakes of dry skin. Someone 
  has left behind his or her sunburn , you 
  think. Quite out of place to do it in this fine shop. You 
  look around and see two figures, one short and one 
  tall, staring directly at you. You quickly leave the shop . 
  Go to - 126-. 
  (133) 
  61 
  The ancient myths refer to Gotterdam· 
  merung, the fall of the Gods. Inexplic. 
  ably, almost all of these Northern myths say that the 
  climate became colder after that fall. With a successful 
  Luck roll, go to - 117-. Fail, and you must return to 
  - 41 - or ·- 74- . 
  (41 ) 
  63 
  nus democratic nation of freedom·lov· 
  ing peoples has a complex and lengthy 
  history. They are fiercely protective of their rights, and 
  even more protective of the precious artifacts of their 
  past. Make a successful Know roll and go to - 25-. 
  Fail, and return to the last entry. 
  (74) 
  BOSTON RAILWAY STATION 
  64 
  There are two trains to New York City's 
  Grand Central Station. One leaves at lOam and arrives 
  at 5pm ; the other leaves at 4pm and arrives at lOpm. 
  Each costs $6.00 one way, go to - 146- upon arrival. 
  Trains depart for Arkham at lOam, Ipm, and 6pm , 
  and arrive one hour later. Each costs $1.25 one way;go 
  to - J 6- upon arrival. 
  Should you miss the train , you have frienc;ls in Bos· 
  ton who gladly will pick you up and put you up for the 
  night for free. 
  (Boston location) 
  NEW YORK SUN (EUROPEAN ED.) 
  65 
  When you browse through the news· 
  paper, you notice three items. 
  "Amet Keh, Director of the Cairo National Museum , 
  eagerly awaits the arrival of the Karpathos Device, on 
  loan from Athens." 
  "The casket bearing Professor Gliere, the academic 
  truef from Miskatonic University, has been placed 
  aboard the UraniD for New York. A service has been 
  scheduled at Arkham, Mass., U.S.A." 
  " The Starkweather·Moore Expedition nears readi· 
  ness as the Dark Sea heads for Bremen , Germany. Once 
  there, final preparations include reinforcing the hull for 
  the treacherous journey into the ice floes surrounding 
  Antarctica." 
  If it is after September 15 . go to - 95-. 
  (Athens location) 
  66 
  From Vienna, you reach Athens or 
  Bremen, Germany, in two days. The 
  only European locations of relevance are listed in the 
  location tables. 
  (183) 
  67 
  Her eyes are wary. but she is listening. 
  Try to roll APP x5 or less on OJ 00. If 
  you make it, go to - 150-. If you fail, go to - 45- . 
  (113) 
  68 
  In Breasted's classic,A HistoryojEgypt, 
  a slip of paper is sticking out. It marks 
  page 170, and on that page phrases are underlined : 
  "internal conflicts," "the fall of the Old Kingdom ," 
  "the triumph becomes complete," "the crocodile god ." 
  You also notice a word on the slip of paper. In 
  Gliere's hand it reads : ·'Quattara." 
  Succeed with another Spot Hidden and go to 
  - 188-; fail and go to - 150- . 
  (24, 49) 
  69 
  Two foreigners stand on deck. The tall 
  fellow wears a robe with a cowl. He is 
  perhaps Arabic or Turkish. A shorter fellow , ferret·like, 
  looks in your direction. Though they seem out of place 
  on this ship, they make you feel uncomfortable. Re· 
  turn to your last srup activity number. or go to - 187- . 
  (73,83) 
  
  70 
  "The myth of the cataclysm, or the up-
  heaval, is one of the oldest tales and is 
  found in nearly every culture. These imagined events 
  occurred, according to some Nordic myths, three or 
  four thousand years ago. Other legends, notably those 
  told by the Shikastra sect of Tibet, date the world-
  changing disaster to as recently as 850 B.C ," 
  Go to - 145- . 
  (145) 
  - T. GUete, 71fe Destruction Myths 
  71 
  Astonishingly , the skin has the unmis· 
  takable look of the preserved flesh of an 
  Egyptian mummy. Go to - 44- . 
  (44) 
  71 
  (ISO) 
  Attempt a Spot Hidden, if you succeed , 
  go to - 24-. If you fail, go to - 150-. 
  73 
  If you have scheduled Room (am), 
  Room (pm), or Room (night), then go 
  to - 161-. If you scheduled Ship's Tour (pm), make a 
  successful Spot Hidden and go to - 69- . For any other 
  result, go to the ship activity table at - 181-. 
  (8,187) 
  NEW YORK PUBLIC LIBRARY 
  74 
  While not allowing browsers, the helpful 
  librarians provide a selection of books on a topic. They 
  are busy and understaffed, so only two topics per visit. 
  You may go to another location and then return here 
  in the same day. II takes 2 hours to study each topic: 
  for Archaeology, go to - 116- ; 
  for Egyptology, go to - 85- ; 
  for Greece, go to - 63-; 
  for Occult, go to - 41 -; 
  for all others, go to - 138- . 
  No rolls are needed for these books. When finished , 
  you may go to any location on the New York City loca· 
  tion table. 
  (New York location) 
  75 
  You arrive safely in three days. Connec· 
  tions could be made to Istanbul, Damas-
  cus, and finally to Cairo. Go to -205-. 
  (42, lSI , 152) 
  76 
  The Arab's hand has an eerie, grayish 
  pallor. Clawlike, it grabs the door latch 
  to the pilots' compartment. Attempt a Luck and an 
  Idea roll: if you succeed at both, go to - 59- ; other· 
  wise,go to - 50- . 
  (99) 
  77 
  "'He says," Chrlstos tells you, "that GIi-
  ere hung himself, he killed himself. Yes, 
  his body has been shipped to the United States. That is 
  all he knows. Apparently the Professor left nothing be· 
  hind to be recovered ." If you can make a successful 
  Psychology roll, go to - 180- ; if you fail,go to - 87- . 
  (87) 
  78 
  "Take me with you, Boss. J speak good 
  Arabic." If you take him . so note and 
  return 10 - 160-. Note also that when you try his Ara-
  bic, you should go to - 4-, then return to your currenl 
  number. 
  (160) 
  79 
  His small apartment is cluttered with 
  books and filled with rich aromas. II is 
  the room of a scholar. 
  Attempt Know, Cthulhu Mythos, Occult, Spot Hid· 
  den, and Usten rolls. Write down the success or failure 
  of each, then go to - 112- . 
  (35) 
  80 
  "'n a gala ceremony, Zeno Pisistratos 
  was installed as curator of the National 
  Museum of Archaeology at Athens today. Pis.istratos, 
  an expert in Greek and Egyptian antiquities, is said to 
  be interested in arranging exchange-exhibits with other 
  important world museums." 
  Go to - 60- . 
  (60) 
  - Arkham Advertiser, July 20, 1931 
  81 
  " I'm Christos. Where to, Yank?" You 
  tell him and he'll take you anyplace in 
  Athens. Along' the way he says, "Usten- I'm a great 
  interpreter. If you need help with Greek, you couldn't 
  do better than me. Fifty drachmas a day: I stay with 
  you,drive you around. Like a guide. What do you say?" 
  Weighing his character, you think there's some 
  chance that he'll abandon you and do a little celebrat· 
  ing on his own as you go from one point to another. 
  But probably he can interpret just fine , and he seems 
  to know where to go. If you want another cab, go to 
  - 58- , or go to any location on the Athens location 
  table. 
  (131 ) 
  MISKATONIC UNIVERSITY 
  81 
  Information available by phone: the MU 
  library is open 9am to 9pm , M.sat. Go to - 145- . 
  Other information : to see Dr. Martin Fen, Chairman 
  of the History Department before or on 8 Sept., go to 
  - 122-; after 8 Sept., go to - 143- . To see the Dean 
  before or on Sept. 8, go to - 100- ; to see the Dean 
  after Sept. 8,go to - 197-. 
  (Arkham location) 
  83 
  Go to - 69- . If you've been there be· 
  fore, on a successful Idea roll go to 
  - 115- . Otherwise, go to - 187- or your last ship ac· 
  tivity number. 
  (109) 
  84 
  A chapter notes that the most bizarre 
  case of ''undead'' occurred among 
  French Legionnaires in North Africa . Outpost guards 
  were found strangled with necks of dead, scaly skin 
  still sticking to their throats. Go to - 74- or -41 - . 
  (41) 
  • 
  
  85 
  "Egypt today is an engaging mixture of 
  ancient and modern. Camels and market-
  places are side-by-side with motor cars and luxurious 
  hotels." 
  " Religions of various kinds playa special role in 
  Egypt , many of them of a most unusual nature , It is 
  best, for example, to avoid the cult of Aten, a mysteri. 
  ous and perhaps dangerous group found in the major 
  cities of Cairo and Alexandria." 
  - Baedeker's Gu.ide to Egypt 
  On a successful Ubrary Use roll, go to - 161- . 
  Otherwise, go to - 74-. 
  (74) 
  NEW YORK SUN 
  86 
  "The oft.deJayed Starkweather-Moore 
  expedition to the Antarctic nears completion , with a 
  late December departure now virtually certain. Brem-
  enhaven, Germany, will be the expedition's jumping-
  off point,and its last EUropean port of call." 
  " An American professor. Dr. Tihor Cliere of Miska· 
  tonic University, has been arrested for the alleged 
  theft of an antiquity. Miskatonic's Dean Wilcox reports 
  that a colleague, Dr. Louis Grunewald , has gone to 
  Athens to investigate the matter for the University ." 
  If it is after Sept. 8, go to - 95- . Otherwise go to 
  any New Vork location. 
  (New York location) 
  ATHENS HALL OF JUSTICE 
  87 
  The Hall of Justice and the King's Court 
  of Appeals are open from 9am-noon, and from 3pm· 
  7pm, M·F. 
  If Christos is with you, he knows exactly where to 
  go; if you are alone, you spend an hour before you ar· 
  rive at the right corridor and Hnd the desk sergeant in 
  charge of the jails. The sergeant speaks no English. 
  If Christos is with you, go to - 77- , then return 
  here . 
  If you speak no Greek, but you have an English/ 
  Greek phrasebook , go to - 6- and then return here. 
  If you must find someone who speaks English and 
  Greek , roll I D6 for the number of hours elapsed, then 
  go to - 6- today (or tomorrow if too much time has 
  passed), then return here. 
  As you leave, the sergeant remembers something. He 
  pulls a letter out of a drawer, and gestures that you 
  may read it . Go to - 539- . 
  (Athens location) 
  88 
  While formerly·fashionable avant-garde 
  are has become politically suspect, the 
  occult is faddish with many of the younger politicians. 
  Various readings and portents are said to promise a 
  bright future for the Fatherland. Go to - 74-. 
  (138) 
  89 
  Mrs. Harding glares and slams the door 
  in your face. To sneak in later, when 
  everyone is sleeping, go to - 90- . Or you can go to any 
  Arkham location . 
  (113) 
  90 
  The boarding house is quiet. Vou creep 
  onto the porch. To try the window, go 
  to - 7 - ; to try the door, go to - 28- . Or you can leave, 
  and go to any Arkham location. 
  (23, 45, 89) 
  91 
  Something glistens beneath his open 
  jacket. With a successful Dodge roll, you 
  can push past him and escape; he will not follow. If 
  you fail the Dodge or wish confrontation, go to - 10- . 
  (47) 
  91 
  For 400 drachmas, he will take you to 
  Cairo or Bremen , and no questions 
  asked. In order to have daylight to complete the trip, 
  he must take off before noon. The flight is a wind· 
  swept adventure in an open-i:ockpit biplane. Ooh lah 
  lah! If Cairo, go to - 196- ; if Bremen , go to - 450-. 
  (57) 
  93 
  Vou turn in for the night , the rhythmic 
  clatter of the train 'soothing to your 
  mind. Attempt Usten and Survival rolls, note if you 
  succeeded at one or both, then go to - 97-. 
  (42) 
  94 
  You are lost somewhere in the great 
  desert of North Africa. Your water will 
  last 1010 days. If you succeed with a Survival roll, add 
  103 days to that total (you know how to best ration 
  the water). Write down that number. Each time you go 
  to another entry, subtract a day from your water lolal. 
  When you run oul of water, subtract 7 hit points each 
  time you go to anOlher entry. Halt the calculation 
  when you reach other humans, or when you die . 
  You start walking. The heat is incredible, but you 
  know that the fate of millions rests with your deeds. 
  RoH 1 DID. With a I result , go to - 213- . With 2,3,4 go 
  to -235- . With 6,7,8,9 go to - 257- . With 0, go to 
  - 279- . 
  (98,34 1,589) 
  95 
  "Professor Gliere's suicide has shocked 
  and saddened the Miskatonic academic 
  community. No word has yet come from Professor 
  Grunewald." If it is after Oct. 15 , go to - 178-. Other· 
  wise go to any New York or Athens location, as is 
  appropriate . 
  (65,86) 
  96 
  On deck , a woman quietly weeps. You 
  move toward her, to offer comfort. Vou 
  are !ransfixed as you notice what she is painting: the 
  canvas shows strange, stalk·like creatures, repeHant as 
  they stand in a weird landscape of oddly-angled build· 
  ings bathed in a purple light. Somehow the creatures 
  seem to be screaming, though they have nothing which 
  you can identify as mouths. Horrified, you move away 
  without saying anything. Return to your last ship activo 
  ity number. 
  (J 71) 
  
  97 
  If you succeeded at either roU, you hear 
  the slinky sound or smell the reptilian 
  odor of asps. They are slithering on the noor. Two 
  seem 10 be under the bed clothes! In moments they'U 
  be at your head. If you stay where you are, you will 
  automatically die. To pull the emergency cord, go to 
  - 427- . To jump out the window, go to - 151 - , To 
  Dodge to the door of your room, go to - 152-. 
  (93) 
  98 
  The plane's engine roars into life. You 
  smugly taxi down the runway and head 
  the craft expertly into the wind. Vou giv' her the 
  throlile and the plane hurtles down the tarn.ae and in· 
  to the air. You're airborne! Make a sucensfui Pilot 
  you shouldn't be on this night , go to - 181- and get 
  your drachmas back. 
  If you Slay aboard, you see other passengers Hie in: 
  Arabs, an Englishman energetically chewing his gum, 
  a Greek tycoon, a colonel In the Greek military. The 
  thud of the corrugated aluminum door is met with the 
  screeching whine of the engines springing to life. A fit-
  ful roar fills the cabin. The attendant stands in back as 
  the plane sails smoothly into the sky. 
  As you head south, the cabin is much colder than 
  you imagined it would be, even though you're quite 
  near Ihe heating ducts. "Chew your gum!" the English-
  man shouls above the din . "The gum! It will help your 
  ears!"' You smile and signal OK. 
  After a while, one of the Arabs gets 
  to the front of the cabin . lic is a tall 
  Aircraft roil, and you can stay there. Fail, and you 
  crash (yes, TIlE END). 
  If you stay in the air, a successful Navigate roll and 
  a successful Luck roll gets you to - 196- , Cairo Air· 
  port. Fail. and you land elsewhere: go to - 94- . 
  (43) 
  99 
  As you enter the passenger compart. 
  ment , a steward in a blue uniform offers 
  you a piece of chewing gum and some cotton. He ges-
  tures that the colton is for your ears. You take one of 
  the wicker seats in the plane. As you look OUI toward 
  the terminal building, you see two brutal.Jooking men 
  Intently watching the plane. As your face comes into 
  their view, you see them point and smile. If you think 
  Tht Anb Opt'" tht cockpit docN. 
  slowly. The steward moves forward , perhaps to direct 
  him to take his seat. The toilet, if that is his goal , is in 
  the opposite direction . The Arab opens the cockpit 
  door. Make a Spot Hidden roll : if you succeed, go to 
  - 76- ; if not, the Arab goes into the cockpit and you 
  go to - 50- . 
  (181 ) 
  100 
  The Dean shakes his head . "Out of the 
  question, Grunewald . I already have 
  that young dolt Perkins covering for GLiere. And now 
  you want to leave? Not a chance, sir." Does the Dean 
  leave you no choice? To threaten to resign, go to 
  - 186- . To forget the whole business and let Gliere 
  fend for himself, go to -574-. 
  • 
  
  MODERATE HOTEL 
  101 
  This hotel offers a clean room and a 
  quiet night of sleep for 250 drachmas OT 375 piastres. 
  If you spend a second night here, go to -26- . 
  (Athens or Cairo location, as appropriate) 
  101 
  If it is after 8 September, go to - 147- . 
  If not and if you're Grunewald, you can 
  rest and have a repast : go to any Afkham location. If 
  you're not Grunewald, go to - 120- . 
  103 
  CAIRO TAXIS 
  On the few main streets of Cairo, cabs 
  of every variety I from sleek new Packards to old Fords 
  running on makeshift parts, can be found. A driver win 
  stay with you for the day for 100 piastres. Individual 
  trips cost 103 xlO piastres. You can also walk . Each 
  trip to a location costs an extra hour. Go to any Cairo 
  location. 
  (Cairo location) 
  PIER 56: CUNARD LINES 
  104 The representative informs you that a 
  liner departs each Saturday at noon, reaching Athens at 
  noon nine days later, and Alexandria at lpm one day 
  later. Tickets are available for $300, and include all 
  meals. You must go to Pier 56 to buy a ticket. If you 
  do purchase a ticket, deduct the cost and go to - 187-
  upon departure. In the meantime, you may go to any 
  _ New York location. 
  (New York location) 
  105 
  The sailors talk of a curse which is leav· 
  ing Greece. You also hear that the 
  XyorlllS. an ocean~oing motorship, is for hire. Go 10 
  - 20-. 
  (20) 
  106 
  The small man pulls OUI a dagger and 
  swings it toward your midsection with 
  alarming speed, but it misses and sticks into the wall. 
  Meanwhile you can retrieve a weapon (if you carry one) 
  or you can run. 
  If you decide to run, a successful Dodge roll gets 
  you out the door to safety; if you fail , the small man 
  attacks again: 50% chance to hit , I D6 damage. 
  If you retrieve a weapon, you may use it before the 
  attacker uses his. If you do the cur 3 or more hit points 
  of damage, the coward runs from the cabin and escapes. 
  If you miss, he has a chance to attack again . He'll con· 
  tinue to strike at you until you do him 3 or more hit 
  points of damage or until you die. 
  If you survive, an unsuccessful search is made for 
  the attacker. The ship's hospital can attend to wounds: 
  to go - 585- . Once any wounds are healed, go to the 
  ship activity table and - 187-, or disembark. 
  (41 , 135) 
  107 
  You make out "GUere," and Ihen a 
  word like "strangled ." Then the men 
  stop talking and look up at you. To gesture to ask 10 
  play, go to - 581- ; to leave Ihe table, go to - 20- . 
  (20) 
  108 
  You're assigned a battered black Peugol 
  and a bright..eyed young Egyptian. He 
  speaks some English but has no particular interest in 
  your mission . Roll 10 20 : with a result of I ,2,3 ,4,5 go 
  to - 321 - ; for any other result , go to - 324- . 
  (320) 
  109 
  If you chose to Stroll Decks (am), Rest 
  on Deck (pm), or go to the Cocktail 
  Party (nigbt), go to - 83- . Otherwise go to the next 
  day on the ship activity table, - 187- . 
  (1 81) 
  110 
  Some of the wonderful devices were 
  said to open secret chambers or panels 
  in the tombs. These chambers were thought to be in 
  places that looked like solid rock. No intact device has 
  been found, though, nor have any such chambers been 
  discovered. Go to - 74-. 
  (1\6) 
  111 
  The film today is Alfred Hitchcock's 
  Murder. You look forward to seeing the 
  film and feel that young Hitchcock is a promising direc· 
  tor. Make a Usten roll, record the result, then go to 
  - 137- . 
  (126) 
  111 
  If you successfully made a Know , Cthul· 
  hu Mythos, or Occult roll, you realize 
  Hawkes' library is stocked with a strange assortment of 
  titles- Marvels of the Spirit World, Crowley's Incanta· 
  tions, Weinburger's Die Mond. Add 10 percentiles to 
  your Idea roll for the rest of this entry only . 
  If you successfully made the Spot Hidden, you see 
  that the stout chair in the center of the room has oddly-
  regular notches and grooves in its arms, legs, and back; 
  add 10 more percentiles to your Idea roll. 
  If you successfully made the Usten roll, you hear 
  some deep breathing behind a nearby curtain . Add 10 
  more percentiles to your Idea roll. 
  Make an Idea roll, adding to your normal level any 
  bonuses for this entry . If you succeed, you realize that 
  you should get the hell out or here . The heavy breather 
  behind you reaches out , bUI a successful Jump roll gets 
  you away and out the door. If you failed, make a suc· 
  ctsful Dodge and you still get away. Fail the Dodge, 
  and the heavy breather shoves you into the chair . 
  The same thing happens if you didn't succeed with 
  the Idea roll. You nonchalantly sit in the chair which 
  Hawkes offers you- the one with the odd grooves and 
  notches. In both cases you hear the sharp sound of reo 
  leasing springs, and metal bands wrap around your 
  arms and legs, holding you tight to the chair. There is 
  nothing you can do ... nothing! How foolish you were 
  to have trusted a casual acquaintance. 
  Now the heavy breather steps around so that you 
  can see him . You see dry, leathery skin, portions of 
  which nake away as he moYeS. The eyes are hollow, 
  inhuman. Hawkes sniggers, and introduces you to Ach· 
  med. Achmed is nearly 3000 years old, Hawkes says, 
  and he is very, very hungry. 
  
  You are wild-eyed, and the sound of Hawkes' 
  maniacal laughter screams in your ears. Achmed's 
  mouth opens slowly, and he leans toward your helpless 
  body. You see that his teeth are long, and strong. Your 
  end is slow in coming, but it is ... THE END. 
  (79) 
  HARDING HOUSE 
  113 
  Mrs. Harding greets you amiably. She is 
  uncertain whether she should show you Gliere's room. 
  To Debate her, go to - 23- ; to Fast Talk her, go to 
  - 45-, to use Oratory, go to - 67-; to try a bribe, go 
  10 - 89- . 
  (Arkham location) 
  114 
  The Device is gone, the police say. As to 
  who took it , there are only rumors, and 
  those are most readily available, 0 honored foreign visi· 
  tor, in Fuzira Marketplace. Go 10 any Cairo location. 
  (144) 
  115 
  You ask Ihe purser about the foreign 
  pair. "Egyptian, I believe. Rather a 
  god "Old One-Eyed Reilly." Go to - 138- or - 74- . 
  (138) 
  110 
  The back door is ajar. You enter the 
  small house and a strange, repellent 
  odor assaults your nostrils. Then you hear a car pull 
  away from in front of the house. You look oul , but see 
  only a long black sedan disappear around the corner. 
  Everything looks okay until you enter Grunewald's 
  office. It has been totally ransacked. Books and papers 
  are everywhere. You can go to any Arkham location, 
  or you can make a search: to search, spend one hour 
  and go to - 165-. 
  (102) 
  111 
  You see the book Nameless Cults, in the 
  Golden Goblin Press edition. You thumb 
  through it- vile stuff, you decide. Something about this 
  book.alarms you and fascinates you. You take it with 
  you. Later, if your curiosity overcomes your common 
  sense, you may read it, at a cost of 208 SAN; add 9 
  percentiles to your Cthulhu Mythos. If you wish to 
  strange lot , I'd say. Haven't 
  been giving you any trouble, 
  have they?" You thank him 
  ,------------------, jearn the spell Summon Bya· 
  and leave. Go to the ship ac· 
  tivity table and - 187- . 
  (83) 
  116 
  It is suggested 
  that the Kat· 
  pathos Device found in 1900 
  is in fact of Egyptian origin 
  or design but was, for some 
  reason, stolen. In fact, some 
  scholars have argued that it is 
  one of the 'wonder devices' 
  entry - J/7-
  of the Aten pyramids. If you can make a successful 
  Know or Egyptology roll, go to - 110- ; if you fail, go 
  to - 74- . 
  (74) 
  117 
  There is an etching of a supposedly en-
  chanted symbol. You think the drawing 
  important, and copy it down. The image is the one you 
  see just above this entry. Return to - 74- or to -41- . 
  (62) 
  118 
  NATIONAL MUSEUM OF 
  ARCHAEOLOGY: To visit the museum , 
  go to - 176- . If it is before December, you can see the 
  Director (go to - 153- ). After November, the Director 
  is on vacation. 
  (Athens location) 
  119 
  'I"h.e friendly natives of Micronesia seem 
  to have some deep-seated fear of an 
  angry god who will rise from the sea. British sailors, 
  seeing the odd idols throughout the islands, named the 
  khee, roll I D6 for the num· 
  ber of months that takes. Go 
  to - 150-. 
  (150) 
  111 
  His eyes nar· 
  row when he 
  hears your news. "Gliere in 
  jail? And you want to go res· 
  cue him? You'd best talk to 
  Dean Wilcox." If you want to 
  talk to the Dean, go to 
  - 100- ; if you don't, then go 
  to - 82- . 
  (82) 
  113 
  As you enter your hotel, something 
  gives you pause. You hesitate for a mo-
  ment, perhaps buying incidentals from the lobby store 
  in order to understand your perceptions. Make Luck, 
  Spot Hidden, Know, and Listen rolls; be sure to write 
  down those which succeed. With a successful Luck roll, 
  you notice strangers in the lobby who seem to watch 
  you. With a successful Spot Hidden roll, you see that 
  one stranger hides his face. With a successful Know 
  roll, you sense evil presences in the lobby. 
  You go to your room. Did you make a successful 
  Listen roll? If you failed, go to - 185- , skip the first 
  two paragraphs, and good luck. If you succeeded, you 
  hear footsteps outside your door. Write two simple 
  sentences stating what you'll do, then go to - 185-. 
  (26,164) 
  114 
  They are Egyptian hieroglyph.ics. Make 
  a successful RjW/S Hieroglyphics roll 
  and go to - 212- . Fail, and go to - 150-. 
  (29) 
  • 
  
  115 
  "Greek sponge divers have recovered a 
  puzzling device orf the island of Kar-
  pathos, a small island between Crete and Turkey. The 
  device is a mechanism thousands of years old, yet bright 
  and unencrusted, as though made yesterday. Scientists 
  have declined comment on the metal from which the 
  device is made. Archaeological experts from the Na-
  tional Museum have taken possession of the oddity for 
  further study," 
  - Arkham Adverriser, June 8, 1900 
  (60) 
  116 
  If you chose Cinema (am),go to - 111 - . 
  If you chose Shopping (pm), go to 
  - 133- . If you chose library (night),go to - 155- . Go 
  to any applicable activities, then return to the ship 
  activity table and - 187- . 
  (61,133,137,187,192) 
  EXPENSIVE HOTEL 
  117 TIlls is the best class of hoteL It has 24-
  hour room service meals for 40 drachmas or 60 piastres 
  each. On your first night here, roll I DIO. With a result 
  of 9,0 go to - 26- . On the second night here, roll 
  IDIO and with a result of 8;1,0 go to - 26- . For each 
  additional night here , increase the chance for - 26- by 
  one additional result. 
  (Athens or Cairo location) 
  1. 
  (21) 
  It's on a ship right now, bound for Cairo. 
  Go to - 204- . 
  119 
  The asp poison is potency 12; match 
  your CON against the poison on the re-
  sistance table. If you fail, the poison begins to work. 
  With a successful Luck roll, your screams bring a com-
  petent doctor and the conductor. It takes I D3 rounds 
  for the conductor to club the snakes and for the doctor 
  to apply Treat Poison. You lose I D4 hit points each of 
  those rounds. Ltcking a doctor or your own Treat Poi-
  son skill, you die painfully. It is ... THE END. 
  If you survive, you reach Cairo (without further in-
  cident) in exactly 72 hours: go to - 205- . 
  (152 , 427) 
  130 
  ATHENS BUREAU OF 
  INVESTIGATION : The Bureau is open 
  from 9am-noon,and 2pm-6pm. 
  You quickly locate the office of the investigator in 
  charge of Gliere's case, a Corporal Ilionas. After a few 
  pleasantries, his words stun you. 
  "Sir, I regret to inform you that Professor Tibor 
  Gliere is dead by his own hand. He has hanged himself. 
  Perhaps he was too ashamed at his theft of the Kar· 
  pathos Device from the museum. We do not know. But 
  yes, a suicide. A sad end." 
  Your mind reels for a moment. Vou have come all 
  this way, to no purpose. You cannot believe that Cliere 
  would cnd his own life, even though his career was in 
  jeopardy. Is Ilionas positive? 
  "You suspect fow play? No, that is not reported. 
  The pathologist found signs of self-mutilation, com-
  mon enough with suicides. What? Oh- the doctor is va-
  cationing in Switzerland. He will not be back for 
  weeks." The Corporal considers for a moment. "You 
  can see Gliere's cell, I suppOse, unless someone new has 
  been moved in. He was held at the Hall of Justice ." 
  If you can make a successful Credit Rating roll, 
  Ilionas allows you to use his name at the Hall of Jus· 
  tice. If you want more information from him, go to 
  - 204- . 
  When done here, you may go to any Athens loca-
  tion. There is a cab stand at the door; go to - 131- for 
  a taxi. 
  (Athens location) 
  131 
  If you have been at this entry before, go 
  to - 58- instead. 
  A slender, dark-haired young fellow calls out, "Hey, 
  English! Taxi! Anywhere in Athens, five drachmas!" 
  That's about 15 cents. If you get in,go to - BI - . lf 
  you want another cab and driver, go to - 58- . 
  (130,204,226,248) 
  131 
  (203) 
  He leaves. Go to - 171 - or return to the 
  ship activity table and - 187- . 
  133 
  What a splendid ship! You have all the 
  comforts of a big city within a few hun-
  dred feet of your cabin. Beauty salon, fine men's cloth-
  ing, jewelry, sporting goods, books, etc. You look in at 
  some gloves. Make a successful Spot Hidden and you 
  see - 61-. Otherwise you continue your day. Co to 
  - 126-, or return to - 187- and the ship activity table. 
  (126) 
  FUZIRA MARKETPLACE 
  134 The market thrives from early morning 
  to after sunset. There are hundreds of shops and stalls. 
  Many signs are in English, and many British troops idly 
  walk around. You decide to choose from among the 
  following: 
  for Caravans and Travel, go to -384- ; 
  for Pottery and Artifacts, go to - 374- ; 
  for Fortune Telling,go to - 318- ; 
  for an outdoor Cafe, go to - 340- ; 
  for Outfitters and Suppliers, go to - 383-; 
  for a Dagger·Throw Game, to to - 414- , 
  or you may go to any Cairo location. 
  (Cairo location) 
  135 
  As you walk down a corridor, attempt a 
  Spot Hidden. If successful, you notice a 
  small Egyptian fellow lurking ahead of you. You may 
  have seen him before, in fact. He holds something in 
  his hand. If you miss the Spot Hidden , go to - 106- . 
  Ir you noticed the lurker, you took a side passage 
  and quickened your pace. Now you hear his footsteps 
  scurry after you. Is it only your imagination, or are the 
  corridor lights dimming? Make a successful Know roll 
  to reach the deck and the safety of the promenade. If 
  
  not, you take a wrong turn and the passageway sudden-
  ly ends in a locked hatch reading "No Admittance ." 
  Go to - 106- . 
  (148) 
  136 
  A Cunard liner departs Pier 56 in New 
  York City every Saturday for Athens 
  and Alexandria, with intermediate stops. The trip takes 
  nine days to Athens and one more to Alexandria. It 
  costs $300. Return to - 60- . 
  (60) 
  137 
  If you made your Usten roil , you hear 
  two people coming down the row of 
  seats and sit behind you. Entering, you noticed that 
  the theater was nearly empty. A successful Jump roll 
  gets you out of your seat in time, and out of the 
  theater. 
  If you failed the Usten or the Jump,just as you be· 
  come aware of people behind you , two massive, leath· 
  ery hands (with the skin flaking off as they close) 
  clamp around your neck like a vise and slarl 10 slrangle 
  you. Roll your STR vs. the STR 18 of the hands on the 
  resistance table. You have I D6 tries 10 succeed in 
  breaking free before you black out. If you succeed , 
  you run oul of the theater , to safety. You will not be 
  pursued, but your attacken will nol be found , either. 
  You return to - 126-. 
  If you fail to dislodge the hands, then blackout, and 
  it really is Munier, all the way to ... THE END. 
  (Ill) 
  138 
  Your mind reels as you see all the areas 
  you could study. Three in particular 
  seem of interest: for Polar Studies, go to - 163- ; for 
  Pacific Isles, go to - 119-; for Germany, go to - 88- . 
  You may select only two areas per visit , bul you may 
  leave the library and return the same day for additional 
  visits. Each area takes two hours to explore . When you 
  wish , return to - 74- or go to any New York location. 
  (74, 119, 163) 
  139 
  Coincidentally, a ship's officer enters 
  and distracts the thing, allowing you to 
  get away. The officer, his hair standing on end , wisely 
  streaks with you down Ihe hall. The captain has you 
  guarded the rest of the trip; no sign of your attacker is 
  found . Mark no more ship activities selections. Mark 
  off the remaining days and disembark at Athens 
  - 173- , or Alexandria - 195-
  if that port is your 
  destination. 
  (ISS) 
  140 
  "Where is the Lost City of the Old Ones? 
  Where are the Treasures of Ihe Eldrilch 
  Masters? - Cursed are they , condemned by the shag-
  gOlhs to lie buried , waiting in the ice, for one more 
  turn of Aten's Top." 
  Add I percentile to your Cthulhu Mythos; subtract 
  SAN point. With a successful RjW/S ffieroglyphics 
  go to - 157- . Fail, and go 10 - 74- or -41 - . 
  141 
  You hear Ihunderous snores. Try to 
  make a successful Sneak roll. If you fail, 
  go to - 51- . If you succeed,You leave for - 52- . 
  {II , 52) 
  141 
  "Martini , straight up, please." He turns 
  to you. "I couldn't help but notice, old 
  friend ," he says to you, "that some strange people 
  seem to follow you. A word of advice: stay off the 
  deck , suspect everyone, stay out of the library and 
  other lonely spots. I've seen these assassin types in 
  action, by God." You have never seen him before. He 
  then talks about chess for a while, £inlshes his martini , 
  and leaves. You never see him again . Return to - 171-
  or go to the ship activity table and - 187- . 
  (203) 
  143 
  Dr. Fen shakes his head. "I wish I could 
  be of help. Perhaps our Dean, Dr. Wil-
  cox, can tell you what you want to know." To see the 
  Dean, go to - 197- . For the library, go to - 145- . Or 
  go to any Afkham location. 
  (82) 
  CAIRO POLICE 
  144 Affable enough, they have no informa· 
  tion concerning what you want to know . If it is after 
  October 31, go to - 114- for more. 
  (Cairo location) 
  145 
  For each hour at Miskatonic's library, 
  attempt to make a successful library 
  Use or Spot ffidden roll : if you make the library Use, 
  go to - 25- ; for the Spot ffidden, go to - 70- . You 
  can return to -82- or any Arkham location. 
  (70, 82,143) 
  GRANO CENTRAL STATION 
  146 Two trains daily depart for Boston. One 
  leaves at 8am and arrives at 3pm; the second leaves at 
  6pm and arrives at l2:30am. Each costs S6.00; go to 
  - 64- upon arriva1. From Boslon you may connect 
  with a local train for Arkham. Wait here with a ticket, 
  or go to any New York City location. 
  (New York location) 
  147 
  (102) 
  Grunewald's room looks as though some-
  one departed hastily. Go to - 102- . 
  148 
  If you chose Stroll Deck (am), Shuffle-
  board (pm), or Stroll Deck (night), go 
  to - 135-. If you already have been to - 135- , go to 
  - 579- instead. 
  (18?,193) 
  UNIVERSITY OF AL-AZHAR 
  149 Though devoutly IslamiC, much open-
  minded learning and studying occurs in this incredible 
  institution . Lately the presence of British troops makes 
  
  You can visit the library at - 215- , or visit one of 
  the departments within the mosque-like main building. 
  Each visit costs one hour; additional time may be de· 
  manded wilhin particular departments: 
  for Islamic Culture, go to - 216- ; 
  for Ancient History, go to - 217- ; 
  for Modern Hislory, go to - 238- ; 
  for Languages, go to - 239- ; 
  (or Science,go to - 260-; 
  for Uterature,go to - 261-. 
  When you're Onished here, you may go to any Cairo 
  1ocalion. 
  (Cairo location) 
  150 
  You cautiously turn on a light and see a 
  room in proper professorial confusion. 
  Scattered about are books of myths and fables, and 
  there are bundles of clippings from various foreign 
  newspapers. For each hour you spend here, you can at· 
  tempt one roll for one of the following skills. Each skill 
  may be tried once daily. 
  For a successful Astronomy roll, go to - 24- ; 
  for a successful Cryptography roll, go to - 29-; 
  for a successful Cthulhu Mythos roll,go to - 121- ; 
  for a successful Idea roll,go to - 32- ; 
  for a successful Luck roU, go to -49-; 
  for a successful Spot Hidden roU , go to - 72-. 
  Finished? You may try to Sneak out, no matter what 
  the hour; if you fail ,go to - 51-. If you succted,go to 
  any Afkham location. 
  (24, 29,32, 52, 53,67, 68,72,121 , 124, 188,208, 
  212, 282) 
  151 
  The window gives way, and you tumble 
  from the train : you lose 106 hit points. 
  At the next stop, you must wait 24 hours for another 
  train. Go to - 75-. 
  (97) 
  151 
  Successful Jump and Dodge roUs, and 
  made it over and past the snakes: go to 
  - 75- . Fail one or both rolls, and you're bitten. See 
  - 129- for the consequences. 
  (97) 
  153 
  A young secretary guards the door. She 
  informs you in careful English that Mr. 
  Pisistratos' schedule is full . You can choose to try De· 
  bate, Fast Talk , or Oratory on her to see Pisistratos: if 
  you succeed , go to - 34- . If Christos is with you , you 
  also can go to - 22-. When Onished here,go to - 118-
  or to any Athens location . 
  (118) 
  154 
  Many private homes, from huts 10 man· 
  sions, have rooms to let to visiting tour· 
  ists. They are very safe. If you want one, spend 106 
  x40 piastres and go to sleep. Each night that you spend 
  in a private home, attempt one Luck roll until you suc· 
  ceed. Then go to - 198- . 
  When you wake, go to any Cairo location. 
  155 
  The library is deserted. Well, peace and 
  quiet is just what you crave . You're ex-
  amining the newest Agatha Christie novel when a short , 
  swarthy·looking fellow enters the room , followed by 
  an Arab wearing a cowl. You nod uneasily, then return 
  to your book, uncomfortably aware that they are mov-
  ing nearer. You look up again. The short man smiles, 
  and pulls out a gleaming dagger. 
  If you have a weapon, roll under your DEX x3 to 
  get it out before the dagger lands (50% chance to hit, 
  It does 106 hit points of damage). You'll have to do 
  8 or more hit points of damage to the littler man be-
  fore he breaks off the attack. He'U continue to stab 
  while you fire, try to Dodge his attacks, or Dodge and 
  then Jump past him. If you have a gun,you're firing at 
  point-blank range. 
  If your attacks force him to break off, or if you get 
  past him , his tall companion stands at the library en· 
  trance, blocking your escape. You can shoot the tall 
  one, but he has 40 hit points, so even that method will 
  take time. If you shoot, you can see bullets go through 
  him and lodge in the bulkheads, but he keeps coming. 
  His dull eyes are now visible within the gloom of the 
  cowl. A Sanity roll is required : 0/ 106 SAN cost for 
  seeing this minor entity. Now the thing's hands reach 
  out , and the shorter fellow is coming back, his knife 
  poised . Only a successful Luck roU can save you: go to 
  - 139- if you succeed. If you fail,you know that they 
  will take their time in making sure that for you it is ... 
  11lE END. 
  (126) 
  156 
  "DEC. 20, BREMENHAVEN -
  The 
  Starkweather·Moore' expedition depart. 
  ed today under clear skies and calm seas. Despite the 
  record cold temperatures, many came to the pier to see 
  off the expedition." Go to any New York location. 
  (190) 
  157 
  You read about the Top of Aten , a ru· 
  mored relic from the period of Ak.hena-
  ten . The top, a magical device,in some sources is men· 
  tioned as the cause of the Old Kingdom's fall. It was 
  Akhenaten who came to possess it and who (some 
  scholars hint) worshiped the ancient evil ones who de· 
  signed it. Akhenaten's strange disfigurement is said to 
  have been caused by his dabblings in bizarre magical 
  rites. Go to - 74- or -41-. 
  (I<W) 
  158 
  You have once chance to fire before the 
  things pull you off-balance and into the 
  pit. The range is point-blank, but the darkness lowers 
  your chanct to normal . Each ghast has 3 points of 
  armor. If you can hit and wound one, both will fade 
  away into the darkness, and you can try to jump back 
  to - 303-. If you innict no damage, you miss your 
  chance: go to - 369-. 
  (355) 
  of the Pharoahs 
  that some un-
  
  forlunales even have seen them! With a successful luck 
  roU, go to - 182- ; fail , and go 10 -41- or - 74- . 
  (41 ) 
  160 
  A peeling but sturdy-looking vessel rests 
  beside the pier. It is the KyottIJS. On 
  deck, you see a sign: SHIP FOR HIRE - See Copt. 
  Miko Rduko.. If you want a secret way to leave Greece, 
  this might be it. Rduka, half Armenian and half Greek 
  will take you anywhere in the Mediterranean for 2500 
  drachmas. It takes 24 hours to get the vessel loaded , 
  fueled, and crewed . 
  If Christos is with you, go to - 78-. 
  If you hire the Kyoruu, you sail at this time the 
  next day, and reach Alexandria exactly 48 hours later. 
  Go to - 195- . 
  (Athens location} 
  161 
  You get specific directions to the Fuzira 
  Marketplace. Two alternate names for 
  the marketplace run through your mind: '<the place 
  where anything can be lost or gained; the place where 
  souls are bartered." 
  You idly thumb through the volume. You would 
  like to go to Egypt. 
  But you go to - 74- instead. 
  (85) 
  161 
  "You have wandered into something be· 
  yond your wildest dreams. My friends," 
  he says, "my friends wish to help you . Find out what 
  you must , then meet me at the Parthenon at sundown." 
  He drops you off at any Athens location. 
  (201 ) 
  "Rtllher 1I11f/mse /01, I 'd "y. III1~tn 'I ~tn ti~ins you IIny "ouble, hllvt Iheyl" 
  163 
  "Instances of 'dementia Antarctica' 
  have been experienced by many parties 
  exploring the frozen continent . The mosl recent and 
  most vivid account was rendered by the disaster· 
  plagued journey of Lake to the unexplored northwest 
  regions. The bizarre, hallucinatory reports shocked 
  even people familiar with the phenomenon. Even the 
  rescue party succumbed to the isolation and cold, and 
  all survivors spent months in sanitoriums babbling 
  about lost cities and subterranean horrors. Recently. 
  specialists have suggested that an enriched diet will pre· 
  vent such terrible delusions." Succeed with a Luck roll 
  and go to - 184-; otherwise go to - 74-- or - 138- . 
  (138) 
  164 
  HOTELS 
  Space is a bit tight , but you must have a 
  room . RoU I OlO: for 1,2 ,3 go to - 123-; for 4,5,6 go 
  to - 101 -, for 7/3 ,9 go to - 127-; for 0 go to - 154-. 
  (Cairo location) 
  165 
  Except for detritus normal to an aca· 
  demic life , you find nothing. For an-
  other hour of searching and a successful Spot Hidden, 
  go to - 5- . Or go to any Afkham localion. 
  (120) 
  
  166 
  You overhear that it is Pisistratos who 
  comes walking by, showing the museum 
  to some English dignitary. You rush up to Pisistratos, 
  asking your questions quickly. He tries to dismiss you, 
  saying he does not know why Cliere stole the antiquity. 
  With a successful Psychology roU , see - 17- , then reo 
  turn here. He also says that it's normal for such loans 
  as that of the Karpathos Device to be made. With a suc· 
  cessful Psychology roll, see - 1- , then return here . 
  FinaUy he states that the Karpathos Device is a type of 
  clock . With a successful Psychology roll, see --4-, then 
  return here. Pisistratos, perturbed and embarrassed, 
  then moves on. Go to - 118- . 
  (176) 
  167 
  You hear a knock at your cabin door. 
  "Cabin steward, sir. May 1 make up the 
  room?" If you teU the steward to come back later, go 
  to - 8- ; if you let him in , go to --47- . If you have al· 
  ready been here, go to the ship activity table and 
  - 187-. 
  (73, 171) 
  168 
  The archaeological team at the National 
  Museum in Athens reported on the Kar· 
  pathos Device, noting the inexplicable markings on its 
  surfaces and the complex network of gears and linkages. 
  The team established that the Device was at least 2000 
  years old, and some held for a much more ancient date. 
  The report implies an ancient level of technical achieve· 
  ment previously undreamt of by scholars. 
  Cryptic Greek inscriptions were found on the out-
  side edges of some gears; some interior sections were 
  marked with unusual Egyptian hieroglyphics. The team 
  makes no guess about the function of the Device. If in 
  Arkham go to - 60- ; if in Athens go to - 176-. 
  (60, 176, 209) 
  169 
  Aten the sun god became the center of 
  the new monotheistic cult founded by 
  Akhenaten. The strange practices begun by the Pha· 
  roah became more bizarre as the young ruler grew 
  more deformed. Go to - 198- . 
  (175) 
  170 
  Go to - 148- . 
  (187) 
  171 
  If you chose Rest in Room (am), go to 
  - 167-; if you chose Oit Painting (pm), 
  go to - 96-; if you chose Cocktails (night), go to 
  - 203-. If you have seen all of these numbers before, 
  go to - 385- . 
  (132, 142, 187, 193) 
  171 
  Tibor Gliere's suicide stunned Miskaton-
  ic University. The disappearance of Pro· 
  fessor Louis Grunewald under suspicious circumstances 
  has set rumors nying. Dean Wi!,,:ox is puzzled , upset , 
  and unwilling to give an interview, but his secretary 
  confides that Dean Wilcox hasn't a clue as to what is 
  going on. Go to - 60- . 
  (60) 
  173 
  ATHENS HARBOR (Piraeus) Iml 
  Approaching the coast. you see that it is 
  similar to that of New England, with oddJy-shaped in-
  lets, gulfs, and headlands . But New England is cool, 
  mOist , and green; here a luxurious golden warmth per-
  vades everything. 
  The Greek republic, only seven years old, lotters 
  under the hardships of the world-wide depression . The 
  people are eager (or tourists, for foreign money is 
  much needed . Your ship docks at the gaily.<fecoratcd 
  harbor at Piraeus. Higher up in the hills beyond . Athens 
  gleams beneath the mid..day sun. 
  Many black autos bear the word "taxi" hand-lcttcr-
  cd on their sides. With Athens miles away. yOll take a 
  cab to the Bureau of Investigations : go to - 130- . 
  If leaving Athens, a steamer departs for Alexandria 
  every Tuesday and Friday at Jpm, and arrives exactly 
  24 hours later for 400 drachmas; go to - 195- . 
  If leaving for Bremen , a ship leaves every Tuesday 
  and Saturday at 4pm, and arrives in Bremen exactly 
  120 hours later for a cost of 3650 drachmas; go to 
  -449-. 
  If leaving for New York , a ship leaves every Friday 
  at noon , and arrives in New York exactly nine days 
  later, for 10,000 drachmas; go to - 574-. 
  (Athens location) 
  174 
  (21 ) 
  175 
  The Karpathos Device is in Cairo at this 
  moment! Go to - 204- . 
  Your host understands that you're a 
  scholar of some sort , and he acts scared. 
  You question him , and you glean the words "Aten," 
  "Door ," "Open," and then he leaves with an anxious 
  prayer upon his lips. If you can successfully roll your 
  Egyptology, go to - 169- ; if you fail , you sleep sound· 
  ly and can go to any Cairo location the next day. 
  (198) 
  176 
  You see the fabulous treasures of an· 
  cient Greece. You also find the stand 
  where the Karpathos Device, replaced at the moment 
  by a drawing and a photogra ph , is normally kept. Go 
  to - 168- for more information on the Device, then reo 
  turn here. The notes speculate that the Device is some 
  kind of astronomical clock designed to aid priests. 
  Other scholars feel it may have been designcd to actual· 
  ly create something material. Still others sec it as mere· 
  ly an elaborate amusement for some wealthy noble or 
  merchant . The origin of the device is unproven , nor has 
  the substance of which it is made been determined . 
  Make a successful Luck roll and go to ~ 166- ; fail , 
  and return to - I 18- or go to any Athens location. 
  ( 11 8, 166, 168) 
  177 
  The pair of you push past the secretary 
  and burst into Pisistratos' office. He 
  stands up, blinking. "This is an outrage," h.e sputters in 
  excellent English . Christos pushes him back into the 
  chair. "Ask your questions, boss ," Christos says. 
  
  You swagger over and grill the Director. He tries to 
  put you off, saying he doesn't know why Gliere stole 
  the Device; with a successful Psychology roll, go to 
  - 17-, then return here . 
  Pisistratos also says that it's normal to make inter· 
  museum loans, such as the one which sent the Device 
  to Cairo; make a successful Psychology roll and go to 
  - 1- , then return here. Finally, the Director statesab· 
  solutely that the Karpathos Device is a type of clock; 
  make a successful Psychology roll and go to -4-, then 
  return here. 
  Christos intervenes. "The police, boss- we better 
  scram." You both run out of the office, leaving Pisi· 
  stratos shouting curses at you. Go to - 118- or any 
  Athens location. 
  (22) 
  178 
  The l(arpathos Device has arrived safely 
  in Cairo for an extended display . Cura· 
  to Amet Kt:h is reported as thrilled to have it on loan. 
  If it is November or later, go to - 190-. Otherwise, go 
  to any New York location. 
  (95) 
  179 
  The young fel· 
  low takes you 
  wherever you want to go, for 
  20 drachmas a trip. Go to any 
  Athens location. 
  (58) 
  180 
  The man ap· 
  pears 
  afraid. 
  Christos presses him, and he 
  admits fear. " I don't think 
  Cliere killed himselr. Some· 
  one wanted him dead. Some· 
  one, or somelhing! I don't 
  know 
  . it had to do with 
  elllry - /82-
  the Karpathos Device. Gliere kept saying that it must 
  nOI go to Egypl." Succeed with Fast Talk and go to 
  - 202- ; otherwise go to - S7- . 
  (77) 
  ATHENS AIRPORT 
  181 
  At the tiny airport , three aircraft sit 
  beside the airstrip. A Douglas M2 Mailplane, ten years 
  old and looking it, rests alone . A Ford Tri·Motor waits 
  in front of an open hangar. A Fokker T·2, a strange 
  bird with ils snub nose and golden gleam, has a mech· 
  anic working on it. 
  You notice a single bystander who seems 10 watch 
  you intently. 
  Inquiries at the office reveal that the TrioMolor 
  makes regular flights to Cairo. It leaves at Sam daily ; 
  the flight costs 430 drachmas. If you buy a ticket, go 
  to - 99- when the flight is due to lake off. 
  The MailpJane is not delivering mail anymore. The 
  pilot , Jacques Risee , sits in the tiny bar. If you wish to 
  see him ,go to 57 
  The clerk says that the Fokker is unavailable, but if 
  you want to look it over, go to - 43-. Or you can go 
  to any Athens location. 
  (Athens location) 
  181 
  Below is shown the symbol of the cult 
  of Aten, the SO<alled Egyptian death 
  cult . You think that you may have seen that shape be. 
  fore. Co to - 74- or - 41 - . 
  (159) 
  183 
  ATHENS RAil WAY STATION 1111 
  The train to Istanbul, Damascus, and 
  finally Cairo leaves daily at 12 noon. The base ticket 
  price is 1100 drachmas; it takes three days to make the 
  trip. Go to - 42- if you take the train to Cairo. 
  The train north to Vienna and then to Bremen costs 
  550 drachmas. It leaves daily at 9am and takes three 
  days to arrive. To take the train to Bremen, go to 
  - 66-. 
  If you go to the station, 
  you notice that a man looks 
  up from his newspaper and 
  studies you intently. 
  You can get an excellent 
  meal here between 6am and 
  6pm for J 5 piastres. 
  Take a train or go to any 
  Athens location. 
  (Athens location) 
  184 
  Preparations 
  are said to con-
  tinue apace for the Stark· 
  weather·Moore expedition to 
  Antarctica. The expedition 
  will retrace the steps of the 
  ill·fated Lake· Douglas party. The new expedition sets 
  sail in December, from Bremenhaven. Go to - 74- . 
  (163) 
  185 
  What did you write? If you looked out 
  the window, you saw the fire escape and 
  fled down it. Very sensible! You're now safe in another 
  hotel. Go to - 101 . 
  If you locked the door, it unlocks; if you hid in the 
  bathroom, closet , or under the bed, you're trapped and 
  they find you; if you readied a weapon , it's ready; if 
  you order them out of your room , they laugh . Go to 
  the next paragraph. 
  Two ftgures enter, a short man holding a wicked· 
  looking dagger and a tall man dressed in a shaoowy 
  cloak. If you have a weapon that is not ready, roll your 
  OEX x3 or less on 0100 to get it out before the short 
  man stabs you (50% chance to hit , lD6 damage with 
  the knife). You'll have 10 do S or more hil points of 
  damage to the smaller man before he breaks off his al-
  attack. Otherwise he1l continue to attack while you 
  fire, atlack, or try to Dodge his allacks. If you have a 
  gun , you're firing at point-blank range. 
  
  If your attacks force him to break off, or if you gel 
  past rum his taller companion stands at the door to 
  your room blocking escape. You can shoot the tall 
  one, but he has 40 hit points, so even that attack will 
  take time to work. If you shoot, you can see bullets 
  go through him into the wall beyond, but he keeps 
  coming. His dull eyes become visible within the gloom 
  of his cowl, and you understand that he is not human. 
  A Sanity roll is required: 0/106 SAN loss for seeing 
  this terrifying entity. 
  Now the thing's hands reach out , and the shorter 
  fellow is coming back, his knife ready. Only a success-
  ful Kick to the kneecap of the monster lets you squeeze 
  by him into the hall and down the stairs to safety . Go 
  to any appropriate location. If you fail, the short man 
  stabs you wrule the trung strangles you. They take their 
  time, but it is ... THE END. 
  (123) 
  .. 
  entry to its conclusion if the activity you selected 
  matches an activity there, both in topic and in time. 
  While you are aboard the liner, suspend hourly rec-
  ord-keeping, but keep track of days. Resume hourly 
  record-keeping when you disembark at Athens. 
  On the first Sunday, check - 73-; 
  On the fust Monday, check - 109-; 
  On Tuesday, check - 126-; 
  On Wednesday, check - 148- ; 
  On Thursday, check - 170- ; 
  On Friday, check - 192-; 
  On Saturday, check - 193-; 
  On the second Sunday, check - 171-. 
  On the second Monday, you're in Athens: ignore 
  any checks that day if you're continuing to Alexandria . 
  If you disembark at Athens, resume hourly record-
  keeping at noon. 
  On the second Tuesday, If you stayed aboard, 
  you're in Alexandria: you have no checks that day 
  either, but resume hourly record-keeping at 1 pm. 
  186 
  "Oh. Resign~ Ahem. My dear fellow , I 
  apologize! I should have recognized how 
  serious you were.Go,of course, save poor Cliere's rude. 
  I know you-II do it speedily and judiciously. The Uni-
  versity will certainly pay for your round-trip tickeL" 
  As you leave, you hear footsteps move quickly away 
  from the door. But when you look out, the hallway is 
  empty. Add $600 to the cash you carry. Go to - 82-
  or to any Arkham location. 
  (100) 
  CUNARD SHIP ACTIVITY TABLE 
  187 The Cunard liners are truly luxurious, 
  with spacious rooms in every class, remarkable recrea-
  tion facilities, and superb cuisine . 
  Starling Sunday morning, select three ship activities 
  - one for "am.," one for "pm.," and one for "night" 
  each day for the daysspecified below. When the day ar-
  rives, go to the specified entry number and follow that 
  Ship Act/'"ities and Time ~kctllbk 
  Bingo (pm) (night) 
  Bridge (pm) (night) 
  Cinema (am) (pm) (night) Cocktails (pm) (night) 
  Deck Tennis (am) (pm) , Ubrary (am) (pm) (night) 
  Mah Jong 
  Nightclub (night) 
  (am) (pm) (night) 
  Oil Painting (am) (pm) 
  Ping Pong 
  Rest on Deck Chairs 
  (am) (pm) (night) 
  (am) (pm) 
  " Rest in Room 
  Sauna (am) (pm) (night) 
  (am) (pm) (night) 
  Ship's Tour (pm) 
  Shopping (am) (pm) 
  Shufneboard (am) (pm) 
  , StroU Decks (am) (pm) (night' 
  (69 , 83,104, 106, 109, li S, 126. 132, 142, 167, 189, 
  385,579,590) 
  188 
  (68) 
  You study a strange drawing, then go to 
  - 150-. 
  
  189 
  As you exhibit your prowess with a 
  skeet gU:l, you hear a soft pop! and hear 
  a bullet whine past your ear. You wh«l around, ignor' 
  ing the pull. No gunman is in sight. The other shooters 
  have not noticed the gunshot. Despite their stares, you 
  abruptly leave the competition. Go to - 187- and the 
  ship activity table. 
  (590) 
  190 
  The disappearance of the Device and of 
  Arnet Keh baffles the Egyptian author-
  ities. Mr. Pisistratos of the National Museum in Athens 
  will not comment. If it is December or later. go to 
  - 156-; otherwise go to any New York location. 
  (I78) 
  191 
  An ornate mirror catches your eye. 
  What appears to be mere filigree around 
  the border proves to be a frieze of snarling animals of 
  some kind. With a succcssfulidea roll,go to -375-; if 
  you fail, yOll look into the mirror. 
  You look into the mirror and see a horrible creature 
  looking out at you. You jump back. (Sanity cost is 
  103/ 1020 SAN points), but you can't move fast 
  enough to beat a Hound of Tindalos. You may not 
  know what it is, but you know that it sees you and 
  that it somehow can get to you out of the mirror. Roll 
  1020 to determine how many days it takes for the 
  Hound to arrive. Mark your calendar for that day and 
  hour. On that day, see - 306-. For now, check your 
  Sanity loss, then go to any Cairo location. 
  (374) 
  191 
  (l87) 
  193 
  (187) 
  Go to - 126-. If you already have been 
  to - 126- ,go to -S90- instead. 
  Go to - 148-. If you already have been 
  to - 148, go to - 171 - instead. 
  THE PARTHENON 
  194 The majestic columns glow golden-yel-
  low in the setting sun, deepening to blue as you clam-
  ber across the rubble to reach the lonely inner court . 
  The beauty of the scene somehow oppresses you, and 
  gradually you sink into your own thoughts. Vou pon-
  der the suicide of Gliere, and the-
  A scream abruptly brings you to the present. The 
  cry seemed to come from nowhere . Suddenly you are 
  aware of your isolation and vulnerability in the deepen-
  ing gJoom. If you decide to Hide, go to - 14-; if you 
  decide to Sneak away, go to - 18- ; if you decide to 
  stroll away casually, go to - 19-. 
  (Athens location) 
  195 
  ALEXANDRIA HARBOR 
  AND RAIL STATION: Docks and rail 
  station are near one another, surrounded by a web of 
  narrow streets ruled with shops and cafes. 
  A ship for Athens (600 piastres) leaves every Wed-
  nesday and Saturday at Jpm, and arrives at Piraeus 
  exactly 24 hours later; go to - 173- . A shlp for New 
  York (IS,ooo piastres) leaves every Thursday at noon, 
  and arrives in New York exactly ten days later; go to 
  - 104-. A ship for Bremen (SSOO piastres) leaves every 
  Monday and Friday at 4pm , and arrives in Bremen-
  haven exactly 144 hours later; go to - 449-. 
  The train for Cairo leaves daily at lOam, lpm, and 
  6pm, for 2S0 piastres. It arrives an hour later; go to 
  - 205-. 
  If you stay overnight in Alexandria, you find an ex· 
  cellent room for SO piastres. For dockside eating places 
  offering food and a variety of entertainments, go to 
  - 221-. 
  (Egypt location) 
  196 
  CAIRO AIRPORT 
  !m] 
  A few planes are scattered about the 
  tarmac. Regular flights are available on a Ford Tri-
  Motor and on a smaller (but steadier) Northrop Alpha . 
  The Athens flight departs at 3pm, arrives at 6pm, 
  for 4SOO piastres; go to - 181 -. The Bremen flight 
  leaves at 9am and arrives at Spm, for 8000 piastres. 
  For taxis, go to - 103-. 
  Around the airport you detect an odor resembling 
  manure. You also see many British troops. 
  (Cairo location) 
  197 
  (82,143) 
  He has had no word. First Gliere , now 
  this. He shakes his head . Go to - 82- . 
  198 
  Succeed at two Luck rolls in a row and 
  your host speaks English, or succeed 
  with a RjW/S Arabic roll: in both cases go to - 199-. 
  If you have an English/Arabic phrase book or diction· 
  ary, go to - 17S-. Otherwise, you get a good night's 
  rest . In the morning go to any C.iro location. 
  (l54, 169, 199,2(0) 
  1 
  "
  Your host says, "It is bad to be here 
  now , sir. A most dangerous object has 
  come back to our land and an ancient curse will be ful-
  filled ." To try for more information, succeed with a 
  Debate, Fast Talk, or Oratory roll and go to -200-. 
  Fail and go to any Cairo location the next morning. 
  (198) 
  100 
  "The ancient door of Aten will open 
  and the Top That Turns the World re-
  turns to the blasphemous pit from which it came. 
  Then once more our land is green, but your world 
  disappears!" Go to any Cairo location in the morning. 
  (l99) 
  "01 
  The old man questions you about your 
  ~ 
  visit. He seems almost suspicious. You 
  can get out of the cab and get another; go to -S8-. Or 
  you can answer the questions by going to - 162-. Or 
  you can instruct the driver to be quiet and take you 
  where you want: he will, and you'll arrive at your 
  destination. Go to any Athens location. 
  (58) 
  
  101 
  He hesitates. Yes, he says, Cliete was 
  hanged, but his body and face were dis-
  figured strangely. I-luge welts ran down the length of 
  the Professor's body. And to Ilionas' eye he looked like 
  he'd been long dead before his neck was stretched. Go 
  to - 87- . 
  (180) 
  103 
  An elderly man nods to you and quietly 
  asks if he may join you. If yes, go to 
  - 142- ; if no, go to - 132- . 
  (171 ) 
  104 
  You ask to see Ilionas' report. It says 
  that Cliere refused to talk freely, but 
  that he made libelous statements about Museum Direc-
  tor Pisistratos, and that he pleaded that the Karpathos 
  Device not be sent to Cairo. It also notes that Cliere 
  demanded protection even while he was in his cell . Go 
  to -40- . 
  When yOIl return to this entry from --40- , succeed 
  at a Psychology roll and go 10 -226-; fail , and you 
  can hail a cab at - 131 - . 
  (21 , 40, 128,130,174) 
  105 
  CAIRO RAil 
  STATION 
  Trains to Alexandria depart 
  at 9am, 12 noon, and 5pm, 
  for 250 piastres. The trip 
  takes one hour. A noon depar-
  ture for Athens and intermed-
  iate points costs 1150 piastres, 
  and 
  takes 
  three 
  days 
  to 
  complete. 
  You can get a good meal 
  here between 5am and 8pm 
  for 15 piast res. 
  An offensive odor, like the 
  enlry - 207-
  scent of manure, hangs over the station. Many British 
  soldiers prowl about here. 
  (Cairo location) 
  CAIRO MUSEUM 
  106 The museum is open 9am to noon , and 
  from 3pm-6pm daily . Admission costs 20 piastres. 
  TIuee exhibits in this great museum might interest 
  you: 
  for Treasures from the Pyramids, go to - 290-; 
  for Tombs of the Ancients, go to -236- ; 
  for the Karpathos Device , go to - 209-. 
  Or you might want 10 interview the curator, Amet 
  Key; go to - 302- . 
  (Cairo location) 
  107 
  You notice a picture bearing the label 
  "Akhenaten's Amulet." The form of the 
  be·jeweled amulet resembles the sketch given in the box 
  above. Go to - 290- . 
  (290) 
  108 
  (282) 
  The symbol 
  to - 150-. 
  looks like a shoggOlh! Go 
  109 
  The Karpathos Device is there, with 
  interesting background information: go 
  to - 168- for a refresher, then return here. 
  The Device's appearance is remarkably modern. Its 
  sheen reminds you of aluminum, but the real metal is 
  obviously of great strength. Its glass enclosure seems to 
  be electrically guarded: they're taking no chances ofa 
  repeat theft. You may leave by going to - 206- , or do 
  you have other ideas? If so, go to - 21 1- . 
  (206) 
  110 
  You come to the Nile! After splashing 
  in it and becoming much.refreshed , you 
  follow the great river north. Catching rides with some 
  engineers and then some archaeologists, you arrive in 
  Cairo in I D4 days. Go to any Cairo location. 
  (214,269) 
  111 
  Having 
  come 
  so far, having 
  seen death and danger, know-
  that the fate of Ihe world de-
  pends on you, how could you 
  fail but to try 10 steal the De-
  vice? If you want to attempt 
  the theft now, go to - 129- . 
  If you want to Hide until the 
  doors close and then steal it, 
  go to - 181 -. Or, if you're a 
  coward after all, you can go 
  to - 206- . 
  (209) 
  111 
  You decipher four words from the hiero· 
  glyphics: "ones," "spin," "city," and 
  "Top." The rest baffle you. If you succeed with an 
  Egyptology roll, spend another hour and go to - 282-. 
  Fail ,and go to - 150- . 
  (1 24) 
  113 
  With a successful Navigate roll, you 
  know where you are : go to - 234- . If 
  you fail the roll, you can wait for someone to pass by; 
  go to - 256-. Or you can walk for a day. 
  If you walk, pick a direction: for East, go to - 278- ; 
  for North, go to - 277- ; for South, go to - 269-; for 
  West, go to -257-. 
  (94, 257,269) 
  114 
  These desert lands all begin to look the 
  same. Have you been going in circles? 
  Should you change directions? Drink one day's water, 
  then choose a direction: for North, go to - 269- ; for 
  East, go to - 210- ; for South, go to - 279-; for West, 
  go to - 232- . 
  (232,269) 
  
   
  115 
  The university library is open 7am-118m 
  and 3pm-6pm M-F. You are dazz.led by 
  the flowing robes of the scholars and the dramatic stairs 
  twisting to upper floors. To use the treasures of in-
  formation here, spend one hour per Ubrary Use roU, 
  for as many hours as you wish. With three successful 
  rolls, go to - 253- ;with five, go to - 253- and - 275- . 
  You must slop when the library closes, but you can 
  return tomorrow , or go 10 - 149- . 
  (149, 253, 275) 
  116 
  Professor Abdul Kemal will meet with 
  you if you can succeed with an Oratory 
  roll (go to - 272- ), or a Fast Talk (go to - 250- ). You 
  can try one daily; if you fail, go to - 149- . 
  (149) 
  117 
  Professor Jahark sees you if you make a 
  successful 
  Oratory or History roll. 
  Choose either one, and make one try daily; if you sue-
  ceed , go to - 237- . Fail , and go to - 149- . 
  (149) 
  118 
  "0 my heart, rise not up against me as 
  witness." Beside this sentence a scholar 
  long ago annotated, "This reveals the undead's fear of 
  discovery. That is partly the reason for suppressing sec-
  tions of the book, this guide to reviving and controlling 
  the mummy in its new earthly existence. There is no 
  solution, however, for the grayish deathly pallor to the 
  skin , nor for the drying skin Oakes which peel away so 
  easily." Go to - 253- . 
  (253) 
  119 
  You hear many stories about making 
  money and about losing it. If you men· 
  tion Cairo, they show no interest. When you are ready 
  to leave, go to - 240- . 
  (221) 
  110 
  With a successful Luck roU, you meet a 
  friendly caravan. It takes you to Cairo 
  in 103 days. Go to any Cairo location . If you fail the 
  luck roll ,go to - 232-
  (256) 
  111 
  Your meals cost 5 piastres, and can be 
  obtained between 8am and 7pm. 
  Do you want to talk with the locals? Then make a sue. 
  cessful Credit Rating or APP x4 or less roll. Once they 
  like you, you still have to speak Arabic, of course. If 
  you can speak any Arabic at all, go to - 219- . rail, 
  and you learn nothing. Go to - 195- . 
  (195) 
  "Kaieeee! In the name of Aten!" the 
  voice screams as a curved blade misses 
  your neck by a fraction of an inch. You can Grapple 
  with him for the sword , make a Idea roU, or try a DEX 
  x3 roll to Dodge the next swing. Choose one. If you 
  succeed. go to - 241 - . Fail, and he has 370% chance 
  to do you I 06+ I hit points of damage on the next 
  swing. Continue this pattern until you go to - 241 - or 
  until you die. That will be ... THE END. 
  (240) 
  113 
  "May 1 be of assistance?" the man asks. 
  " I too was once a stranger in this sacred 
  land. My temporary employment allows me to stay 
  here while I work on my book. Where can I take you?" 
  He is Richard Hawkes. He will take you wherever 
  you want to go, all the while chatting amiably about 
  the splendors of Greece. He hints that he knows some· 
  thing you wish to know, and tells you to meet him at 
  6pm at the Piostos Cafe. Go to any Athens location. 
  (58) 
  115 
  You can ask about the cult of Aten; go 
  to - 273- ; or you can ask about the 
  Searchers for the lost Pyramid , - 295- ; or you can go 
  to - 149- . 
  (238, 273 , 295) 
  114 
  The darkness is terrifYing: You stand 
  undecided for a while . You may go East 
  to - 415 - or West to - 442- . 
  (404, 415 , 442) 
  116 
  The corporal is friendly, but nervous. 
  With a Pyschology roll you can tell that 
  he is un convinced by the death report . Something 
  scares him, but he only mutters that he is glad the De· 
  vice has left the country . Succeed with a Fast Talk or 
  Credit Rating and go to - 248- ; fail and go to - 131-
  for a cab . 
  (204) 
  117 
  A narrow tunnel joins two streets. You 
  welcome the coolness, then you hear 
  someone behind you. You prepared yourself for action, 
  but then two policemen enter the tunnel from the 
  other direction. The footsteps stop, then retreat: when 
  you turn. you see only the fringe of a white robe going 
  around a corner. You go ahead , unmolested. Go to any 
  Alexandria location . 
  (240) I. 
  (250, 272) 
  He turns to the door and locks it. Go to 
  - 270- . 
  119 
  The Karpathos Device is within a thick 
  glass box; small electrical leads indicate 
  that an alarm is attached . To try smashing the glass, go 
  to - 280- ; to cravenly forget the whole thing, go to 
  - 206-. 
  (211 ) 
  130 
  The glass shatters, and you grab the !)e. 
  vice. It is surprisingly heavy. You have 
  2010 seconds-before the dumfounded guard unstraps 
  his revolver and takes a shot at you . If you roll more 
  seconds than 20 minus your DEX , you escape before 
  the guard can shoot. If you don't, he shoots. Ue has 
  
  one 25% chance to hit , and does I OS damage with his 
  Beretta. 
  You run through three rooms to escape . In each 
  room a guard waits. You have put way any weapon 
  you may have and carry only the Device. Make an Idea 
  roll and go to - 587- , then return here. 
  11uee combats may follow as you flee. As you meet 
  a guard , roll J 06: on 1;l,3 ,4,S the guard fifes his pistol 
  once (25% chance to hit, 1 OS damage); on 6, the guard 
  elects to Grapple to try to stop you. If the guard de· 
  cides to fife, you continue to run,hoping you can sur· 
  vive. If the guard attempts to Grapple, you can attempt 
  to use any weapons you have against him, or Dodge . If 
  you succeed, his Grapple (because of your complete 
  surprise in stealing the Device) automatically fails. If 
  your roll fails , he Grapples at 60%. If you're caught , 
  you're imprisoned ,and the Device goes back on display, 
  then is stolen by another party, Go 10 - 574-. 
  If you escape and live, go to - 293-. 
  (280) 
  131 
  " Not Aten, sir. It goes by many names 
  in the old books- Lord of Mu, Master of 
  the Deep, but here," and he pulls down an old book, 
  "here it is called Ghalanothoa . Even this rough sketch 
  is horrid. That thing they worship. And it is said to 
  seek a new kingdom." He smiles. "Of course, it is all 
  rubbish,You understand." Go to - 261 -. 
  (261) 
  131 
  The burning desert sands have no end . 
  Subtract another day's water for this or· 
  deal . Are you losing confidence? Do you want to change 
  direction? Choose one : for North, go to - 235 - ; for 
  East , go to - 214-; for South , go to - 279-; for West, 
  go to -245-, 
  (214,220,235 ,246) 
  133 
  "Few now truly believe that creatures 
  travel between our plane and the Nether· 
  world." Co to - 272-. 
  (272) 
  134 
  You're a born pilot and navigator! You 
  figure correctly that you're west of 
  Cairo. In one day you enter the Giza suburbs west of 
  the city. Co to any Cairo location that night . 
  (213,257,278) 
  135 
  With a successful Navigate roll, you 
  know where you are: go to - 234-. If 
  you fail the roll , you can wait for someone to come by; 
  go to - 256-. Or you can walk for a day . 
  If you walk , drink one day's water . For North, go to 
  - 257 - ; for East , go to - 269- ; for South, go to 
  - 232-; for West, go to - 255- . 
  (94,232 ,242,255,257,269) 
  136 
  A cut-away model of the Pyramid of 
  Akhenaten is on display .Make a success· 
  ful Egyptology or Spot Hidden roll and go to - 252-, 
  then return here. Make a successful Luck roll and go to 
  - 287- , then return here . Make a successful Cthulhu 
  Mythos or EDU x2 roll and go to - 244- , then return 
  here. Attempt each roll only Ollce. You may move on. 
  Go to - 206-
  if it is before October 30, 1931 ; go to 
  -300- if it is t.hat date or later. 
  (206, 244 ,252,300) 
  137 
  In his book·lined office you can ask 
  Prof. lahark about aU of these topics: 
  for the cult of Aten, go to - 270-; 
  for the Lost Pyramid of Akhenaten, go to - 292-; 
  for the Book of the Dead , go to - 291-; 
  for the Karpathos Device, make a successful Luck 
  roU and go to - 297- . 
  Jahark has a 50% Spot Hidden ; if you can success-
  fully roU it , go to - 286-. 
  If you're finished , go to - 149-. 
  (217 , 270,291,297) 
  138 
  If you make a successful Luck or Know 
  roll , you say something which catches 
  Professor Emu's attention; go to - 225- . If you fail, 
  you may try again tomorrow. Go 10 - 149- . 
  (149) 
  139 
  Professor Khacgeh can arrange to trans· 
  late anything you've brought. He can 
  also assign you a student translator for 100 piastres a 
  day, payable in advance. The languages can be of your 
  choice, and the translator will accompany you. He will 
  have 90% skill in Arabic; 50% skiU in other languages. 
  Go to - 149- . 
  (149) 
  140 
  (219) 
  Make a successful Usten roll and go to 
  - 227-. Fail , and go to - 222-. 
  141 
  With surprising poise you kick back· 
  wards, smashing against your attacker 
  who falls heavily to the floor . His attack stops. Roll 
  your DEX versus his (DEX 10) on the resistance table. 
  If you win, you run away before he can stop you, Go 
  to any Alexandria location. 
  If you fail , he rises quickly , grabbing you. Succeed 
  with your STR against his (STR 18) on the resistance 
  table, or he stabs at you (70% chance 10 hit , 106+1 
  damage). Continue to make the STR ¥s . STR rolls until 
  you win (and thereby escape and go to any Alexandria 
  location), or until all your hit points are gone and It is 
  ... THE END. 
  (222) 
  141 
  In the arid wastes you come across a 
  faint trail! If you can make two success· 
  ful Luck rolls in a row, you see a caravan in the dis· 
  tance, approaching you. They're going to Cairo. You're 
  saved! 
  If you fail , they're going away from you, and in 
  your weakened condition you can't catch up. You col· 
  lapse beside the trail, weeping. Drink another day's 
  supply of water , and go to - 235-. 
  (256) 
  
  143 
  Brought back as undead, these mum-
  mies return to earthly service devoid of 
  human feeling or compassion. Dark evil grips their 
  souls. Reportedly only fire or removing their tana leaf 
  Iife-essence can now destroy them. Go to - 275 - . 
  (275) 
  144 
  In 3 series of friezes, you notice that a 
  strange mucous-looking creature has 
  been partly chiseled away. Go to - 236- . 
  (236) 
  145 
  The next day you see a city on the hor-
  izon. Desperately you stumble toward 
  it. But the domes and minarets tremble and disappear 
  - 3 mirage! You were stupid to have imagined a city in 
  the desert. Drink another day's water ration and choose 
  a direction: for North, go to - 255-, for East , go to 
  - 232-; for South, go to - 279- ; for West, go to 
  - 299- . And use your head . 
  (257 ,268) 
  146 
  Vou draw up just in time. Another few 
  steps and you would have fallen a hun-
  dred feet into that ravine! You must get a grip on 
  yourself. Drink another day's water ration and choose 
  a direction: for North , go to - 255-; for East, go to 
  - 232- ; for South, go to - 279- ; for West , go to 
  - 299- . And be careful! 
  (232 ,257) 
  147 
  Your jaw drops. The Device, a placard 
  informs you, has been stolen . You 
  should return to - 300- . 
  (300) 
  "Sir ," says ilionas, " I have told you all I 
  know . You must go . All that's left are 
  rumors, and they're betler obtained at the Piostos 
  Cafe." You skulk the hallways of the Bureau for a 
  while , and find nothing. Go to - 131 - for a taxi . 
  (226) 
  149 
  If you did anything but to try to de· 
  stroy the Device, the Device is reclaimed 
  by the authorities. As for you, go to - 259- unless you 
  surrendered to the police. In that case, go to - 315- . 
  If you tried to destroy the Karpathos Device, you 
  find that the same properties which kept it uncor· 
  roded also make the Device impervious to your hasty 
  assaults. But the Nile is only a few paces distant. You 
  steal a /elucca and slowly drift downstream. Sometime 
  later you judge it safe, and drop the heavy Device into 
  the Nile itself, to work down into the deep silts which 
  have lain there undisturbed for millennia. 
  Later, the police find you. You serve seven years in 
  an Egyptian prison, and come home penniless, dis-
  graced , and without home or friends. Your life is ruin-
  ed , and until you die you never know whether you did 
  the right thing in Cairo, those many years before. But 
  you did , of course. Well done. THE END. 
  Go to - 228- . 
  (216) 
  150 
  151 
  "From the book of What Is in the Neth-
  envorld we can see engraved on the 
  tombs of the 19th and 20th Dynasty kings, the gro· 
  tesque creations of the perverted priestly imagination , 
  which finally gained credence in the highest circles." 
  Go to - 275- . 
  (275) 
  151 
  The exposed interior of the pyramid is 
  much too small. There must be some-
  thing else in there . Go to - 236- . 
  (236) 
  153 
  Using an English! Arabic dictionary and 
  with a successful Know roll, you exam-
  ine the following: for a version of the Book 0/ the 
  Dead, go to - 218-; for Alhazred and the Curse 0/. 
  Egypt, go to - 267- . 
  Spend two hours and the appropriate successful lan-
  guage roll , and you understand more tomes: for the 
  Mysterium (in Latin), go to - 262- ; for The Lost Pyra· 
  mid (in English), go to - 284- . If you miss a roll , You 
  may try again on another day. 
  When finished here, go to - 149- or - 215- . 
  (2 15,2 18, 262, 267,284) 
  154 
  You come to a great body of water. It is 
  the Mediterranean! Soon you find a rail-
  way track and hitch a ride to Alexandria aboard a sec-
  tion gang handcar. Go to - 195-. 
  (245 , 268) 
  155 
  The towering yellow sand clouds sweep 
  ovcr you, and you seek shelter from the 
  fury in a nearby gully. The storm lasts the rest of the 
  day. When you emerge, you see nothing you recognize . 
  Disheartened, you drink another day's water ration and 
  decide to choose a direction of travel : for North, go to 
  - 283- ; for East , go to - 235- ; for South, go to 
  - 245- ; for West,go to - 299- . 
  (235,246, 283 ,299) 
  156 
  You find a tiny puddle of water ; it does 
  not make you sick when you drink it . 
  You need consume none of your own water supply this 
  day- you have an extra day of life. 
  Jf you can successfully roll three Lucks in a row , 
  you top a rise and see Alexandria in the distance; that 
  evening you're in its streets: go to any location in 
  Alexandria . 
  If you failed , and if you've come from 214, 217 , 
  269, or 277, then go to - 220- . 
  If you failed , and if you've come from 232 , 235 , 
  246, or 257, then go to - 242- . 
  (213) 
  157 
  Succeed with an Astronomy roll and a 
  Know roll and 
  to - 234- . Fail one or 
  both 
  can wait for 
  
  try to get out by waUc:ing. If you walk, choose a direc· 
  tion: for North, go to - 246- ; for East, go to -'213-; 
  for South,go to - 235- , for West ,go to - 283. 
  (94, 213 235 , 245,283) 
  158 
  At the Fuzira Marketplace you can join 
  a caravan, hire help, and hear rumors of 
  every sort. Go to - 212-. 
  (272) 
  159 
  It makes no difference where you are. 
  One night you're sleeping, tossing and 
  turning, twisting the sheets into taut ropes around your 
  body. You dream of creatures oozing putrid liquids 
  from holes scattered over their amorphous bodies. You 
  see the holes open and 
  close, and then you si· 
  lently scream to see 
  that a morose, hungry 
  eye rests within each 
  hole. Shuddering, you 
  wake up. In the brief 
  moment of sanity left 
  to you, you see that 
  you were not dreaming. 
  It is undoubtedly 
  THE END. 
  (249) 
  160 
  If 
  you 
  have 
  a 
  picture or diagram of 
  the Karpathos [)evice, 
  you can show it to Pro· 
  fessor Ben 'Ozen, if you 
  are willing to be so dar· 
  ing; go to - 27 1- . Or to 
  ·· 149-. 
  (149) 
  161 
  The pro· 
  fessor is 
  quite willing to talk of 
  many things: for the 
  cult of Aten, go to 
  - 23 1- : for the Lost 
  Pyramid, go to - 288- ; for the Karpathos Device, go to 
  - 297- . When you're finished , go to - 149-. 
  (149, 231 , 288,297) 
  161 
  "Our fathers tell us that the disasters 
  were great across the civilized lands, and 
  into the barbarous reaches beyond." 
  "Snow fell where none had been, and grass grew 
  where ice once gleamed." 
  "Many who survived perforce must have learned 
  new ways." 
  " Awful prayers were said, and horrible gods took 
  power. Who could tell the good man from the bad? All 
  learning and respect for tradition ceased."' 
  , Return to - 253- . 
  (253) 
  - 261-
  163 
  In the dim yellow night-lights of the 
  museum , you can scarcely believe your 
  eyes. The place has come alive with undead in many 
  forms, from mummies to nat ural.history wing mega· 
  theria bizarrely returned to life. 
  Everywhere you see the ominous, jerky shuffle of 
  half-dead things. Instinctively you understand that 
  these entities want to snuff out your life and baffle 
  your purpose. 
  You edge quietly along the halls, intent upon your 
  escape from this hair.raising peril. To escape, you need 
  to make successful Spot Hidden, Dodge, and Idea rolls 
  respectively, without missing any of the rolls. Each 
  time you miss a roll in the series, you take I hit point 
  in damage from the outstretched claws and talons 
  Holt urrorized 
  which they sweep at 
  the sounds of your foot· 
  steps. then you must 
  start over the series of 
  rolls, until you succeed 
  with a series. 
  Once you succeed, 
  you 
  hurl 
  yourself 
  through a plate glass 
  window, incurring 106 
  +1 additional damage in 
  your escape. Go to 
  - 274- if you survive. 
  (276) 
  164 
  A once· 
  popular 
  novel, one eerie se· 
  quence tells of deadly 
  creatures pursuing the 
  hero down strangely. 
  twisting corridors. He 
  protects himself against 
  the creatures, which are 
  not of this earth, by 
  touching a magic amu· 
  let and receiving help 
  from a god called only 
  the " Ancient Master." 
  Go to - 275-. 
  (275) 
  165 
  "The cult is very old , with origins attrib· 
  uted to Akhenaten himself. Cult prac· 
  lices led to perversions and oddities partially prompt· 
  ing the Pharoah's downfall . I suggest placing extra 
  guards and key locations, and ignoring their so-<:aUed 
  holy place at Tell-eI.Amarna,an unimportant tomb . 
  "The murder cases will remain open, though I doubt 
  we'll find the culprit who left behind such a strange 
  calling card." Go to - 275-, 
  (275) 
  166 
  He shakes his head. ,,' really don't know 
  what it could be for, nor I hazard does 
  anyone else." Go to - 149- . 
  (271 ) 
  
   
  167 
  "This is the demented scholar who led 
  to the rebirth of the cult, though the 
  seed had slept there down through the millennia , wail-
  ing a foul spurt of evil 10 give it rise . Now the cult per-
  forms its evil rituals throughout the land, worshiping 
  not Aten but the evil oncs who pose as his priests," Go 
  to - 253- . 
  (253) 
  You SlUmble and fall as fractured rock 
  168 gives way beneath you; you incur a 
  sprained ankle and lose 102 hit points from bruises 
  and cuts. Perhaps you should throwaway your water 
  and end the torment now . The situation is hopeless. 
  But you resolve to struggle until the end . You choose a 
  direction and drink a day's water ration : for North,go 
  to - 254-; for East , go to - 246- ; for South, go to 
  - 283- ; for West, go to - 299-. 
  (245,203) 
  169 
  In a cleft of a ravine you find a pale 
  white nower, the only thing growing for 
  miles. It seems the most beautiful plant you have ever 
  seen. You salute it , and take courage from it. Choose a 
  direction , and drink a day's water ration : for North, go 
  to - 213-; for East , go to - 210-; for South, go to 
  - 214- ; for West, go to - 235-. 
  (213 ,2 14,235) 
  170 
  Jahark laughs bitterly. "No cult , my 
  friend. 'Cult' makes it sound understand· 
  able. And they do not belong to Aten. What can I say 
  of them? They are murderers perhaps, ghouls more 
  likely, but the merest pebbles under the feet of their 
  masler." If you desire more information , go to - 237-. 
  (228,237) 
  171 
  It might be an astronomical clock , or 
  some kind of lock , or it might work as 
  some kind of coordinating mechanism for a greater de-
  vice about which we know nothing. Go to - 266- . 
  (260) 
  171 
  He speaks passable English. To ask him 
  about Ihe cult of Aten, go to - 228- ; to 
  ask about customs regarding travel, hiring help, etc., go 
  to - 258-; to ask about Islamic superstitions and back· 
  ground, go to - 233- . Finished? Go to - 149-. 
  (216, 233) 
  173 
  "Yes, they have grown more active . The 
  authorities hush it up, but in the past 
  few years tremendous numbers of inhabitants have 
  disappeared ." Go to - 225 - . 
  (22S) 
  174 
  Police cars come screeching up to the 
  museum . You have several options, and 
  should think about them all before choosing one. 
  You can attempt either a Hide or a Sneak: if sue· 
  cessful, you get away. Go to - 30 1-. 
  If you fail, you can greet the police and admit wh.a! 
  you've done (go to - 315- ), or you can try 10 make a 
  successful Fast Talk or Credit Rating 10 pass through 
  the growing cordon of police. If you succeed , go to 
  - 301- ; if you fail, go to - 315- . 
  Or Is there something else you want to try? If so, 
  write it down and see - 249- . 
  (263) 
  175 
  This is an excellent library! In little lime 
  you locate five pertinent books. To use 
  each, you must succeed with the correct language roll , 
  or employ a tra nslator. One hour is required for each 
  book. The books follow . To read them: 
  for the Pnakotic Manuscript (Latin), go to - 289-; 
  for Col. F. Dupont's Le Culfe d'Aten (French), go 
  to - 265 - ; 
  for Die Goules (German), go to - 243-; 
  for The Pharaoh's Curse: A NOllel, go 10 - 264-; 
  for Breasted's History of Egypt, go to - 251 -. 
  When you have finished, return to - 215-. 
  (215 ,243,251,264,289) 
  176 
  (280) 
  But what Is that sound you hear? Terror 
  clutches your hearl . Co to - 263- . 
  177 
  You drink another day's water ration , 
  and stumble ahead . The rocks have 
  sliced your fine leather shoes into ribbons, and your 
  bleeding feet are unlikely to carry you much further. 
  Then you see Alexandria in the distance! Go to - 195-. 
  (2 13,245) 
  Go to - 234-. 
  (213) 
  178 
  179 
  You no longer can doubt it. You have 
  wandered far to the south , far into the 
  desert. Death from thirst may follow unless you can 
  retrace your steps. You stand on a hill. Farther yet to 
  the south you seem to see palm trees. Should you go 
  there, or try to find your way north? To examine the 
  vision of palm trees, go to - 285-. To try to retrace 
  your path, go to - 214- , - 232- , or 10 - 246-. 
  (No clues now; you're lost!) 
  ISO 
  The glass around the Device has 20 hit 
  points. It breaks when 20 points of 
  damage has been done to it. You may use anything to 
  break the glass, but if you use a Fist or Head Butt at-
  tack, you lose I hit point for each blow. The stand is 
  too far off the floor for a Kick attack. When you break 
  it, go to - 230- unless you waited until night, in that 
  case go to - 276-. 
  (229,281) 
  lSi 
  You need a successful Hide to stay here 
  after the doors close . Fail, and you're 
  ushered out,and must return tomorrow. 
  If you successfully rolled the Hide , mark off the 
  waiting time, then go to - 280- . 
  (211 ) 
  
  III 
  You understand four more hieroglyphs: 
  "Akhenaten ," "tomb," "sunrise ," and 
  "secret." Make a successful Cthulhu Mythos roll and go 
  to - 208- ; fail and go to - 150- . 
  (212) 
  113 
  The winds have exposed skeletons of 
  men, horses, and camels - perhaps vic· 
  tims of some ancient vendetta. A jeweled dagger catch-
  es your eye. You'll be able to sell it in Cairo for 10Poo 
  piastres ... if you make it back. Drink another day's 
  water ration and choose a direction: for North, go to 
  -268-; for East , go to -257-; for South , go to 
  - 255-; for West,go to -299- . 
  (255 , 257,268 , 299) 
  184 
  It says, "Contrary to speculation and ru-
  mar, the so <ailed Lost Pyramid of Ak· 
  henaten is hidden at Tell-el-Amarna, the new capital 
  founded by that Pharaoh . It is disguised as a small bur· 
  ial pyramid for friends, courtiers, and their slaves. 
  Somewhere in it is held the secret of Akhenaten's mad· 
  ness, but no secret entrances or 
  found ." For a sketch of the 
  tomb as known, go to - 338-, 
  ignoring 
  the 
  instructions 
  there, then ret urn here and go 
  to - 253- . 
  (253) 
  discover 
  285 an oasis! Your 
  gamble pays off. Exhausted, 
  you fall into the sweet, fresh 
  water and drink your fill. 
  later, the inhabitants tend to 
  you and, two days later, a 
  party of traders takes you on 
  chambers have been 
  emr)' - 287-
  the 103+ 1 day journey to Cairo. Go to - 134- . 
  (279,299) 
  116 
  Did you receive a ringasagift in Athens? 
  If you did, lahark says softly, "That 
  ring is powerful. Whether it can help, I do not know." 
  Whether or not you have the ring,go to - 296- . 
  (237) 
  117 
  copy of it in 
  The map is a flattened view of the pyr-
  amid at Tell-el·Amarna.You will find a 
  the center of this page. Now return to 
  your previous entry. 
  (236,38 1) 
  188 
  "Yes. I have one reference, a cryptic 
  one ." He takes a scrap of parchment 
  from a drawer. " It says, 'Only one passage helps. Where 
  evil waits, the gate opens where you go up to go down.'" 
  Go to -261-. 
  (261 ) 
  189 
  The work gives many tales of strange 
  creatures crawling through the shadows, 
  and tells of tomb-robbers throwing down their picks 
  and funning away. It also asks on what could such sub-
  terranean horrors feed? Go to - 275-. 
  (275) 
  190 
  You 
  sec 
  household 
  paraphernalia, 
  combs, and tools, all of gold and silver. 
  An empty sarcophagus contains a placard explaining 
  that when the lord died, his slaves were killed in order 
  that they might continue to serve him in the Nether-
  world. For a sketch of Akhenaten's amulct ,go to entry 
  - 207- , then return here. With a succcssful idea roll, 
  you copy the sketch. With a successful RjW/S Hiero-
  glyphics, go to -298-; otherwise you move on. Go to 
  - 206- if it is before Oct. 30, 1931; if on or after, go 
  to - 300- . 
  (206,207 ,298,3OO) 
  191 
  "Ah , yes. Well, that book actually 
  should be called the Book of the Un· 
  dead! 
  These mummies are 
  real, my friend. They must be 
  burned like so much offal or 
  manure 
  to 
  be 
  destroyed. 
  Surely you've smelled that 
  odor around the city, and 
  have seen the troops racing 
  about. That is one secret of 
  Cairo 
  which 
  no 
  one- not 
  even the British- dares speak 
  of." 
  Why be alarmed? You're 
  ~a fe enough, for the moment. 
  Go to - 237- . 
  (237) 
  191 
  "No, the pyramid is not 1051. It is, in 
  fact , at Tell-el-Amarna. A small struc-
  ture , bUI one with secrets yet unlocked." Go to - 294- . 
  (237) 
  193 
  You have the Device . What will you do 
  with it? Write down your intention, 
  then go to - 249- . 
  {230, 301) 
  194 
  lahark drums his fingers. " I have some-
  thing for you. Should you go to the pyr-
  amid, search where the mark is." He hands you a map: 
  go to - 46- to see what is displayed, then return here. 
  "Search on the east side. An opening must be there." 
  If YOll use the map, add 20 percentiles to any resuhs 
  for rolls required to find such an opening (make a jour-
  nal entry about thiS). Go to - 297-. 
  (46,292) 
  
  195 
  "Many have looked for another en-
  trance. All have failed . One party, how-
  ever, vanished without a trace !" Go to - 225 - . 
  (225) 
  196 
  Jahark offers to come with you. If you 
  accept him . he accompanies you as long 
  as you wish , as long as you arc in Egypt. Copy his sta-
  tistics onto a blank investigator sheet. 
  PROFESSOR JAHARK, AI A~hllr University 
  STR 10 
  DEX 14 
  INT 15 
  Idee 75% 
  CON 10 
  APP 12 
  POW 16 
  Luck 90% 
  SIZ 11 
  SAN 50 
  EDU 22 
  Koow 95% 
  MlIQic Poinl$ 16 
  H it Points 11 
  .45 Revolll!!r, 55%, I DI 0+2 
  SKillS; ArchllOOlogy 25%, Barllain 20%, Climb 40%, Credit 
  R&ting 45%, Cryptography 15%, Cthulhu Mythos 10%, Debate 
  55%, Dodge 35%, Drill!! Automobile 30%, Ellyptology 40%, 
  Fast Talk 30%, First Aid 40%, Geology 10%, Hide 25,*" 
  Hinory 90,*" Jump 40%, Library U$I! 55%, l inguist I O,*,. 
  Listen 60%, Make Maps 20%, Occult 15%, Oratory 25%, PsYch· 
  ology 45%, R(W(S Arabic 90%. R(W(S Hieroglyphics 50%. 
  R(W/S English 55%, R/W/S letin, RM/S Greek 45%. Sneak 
  30%, Spot Hiddan 65%, Survival 15%. 
  Use Jahark whenever you wish to substitute his skills 
  for yours. You may even deliberately sacrifice him in 
  an encounter and emerge unscathed, if you are that 
  sort . 
  (286) 
  197 
  " I'm not sure that this passage refers to 
  it: 'A cursed key for a cursed box/ the 
  Top of Terror, it unlocks.' "Go to - 237- if you're in 
  Ancient History, or to - 261- if you're in Uterature. 
  (237 ,261 ,294) 
  198 
  (290) 
  You read references to a top, and to a 
  door opening. Go to - 290- . 
  199 
  Your once·firm steps h.ave weakened. 
  You are very, very weary . Have you 
  wandered too far west? Can you return? If you can 
  Navigate any amount , go to - 285- , If you can make a 
  successful POW x l roll on DlOO , go to - 285-. If you 
  fail, your eyesight suddenly blurs. Can you make a suc-
  cessful Survival roll? If you can, go to - 255-, to 
  - 283-, or - 245- . If you fail, you're doomed. You 
  must hope that a wiser, better-skilled investigator takes 
  up the chase. As for you, it's ... TH E END. 
  (246,255,268,283) 
  300 
  CAIRO MUSEUM 
  Each place of interest to you in this 
  great museum costs one hour to visit: 
  for Treasures from the Pyramids, go to - 290-; 
  for Tombs of the Ancients, go to - 236- ; 
  for the Karpathos Device,go to -247-. 
  You can also interview Amet Key, the Curator, by go· 
  ing to - 314--. 
  (Cairo location) 
  301 
  If you're here , you got away . Go to 
  - 293- unless you want to make things 
  easy on yourself and give up; if you do, go to - 315- . 
  (274) 
  301 
  From 9am-Spm, Arne! Key is in and will 
  gladly see foreign visitors . "So honored 
  to have you call," he murmurs. What do you wish to 
  do with the Device? - examine it, ask that it be return-
  ed to Athens, ask about Gliere, or do something else? 
  Pick one, write it down , t.hen go to - 330- . 
  (206) 
  303 
  You are in section-L. You go down the 
  stairs until you come to a deep shaft . 
  You dimly perceive that the passage continues on the 
  other side of the shaft. If you want to Jump across, 
  succeed and go to - 348- ; fail , and go to - 369- . If 
  you have a rope and use it to lower yourself down the 
  shaft , go to - 35 1-. To Jump down the shaft , go to 
  -369- . Or you can return to - 307- . 
  (158,307 ,351,395) 
  304 
  These repulsive creatures leap on long 
  hind legs. Their hideo u sly~i sto rted faces 
  appear bizarrely human. They emit coughing, gutteral 
  whcezes. Thcir red eyes are hungry-looking. These 
  ghasts have 20 hit points, 10 magic points, and cost 
  0/1 D8 SAN to meet. They can Bite and I(jck in the 
  same round : Bite 40%, 1010 hit points of damage; 
  I(jck 25%, 1 06+2D6 hit points of damage. Each has 3 
  points of armor. If you are armcd, you get to attack 
  first. If you have the ring, it does nothing to help you 
  against ghasts. Go to your previous entry number. 
  (348 ,354, 363 ,402,412,430) 
  305 
  You're in section-K . The stairs go up , 
  large steps designed for large beings. 
  Obscene drawings of foul creatures decorate the walls: 
  entities with slimy open pustules for eye sockets, and 
  with mouths everywhere. In the drawings, they use 
  captive humans for lewd pleasures, and perhaps for 
  something more substantial : your shock requires a 
  SAN loss of 0/1 0 3. If you successfully make a Spot 
  Hidden, go to - 349- . You enter section-I; go to 
  -3 13- . 
  (332) 
  306 
  The Hound of Tindalos arrives! See the 
  rulesbook for a description . Unless you 
  can summon a creature to fight it for you, there is 
  nothing you can do. When the creature comes, you im. 
  mediately lose 103/ 1020 SAN. If you go insane, logic-
  al action such as using magic or a magical item will be 
  impossible. If you have the ring, it protects only the 
  hand upon which it is worn. If the Hound is driven 
  away, carryon with your activities and add 1010 SAN 
  as reward for your success. Go to any appropriate 
  location. 
  But winning against it is unlikely. Very probably, 
  for you it is ... THE END. 
  (191 ) 
  
  307 
  You're in section-D. For the corridor 
  leading west , go to - 395- ; for the 
  stairs leading down, go to - 303-, 
  (303,332,352) 
  308 
  You're in section-A. The corridor ends 
  at a deep shaft . Notches can be seen in 
  the side of the shaft : you can climb down 10 - 310- , 
  or you can go to - 393-. 
  (310, 323,393) 
  309 
  You're in section-A. It's a dead end , and 
  the stone is solid and unmovable. You 
  should give up and slide down to - 393-. 
  (400) 
  310 
  You're in section-I. Going down, you 
  come to another staircase, sloping west : 
  go to - 323-; going up, you climb to - 308- . 
  (308) 
  311 
  The lomb, or whatever it was, simply 
  couldn't have been these few rooms. It 
  must be bigger. Go to - 339-. 
  (339) 
  311 
  (338) 
  Whatever aura exists in this place is nol 
  one of blessings. Go to - 338- . 
  313 
  You're in section·I,at ajunction. A cor· 
  ridor goes straight , then seems to slope 
  down . Above , you see stairs heading up. If you take 
  the corridor west , go to - 371-. If you want to climb 
  up the stairs, go to - 393-. If you want to climb down 
  the stairs to the east , go to - 399-. 
  (305 , 371, 393) 
  314 
  You enter the office and see three men . 
  They are worried and confused : one 
  mutters that Amet Key is unavailable. For information 
  about Keh or the Device, choose any communications 
  skiU and roll for it successfully: you get two tries and 
  it costs one hour . Succeed and go to - 380-; fail , and 
  return to - 300-. 
  (300, 362) 
  315 
  You could have taken two default ac· 
  tions in leaving the museum- failing to 
  escape, and coming forward to confess your deed . 
  If you tried to escape and failed , the Device is taken 
  from you and returned to the museum. You rot in 
  prison for a long time, then go to - 574- if none of the 
  other investigators are smarter than you. 
  If you came forward and confessed , the Device is 
  taken from you and you rot in a hellish sanitorium for 
  a long time, then go to - 574- if none of the other in· 
  vestigators are smarter than you . 
  If one of them succeeds, you are released after seven 
  years, and return home ruined , penniless, and totally 
  alone . In some waYS, at least, it is .. . THE END. 
  (249,274, 301) 
  316 
  Arnel Keh's eyes narrow . "What do you 
  really want? I have told you all I know," 
  Make a successful Idea roll and go to - 17- , then go to 
  - 350- and make another selection ; you've got time 
  for one more piece of information. 
  (350) 
  317 
  If you came to this side first , give your· 
  self 20 percentiles. Add 5 more percen-
  tiles for each remaining hour from now to 6pm . Add 
  20 more percentiles if you are using a map or diagram 
  not obtained in Egypt. Try to roll under that total on 
  0100. Fail, and you can try here tomorrow, or go to 
  any other side. If you succeeded with the 0100 roll, 
  go to - 344-. Otherwise, go to - 360-. 
  (360) 
  318 
  You enter through a curtain. An old woo 
  man looks up, her eyes wild . You offer 
  a stray coin you find in your pocket , and she tells you 
  your future. Go to - 389-. 
  (134) 
  319 
  The night is numbingly cold , but you 
  survive . In the morning you can go to 
  the pyramid at - 360- or to the village at - 324-. You 
  can try to get a ride to Cairo with a caravan if you like : 
  succeed with a Luck roll and go to - 341-. 
  (361 , 444) 
  310 
  To rent a car costs 1000 piastres a week. 
  I! is a rough two-day drive upriver to 
  Tell-eI·Amarna; a massive late flood of the Nile has 
  closed both the railway and regular passenger ship runs 
  up and down the river. You'll spend 150 piastres en· 
  route: the total cost of the trip will be 1300 piastres, 
  and take exacliy 48 hours each way . If you drive to 
  Tell-eI·Amarna, go to - 324-. If you wish a translator· 
  guide to go with you,go to - 108-. 
  (384) 
  311 
  You wake up on the morning of the sec· 
  and day of the trip, and there's no one 
  in sight. You have been completely abandoned by the 
  guide. Before he drove off in the car, however, he 
  thoughtfully unloaded any gear belonging to you. De· 
  cide what you can carry; maybe you can pick up the 
  rest later . To reach safety you either can swim the Nile 
  in high flood, or you can follow the car tracks back to 
  that little village not too far away. For swim, go to 
  - 588-; for village, go to - 589-. 
  (108) 
  311 
  You gasp. He stands there with glazed 
  skin , completely Immobile. The word 
  escapes from your mouth; " Petrified!" And something 
  tells you that his mind still lives. " Horrible!" you add . 
  " Yes:' a man says. "Something somehow did that 
  to him . And who or whatever it was, took the Karpath· 
  os Device." There is nothing to do. Go to - 300-. 
  (362,408) 
  
  313 
  You're in sectionJ . A shaft with notch-
  es leads up to - 308- . Or you can take 
  the stairs leading down to - 394- . 
  (310, 394) 
  314 
  TELL·EL·AMARNA 
  The village is quiet in the clear sunlight. 
  A gust of wind picks up dust along the empty road. 
  Here and there a face looks out from a doorway. You 
  spot the pyramid, one much smaller and less imposing 
  than the pyramids at Giza. A weU·uod path leads to 
  the pyramid entrance. If you have time to inspect the 
  pyramid, go to - 376- . If you need to spend the night 
  at the inn , go to - 444- . If you left your car with the 
  guide, go 10 - 361-. 
  (Egypt location) 
  315 
  As you lower yourself slowly, you pass 
  a mural of incredible brutality. Creatures 
  covered with bubbling masses of boils are surrounding 
  and devouring entities like headless stalks .. . which 
  even in their monstrousness seem to scream for help. 
  Do you panic and go to - 394-, try to get in the corri· 
  dor at - 388- , or continue 
  down 10 - 398- ? 
  (394) 
  entry - 338-
  I 
  316 
  You 
  nolice 
  rI 
  two 
  things: 
  Amel Keh is breathing more 
  heavily than normal, and you 
  hear someone in the room be-
  hind him. You can try to 
  trick Keh by going to - 346- , 
  or you may leave and go to 
  - 206- or any Cairo location. 
  (350) 
  338 
  I 
  317 
  You're in section·K . You see a shaft 
  heading down, with notches which 
  seem able to support you. If you go, make a success· 
  ful Climb and go to - 329- ; fail, and go to - 333- . 
  (329,388) 
  3. 
  You're in section·N, at the bottom of 
  the stairs. Total the number of hours 
  that you've been in the pyramid . If more than five , go 
  to - 354-. If less, there's a shaft 10 the east , with hand· 
  holds, leading to - 358- ; to the west, there are stairs 
  leading to - 398- . 
  (354 , 358 , 398) 
  319 
  You're in section-E. You're on a steep 
  slope. You can go down, carefully, to 
  - 443- , or you can make a successful Climb roll and 
  get back to - 327- ; fail, and you fall to -443- . 
  (327 , 333) 
  330 
  "Examine it? Return it? Impossible," he 
  laughs. "And I have never heard of this 
  Cliere person!" He escorts you out. 
  But if you picked "something else" at - 302- , or if 
  you can roll a successful Fast Talk now, go to - 350- . 
  (302) 
  331 
  It's loud , but it works! An opening ap-
  pears. If you have any accomplices, they 
  feel you have gone mad, and desert you. Let them go. 
  You have always been alone in this struggle; you will 
  not be deterred now. Go to - 379- . 
  (397) 
  331 
  By the way, first you have to Jump over 
  the pit. Succeed and go to - 305-; fail , 
  lose I 0 3 hit points and go to - 307-. 
  (399) 
  333 
  You fall. You can barely keep from 
  screaming. Landing with a thud, you 
  lose 103 hit points to scrapes and bruises. This wu a 
  bad fall , but nOI your first. You get up and find any 
  gear you were carrying. You survey at - 329-. 
  (327) 
  33S r 
  JI 
  381 
  33. 
  334 
  In the sand of 
  the floor you 
  notice a rather deep footprint 
  with the impressions of what 
  look like claws! You can't tell 
  where they come from, or 
  where they go. Go to - 339- . 
  (339) 
  335 
  The art has an 
  oddly natural· 
  istic feel , unlike anything you 
  would associale with Dynast. 
  ic Egypt. With a successful 
  Egyptology roll, go to - 364- . 
  Fail, and return to - 338- or - 381 - . 
  (338, 381) 
  336 
  Scattered among the books on Keh's 
  shelves are some ominously ancient 
  tomes bound in suspect hides. If you want to try to 
  bluff him, go to - 346- . Or you can leave him, and go 
  to - 206- . 
  (350) 
  337 
  If you came to Ihis side first ,give your· 
  self 20 percentiles. Add 5 more percen· 
  tiles for each remaining hour from now to 6pm . Add 
  20 more percentiles If you are using a map or diagram 
  not obtained in Egypt. Try to roll under that tOlal on 
  0100. Fail, and you can try here tomorrow , or go to 
  any other side. If you succeeded with the 0100 roll , 
  go to - 344-. Otherwise,go to - 360 . 
  (360) 
  338 
  You enter the fIrst chamber of the tomb. 
  On a large placard, you see the plan of 
  the tomb, shown above. (entry continues next page) 
  
  A sign in many languages explains that this tomb is of 
  minor importance , actually holding only lesser lumin-
  aries and slaves of Akhenaten's court. The chamber in 
  which you stand was a ceremonial room for the bless-
  ing of the dead. For more information, make success· 
  ful rolls as follows: 
  for a successful Occult roll, go to - 3 12-; 
  for a successful Archaeology or Anthropology roll, 
  go to - 335- ; 
  for a successful Spot Hidden roll,go to - 357- . 
  Use the map to orient yourself between entry numbers 
  for the chambers. Leaving the tomb, go to - 360- . 
  (312,335,357,364,376,381) 
  339 
  nus was the slaves' chamber. An empty 
  sarcophagus stands in a corner. Multi· 
  lingual placards summarize Akhenaten's reign, and 
  they emphasize the break with tradition when he shift· 
  ed worship to Aten , an early monotheism which roused 
  the wrath of the priestly orders. Akhenaten's marriage 
  to beautiful Nerfititi was considered a marriage of 
  opposites, since many thought Akhenaten's elongated 
  head a deformation . Storied excesses rumored about 
  Akhenaten's court are not confirmed nor denied. Many 
  scholars of the period say that Aten was not the god 
  worshiped by Akhenaten, and that this other god ap-
  parently desired the sacrifice of human slaves, or so 
  they interpret the carvings found within this chamber . 
  Try the following rolls only once each. Successfully 
  make a Spot Hidden and go to - 311 -; successfully 
  make a second Spot Hidden and go to - 334- ; with a 
  successful Egyptology , go to - 356- ; succeed with a 
  second Egyptology, and go to -386- . Then you can 
  go to another chamber, or go to the outside of the pyr-
  amid at - 376- . 
  (311 , 334) 
  340 
  The cafe is a good place to hear rumors. 
  You'll hear snatches of conversation for 
  every hour you spend here , but what you hear depends 
  on how well you understand what you hear . Roll 1020 
  for each hour you spend at the cafe, and modify the 
  result as noted : increase the result by I for each 10 
  percentiles or fraction thereof of your R/W/S Arabic or 
  Speak Arabic; increase the result by 2 if a native of 
  Egypt is with you; make a new roll each hour. 
  for a result of I through 5, go to - 342- ; 
  for a result of 6 through 10, go to - 343- ; 
  for a result of 11 through 15,go to - 365- ; 
  for a result of 16 through 20, go to - 387- ; 
  for a result of21 or more,go to - 363- . 
  (134, 342, 343,363,365, 387) 
  341 
  Early in Ihe morning, the nostrils of the 
  camels steam in the chilJ desert air. You 
  consume welcome cups of strong coffee and milk . As 
  the caravan moves out, you are mostly ignored. Once 
  in a while someone shouts something which you imag-
  ine refers to you, but you never understand the words. 
  1bat night, 
  loneliness, you sleep a iii· 
  d, 
  starl. The caravan has- perhaps accidentally- left you 
  behind. Go to - 94- . 
  (319,361,384) 
  34ft You overhear 
  Ihe foUowing: "The 
  l5 thieves have fled toward the Quallara 
  Depression." "The Device is part of a mechanical idol 
  of Aten , to be found in Ihe desert." "Akhenaten's city 
  is the future home of the Device ." Go to - 340- or 
  - 134-. 
  (340) 
  343 
  You overhear the following: "The de-
  vice is really part of an ancient lock ." 
  "It has been stolen by the cult of Alen to unloose 
  some evil." "Tell~I-Amarna is the site of the Lost Pyr· 
  amid." "Strange bands of nomads roam near the Quat. 
  tarra Depression ." Go to - 340- or - 134- . 
  (340) 
  344 
  You fmd nothing. Go to 
  - 376- or - 324-. 
  (317,337, 390) 
  - 360- or to 
  345 
  On the wall is a message of welcome 
  from the True Servants of Aten to the 
  iniliates into the secret ritesoflhe "One God of Gods." 
  Go to - 353-. 
  (353) 
  346 
  You pretend, in your best theatrical 
  manner, to be official. He isn't fazed . 
  "Get out!" he sputters. "Now!" Succeed with an Idea 
  roll and go to - 17- , then return here . To go for your 
  gun and try to opcn that side door of his office, go to 
  - 370- . Or you can leave: go to - 206-. 
  (326,336, 350) 
  347 
  (428) 
  Maybe there is a secret door , you hope . 
  Or are you being foolish? Go to - 428-. 
  348 
  You successfully Jump the shaft, only 
  to discover that the corridor beyond is 
  a dead end. Behind you, on the other side of the shaft , 
  a creature emerges into the glow of a patch of moss: 
  see - 304-
  for a description , then return here . It 
  stares at you, a basket in its hand , leering crazily. You 
  finally understand that it is just waiting. You can wait, 
  too, at - 355- , or you can Iry going down the inter-
  vening shaft , at - 369-. 
  (303) 
  349 
  The sand is disturbed , as though some· 
  one or something has been this way be· 
  fore. Go to - 305-, 
  (305) 
  350 
  Something about him teases your sus-
  picions. What is it? You can try one of 
  th' follo,,;n& rolls once: succeed with 
  I 
  and 
  
  succeed with Spot Hidden and go to - 336- ; succeed 
  with Credit Rating and go to - 346- _ 
  (3 16, 330) 
  351 
  Your rope snags and starts jerking out 
  of your hands. Successfully roll STR x3 
  or less on OIOO ,and you hold on and climb to - 303- . 
  Fail,and you fall to - 373- . 
  (303) 
  351 
  After you've climbed down part·way, 
  you see that you'll have to jump the rest 
  of the way. To climb back, go to - 399- . To jump 
  down, go to - 307-. 
  (399) 
  353 
  Your fall stops on a stone floor ; lose 
  103 hil points. If you have R/W/S 
  Hieroglyphics, go to - 345- , then return here. Your 
  only route is through sections J to I to K. In seclion-K, 
  a shart leads down , with hand-holds carved into the 
  wall . If you succeed with an Jdea and a Luck roll,go to 
  - 366--; if you fail, you climb down and go to - 395-. 
  (345, 366, 371) 
  354 
  You are attacked by a single horrible 
  creature. You may fire first if you have 
  a gun, otherwise it attacks first. See - 304--- for a de-
  scription, then return here . The thing will flee if you 
  do it 12 or more hit points of damage; otherwise it will 
  attack until it kills you. If you survive, continue with 
  your exploration of the pyramid. 
  (328) 
  355 
  You hear more stcps, then another 
  &hast appears. The pair of them take the 
  long hooked rods they hold and begin prodding you, 
  hooking you, pulling you toward the lip of the pit. Do 
  you have a gun? If so, go to - 158- . If not , you fall: go 
  to - 369- . 
  (348) 
  356 
  This information can't be corrcct. Slaves 
  generally were buried with their master. 
  This -tomb' must be something else. Go to - 339- . 
  (339) 
  357 
  Hmmm: certain of Ihe reliefs on the 
  walls h::ave sections chipped away, as if 
  to remove a singlc repealed figure. Odd . Go to - 338-. 
  (338) 
  358 
  You're in section-E, at the bottom of 
  the shart. You c::an climb up to - 328-
  or go west to - 367-. 
  (328,367) 
  359 
  Jf you came to lhis side firsl, give your-
  self 20 percentiles. Add 5 more percen-
  tiles ror each rem::aining hour from now to 6pm . Add 
  20 more percentiles if you are using a map or diagram 
  not obtained in Egypt. Try to roll under that lotalon 
  DIOO. Fail , and you can try here tomorrow, or go to 
  any other side. If you succeeded with the 0100 roU, 
  go to - 397- . 
  (360) 
  360 
  The pyramid is certainly old, but not 
  very impressive. Do you want to walk 
  around it? You can spend one hour each examining 
  one ofils four faces: for North,go to - 317- ; for East , 
  go to - 359- ; for South,goto - 337- ; for West, go to 
  - 338- . Or you can enter the pyramid by going to 
  - 390- ; enter the pyramid by going to - 376-; or reo 
  turn to the village of Tell-el-Amarna at - 324- . 
  (317 , 337,338,344 , 390, 444) 
  361 
  Your driver and car are gone! You can 
  gel a caravan to Cairo with a successful 
  Luck roll; go to - 341 - . You can spend the night al 
  the vilJage inn; go to - 344- . Or you can sleep in the 
  descrt ;go to - 319- . 
  (324) 
  361 
  They seem oddly protective of the door 
  behind them . To ask about it, go to 
  -408- ; to dash in, make a successful Dodge and go to 
  - 322- . Or you can return to - 314-. 
  (380) 
  363 
  You overhear the following: '-Creatures 
  inhabit the lambs." (Go to - 304- for a 
  description, then return here.) " Feeding on human 
  sacrifices brought to the tomb, these creatures guard 
  the lower levels against interlopers." "They cannot 
  stand sunlight." "They have the device which opens 
  the door." Go to - 134- or - 340-. 
  (340) 
  364 
  It is, of course, typical of the strange 
  turns which Akhenaten 'S court art took, 
  turns which lcd to priestly classes seeking the Pharoah's 
  downfall . Go to - 338- or - 38t -. 
  (335) 
  365 
  You overhear the following: '-The cUlt 
  of Aten are deluded fools. They serve 
  semi-human monsters." "Bodies have been seen carried 
  to the eastern sidc of the pyramid at Tell -el-Amarna ." 
  "Amet Keh served the cult , but they may dispose or 
  him ." Go to - 134- or - 340-. 
  (340) 
  366 
  With rope and a sharp knife, you may 
  be able to Throw the improvised grapple 
  and hook it to - 353- . Succeed with the Throw roll, 
  and you can go there;fail ,and you must fall to - 395-. 
  (353) 
  367 
  You're in section-C. The long corridor 
  ends in a shaft downward 10 - 391-, or 
  back down the stairs to - 358- . Succeed with a Listen 
  roll and go to - 392- , then return here. 
  (358,391,392) 
  
  368 
  You're in section-H. Make another suc-
  cessfulListen and go to -401- , then reo 
  turn here. You can go to - 39 1- , or go down the or-
  nate steps to - 446- . 
  (391,401) 
  369 
  You're in section·F. If you could not 
  climb down a rope. you ta.ke 1 D4 hit 
  points damage from the fall. Go to - 373- . 
  (158,303,348,355) 
  370 
  You open the door. You see a man 
  smile wryly at you , and then his face 
  seems to melt, changing into a bubbling mass, with 
  eyes staring hungrily 
  from each bubble. The 
  creature extends part of 
  its body to try to encir-
  cle you. Your ea rs fill 
  with a gurgling sound, a 
  laughing gurgling sound. 
  If you fire a gun or oth-
  erwise attack with ma-
  terial 
  weapons, 
  such 
  attacks have no effect. 
  If you can roU your 
  DEX x3 or less on 
  0100, you escape into 
  the hall: go to - 206- . 
  Fail and the thing rips 
  you into shreds, as if 
  you were tissue paper. 
  In that case, naturally, 
  it is ... Tl-IE END. 
  (346) 
  The cor-
  371 
  ridor 
  is 
  slanted downward. It is 
  slippery. Make a DEX 
  x2 roll or less on 0100 
  and you 
  manage to 
  hold on. A successful 
  Clil1\b roll can gel you 
  back to - 313- . Fail 
  either roll and you land 
  at - 353- . 
  (313) 
  "Ka;eectl" he ICre(1nu. 
  371 
  One man blurts OUI , "We don't know 
  who look it . Some say the cult of Aten ." 
  A second man snorts. "More likely some wealthy 'art 
  collector' paid 10 have it stolen." Go to - 380- . 
  (380) 
  373 
  As you later learn, you have landed in a 
  bowl-shaped chamber. You think you 
  hear the sound of movement , but you see nothing un· 
  til you strike a match. You stand knee-deep in a stack 
  or pile of something, and the smell of blood is strong. 
  Near you, something moves spasmodically. Your hack-
  Ies rise, at a Sanity cost of 1/ 106 SAN. Did you use a 
  rope to climb down11t falls, and lands beside you , You 
  are trapped either way. 
  Above you, another sound . In the gloom you see a 
  basket lowered. A whispery, otherworldly voice croaks. 
  "FiIIlhe basket!" 
  If you have a magic item , use it now. 
  If you refuse the whispered instruction and have no 
  effective magic item, acid rains down upon you, burn-
  ing you and eating into your skin (1/1 D4 SAN points). 
  The voice calls again, "Fill the basket." Yes,ftll it , your 
  mind shrieks. Fill it nicely with bits and pieces from all 
  the nicc bodies down here, some of them still moving. 
  Yes nu it before they 
  throw more acid on 
  you, until you're part 
  of the mucky mess of 
  bodies! 
  You continue to lose 
  1 SAN point per hour 
  until you are insane. 
  Though you remain on 
  the job thereafter, It 
  does not take long until 
  yo u, too, become part 
  of the grisly, half-dead 
  pile and some new vic· 
  tim takes your place. 
  That's right, it is 
  THE END. 
  (351,369, 447) 
  374 
  Tho 
  shop-
  keeper, a short man , is 
  somehow familiar . He 
  has a huge collection of 
  phony 
  artifacts 
  and 
  cheap pottery. In fact, 
  there is a suspect air 
  about this place. You 
  can browse for an hour. 
  If you succeed with a 
  Spot 
  Hidden, go to 
  - 191 - . If you fail, go 
  to - 134- . 
  (134) 
  375 
  Leering at you in an unseemly fashion , 
  the shopkeeper steps bel ween you and 
  the door, and draws a knife. " Kaieeee!" he screams, 
  " Aten!" You can draw your own weapon, or Dodge 
  him. A successful Dodge gelS you safely out the door; 
  he will nol follow. 
  If you usc a gun, you fire at pOint-blank range. If 
  you do him 6 or more points of damage, he flees. 
  His attack is 25%, and docs 1 D6 hil points of 
  damage. 
  If you survive, you leave the marketplace and go to 
  any Cairo location. You may return here tomorrow, 
  when things are back 10 normal. 
  (191 ) 
  
  376 
  Located on the western side of the pyra· 
  mid, the tomb's opening has been made 
  into a tourist entrance. A man charges 15 piastres to go 
  in , making change from a cigar box. Above him, in five 
  languages, a sign says "A Tomb of the Court of Amen· 
  hotep IV (Akhenaten)." 
  To enter the pyramid, pay your entrance fee and go 
  to - 338- . To explore the outside of the pyramid, go 
  to - 360- . To return to the village, go to - 324- . 
  (324,339,344,390) 
  377 
  (382) 
  378 
  (389) 
  It is the smell of chemicals used for 
  mummificati9n. 
  If you succeeded with your Oratory roll, 
  go to - 396- . 
  379 
  It opens. You have found the way. Any-
  one still with you will be reluctant to 
  enter the opening you've exposed. To keep them with 
  you, roll your Luck minus 16 (their uniform INT) or 
  less on Dloo, or you can try a successful Bargain or 
  Fast Talk. Succeed with any roll and they stay. Then 
  go to - 382-. 
  (331,397) 
  -380 
  "Keh is dead- that's all we can say. And 
  the device is stolen. We don't know who 
  or why ." With a successful Fast Talk, go to - 372- ; 
  with a successful Psychology roll, go to - 362- . If you 
  are finished, go to - 300- . 
  (314) 
  381 
  The room is filled with tools used dur-
  ing Akhenaten's reign. There's a report 
  on early Egyptian agriculture, and a map (go to - 287-
  then return here). On a successful Anthropology roll , 
  go to -445-, then return here. To leave here, go to 
  either -338- or - 335- . 
  (335,364,445) 
  381 
  How to explore the pyramid: now that 
  you have found the right entrance, take 
  the cardstock insert from the center of this booklet. 
  Cut out the 16 individual triangles which contain images 
  and letten (or photocopy the page and cut apart the 
  photocopy). Amznge the pieces 50 their identification 
  letters are in alphabetical order. Do not cut aplUt the 
  blDnk triangles which are arranged in the shape of a 
  larger triDngle: thot is the pyramid diagram onto which 
  the smaller triangles are to be fitted as you explore the 
  interior. 
  Every time you enter a new section, you will be told 
  which triDngle (as shown by the letter) to take. Place it 
  on the pyramid diagram with the small arrow pointing 
  up, connecting to the section you're leaving. Lightly 
  tape or glue the sections as you place them on the di-
  gram. You'll be creating a cross-section of previously-
  unknown portions of the Tell-eI-AmlU1la pyramid. 
  Now take section-K and 
  it with the arrow up 
  From the entrance you gaze into a narrow corridor 
  which slants steeply down. A strange odor greets you; 
  to identify it, make a successful Egyptology roll,go to 
  - 377- , then return here. If you have no light with 
  you, total darkness is ahead, except for occasional faint 
  patches of glowing moss. You may return to Tell~l· 
  Amarna to pick up supplies left in the car (that will 
  take one hour). If you do, reduce your Luck and Sneak 
  chances by 10 percentiles while you are in the pyramid. 
  Go to - 399- when ready. You are on the east side of 
  the pyramid. To go to the tourist entrance, go to 
  - 376-; to go to the village,go to - 324-. 
  (379,399) 
  383 
  The items listed on pages 20·21 of the 
  1920s Sourcebook are available here, 
  fOT 150% of the stated prices. Weapons and explosives 
  available elsewhere in that book or in the rulesbook are 
  available for 200% of stated prices. You can hire bear-
  ers for 60 piastres a day; maximum of three in your 
  auto. Because of the heat , you personally may not 
  carry more than three items. Go to - 134-. 
  (134) 
  384 
  To rent a car to go 10 Tell~I.Amarna, go 
  to - 320- ; to join a caravan to go to the 
  Depression, spend 100 piastres and go to 
  Quattarra 
  - 341 - . 
  (! 34) 
  385 
  Your dinner partners invite you to play 
  poker with them. You lose 10+606 dol· 
  lars. Go to the ship activity table at - 187- . 
  (171 ) 
  386 
  You make out the markings with great 
  difficulty. They seem to be a warning to 
  flee this tomb unless you want to meet something. But 
  who or what you would meet has been chiseled away. 
  Go to - 339- . 
  (339) 
  387 
  You overhear the following: " Keh is 
  dead. He had served his purpose." "The 
  Device is merely the key to the door." "A new upheav-
  comes on the first day of the vernal equinox ' .. "The 
  Lost Tomb is not empty." Go to - 134- or - 340- . 
  (340) 
  388 
  (325,398) 
  It runs through section-I to section·K. 
  Go to - 327-. 
  389 
  "Mmmm ... I see darkness, darkness. 
  Oh! A foul creature lurks, holding a bas· 
  ket. A door opens 
  . something shiny glows. I see 
  your face, trembling in the darkness, and below ... I 
  see .... " She stops abruptly . '" can see no more." 
  For the moment, nothing you say or offer makes her 
  speak further. If you want further visions, succeed with 
  an Oratory roll, then go to - 378- . 
  on 
  ...... 
  th.' .d.O.t ............................................. .. 
  
  390 
  You see the vast expanse of the pyramid 
  and the small dusty entrance to the 
  tomb through which tourists pass. You can go in , at 
  - 376- , or explore the outside. For the latter. read on. 
  If you came to this side first , give yourself 20 per· 
  centiles. Add 5 morc percentiles for each remaining 
  hour from now to 6pm. Add 20 morc percentiles if 
  you are using a map or diagram not obtained in Egypt. 
  Try to roll under the total of your percentiles on 0100 . 
  Fail, and you can try here tomorrow . or go to any 
  other side, If you succeeded with the 0100 {oll ,ge to 
  - 344- . Otherwise I go to - 360-. 
  (360) 
  391 
  (367,368) 
  391 
  (367) 
  393 
  Stairs lead down to - 368-
  or up to 
  - 367- . 
  You hear something moving down there. 
  Go to - 367-. 
  You're in seclion-A. The slairs lead up 
  to a corridor heading west;go to - 308- . 
  Or, if you want to check out the slanted shaft leading 
  higher up still , go to --400-. Or you can return to 
  entry - 313-. 
  (308,3 13) 
  394 
  The stairs lead down 10 another shaft , 
  apparently deeper. A rope may get you 
  down (to try, go to - 325 - ), or you can jump (to try , 
  go to - 398- ). Of course, you can retreat to - 323- . 
  (323,325) 
  395 
  You're in section-D. You're at the bot-
  tom of a shaft, and the floor slopes to 
  the east. There seems no way to climb the shaft. To go 
  east, passing another shaft, and then taking the stairs, 
  go to - 303-. 
  (307,353,366) 
  396 
  " As you wish. I see darkness, and you 
  alone. There is blood , blood. Now I see 
  ice, as though the whole world has frozen. Now ... oh! 
  how horrible! No! No! I must stop!" She stares at you 
  as though you are a monster and, gasping, ushers you 
  out. Go to - 134-. 
  (378) 
  397 
  You climb up and down the eastern face 
  of the pyramid , examining the carefuUy-
  cut stones and looking for who knows what. Then you 
  see that one stone seems to have a tiny crack of space. 
  You shove as hard as you can: it moves slightly. You 
  have found the secret entrance. To move the stone , 
  succeed with your STR ¥s. 30 STR for the stone on the 
  resistance table. If you have one or more companions, 
  you can add their STRs to yours. Attempt the roU 
  once per hour. When you make It, go to - 379- . Alter-
  nately, if you have dynamite , you can go to - 331 - . 
  (359) 
  398 
  You're in section-No If you faU , you lose 
  I D3 hit points. Stairs lead down to 
  - 328-, or you can try one Jump and one Climb to the 
  corridor al - 388- (one try at each per half hour , and 
  you must succeed with both to reach that level). 
  {325,394) 
  399 
  You're in section-K . At the end of the 
  slope, you see a shaft down and , across 
  the shaft, stairs leading up. You see what look like 
  hand holds in the wall of the shafl . To take the stairs, 
  go to - 332-. To climb down the shaft ,go to - 352-. 
  Or you can climb back to the opening and leave the 
  pyramid; go to - 382- . 
  (313 ,352,382,405,412, 421, 422) 
  400 
  It takes two successful Climb rolls in a 
  row to reach the top. Fail one,and you 
  slide down to the floor below (lose I 0 3 hit points each 
  time you faU). You can then start climbing again . Go 
  to - 309- if you succeed . 
  (393) 
  Now you hear nothing. Go to - 368-. 
  (368) 
  401 
  401 
  It is a fight to the death : you attack 
  first. For a description of the creature, 
  go to - 304-
  and roU and write down its statistics, 
  then return here. 
  (426) 
  403 
  You wonder if the wall is false . Add 
  your STR plus your hit points: roU that 
  number or less on 0100 and go to -435-. Fail, and 
  you can try again in half an hour , or go 10 -438-. 
  (438) 
  404 
  If you succeed with a Climb roll, you go 
  to -224-. Fail , and you lose 103 hit 
  points in damage and stay here. You can try again, or 
  you can go to -419-. 
  (419) 
  405 
  You sneak down the steps. The chamber 
  is unlike anything you've seen before. 
  The lower walls are smooth, almost mirror.like, yet all 
  light seems to disappear into them . The upper walls dis-
  play reliefs of strange creatures fighting over some im-
  portant prize. 
  Many actual attendees stand on the floor below. Five 
  tall figures with grayish skin and hollow eyes stand be-
  side a short Arab whose eyes gUslen. In the shadOWS, 
  well away from the torches, you see other shapes , long-
  legged animals of some obscene kind. Lose II I D6 SAN 
  points for witnessing this scene. 
  The short man turns and faces the solemn creatures. 
  You don't understand the words he speaks, but his 
  meanings are clear in your mind. 
  "The hour has arrived, my Master. The time for the 
  City of the Old Ones has come . Now yow kingdom 
  
  shall be greater than your MU,greater even than Atlan-
  tis, and we _ . . we shall be with you, not as mere ser-
  vants but as lords." The man turns, and faces the wall. 
  Then you see the Karpathos Device, gleaming in the 
  subdued light . The man touches the wall,and an open-
  ing appears as dark as the pit to hell. The man inserts 
  the device, and the whole wall seems to part. A shaft of 
  prismatic light arcs into the room and swirls around 
  everyone. The Arab screams, and you see a glistening 
  silver top appear, hoving in the air . As the top waits 
  there, the Arab shakes and quivers with extraordinary 
  violence. His flesh seems to melt from his body until he 
  becomes a mass of pulsating material. A foul odor fills 
  the room , while you hear mental messages again: 
  "Into the piti The icy pit where the Old Ones lie! 
  Into the pit! And once more all life must diei 
  Where all is north, He will come forth. 
  The top will spin, the Lord will grin! 
  Into the pit/ Into the pitllnto the pit!" 
  The top is taken by the pulsating mass. The mass be-
  gins to reform itself into a man , but a different, taller 
  one. You can't make him out. You do perceive that the 
  top is to be taken somewhere, but now all you can 
  understand is "Starkweather·Moore." Make a Sanity 
  roll and lose 1 06/ 1 020 SAN. If you fail the roll, you 
  retreat screaming, if you succeed you retreat silently. 
  If you have dynamite, you can try to seal up this 
  horror show forever. Make a successful OEX x4 or less 
  _ roll, and a successful Throw roll, and you send the ceil-
  ing tumbling down on everyone within the chamber. 
  Fail either roll, and you do much damage, but the 
  ghasts, mummies, and the man somehow escape to 
  chase you as you retrace your path to the entrance at 
  - 399- . 106 mummies and 106 ghasts come after you. 
  Each time you fail a Climb roll, a mummy or aghast 
  (1,2,3 mummy; 4,5 ,6 ghast on I D6) catches up: each 
  time you must roU a successful attack and a successful 
  Climb in a row to escape. You have two chances at 
  each, during each encounter. Fail, and the pursuers 
  drag you back to the man, who again transforms him-
  self into a shoggoth. The shoggoth rips you into pieces, 
  which the ghasts and mummies scoop up. Needless to 
  say, in that case it is ... THE END. 
  (418) 
  406 
  You slide down to section-M, landing at 
  the west end of a corridor. There seems 
  no way back. Make a successful Idea roll and go to 
  -439- ; otherwise go to - 420- . 
  (439 , 441 , 443) 
  407 
  The bullets have no effect! They grab at 
  you, puUing at your skin. You hear the 
  horrifying rip of your own flesh tearing. The last thing 
  you see is an open mouth leering down at you, as you 
  scream for blessed unconsciousness and ... THE END. 
  (431 ) 
  408 
  ''Curator Keh's material must not be 
  disturbed . You must go ." If you can 
  roll a successful Dodge, you can get by them and go to 
  - 322- . Otherwise, go to - 300- . 
  409 
  In the vision, the world begins to tilt 
  violently. Tidal waves smash against ev· 
  ery coast, obliterating every city and town. The polar 
  ice caps melt , while a permanent freeze grips what were 
  once the middle latitudes. Floods, snow, panic, and 
  death follow. For most of mankind, it is the end . But 
  for other creatures, it isa new beginning. Go to -426- . 
  (426) 
  410 
  The amulet summons an Old One. When 
  the horrible creature appears, the San-
  ity cost is 0/1 D6. Successfully Dodge it , and you can 
  get away, if you have anywhere to go. Or you can try 
  talking to the creature: go to -432- . 
  (568) 
  411 
  The walls tell a bizarre story. Strange 
  ceremonies are presided over by a tall 
  man with glowing eyes. In the background there are 
  distorted , kangaroo·like creatures bending forward as 
  they gaze into open sarcophagi. Then the next section 
  shows the mummies rising from the dead and taking 
  their place beside the odd animals. Go to -419- . 
  (419) 
  411 
  A few mummies stand about as the 
  ghasts (see - 304- for description, then 
  return here) deliver food to them from baskets. The 
  Karpathos Device is in the wall, and above it you see 
  what 1001.5 like a chamber in the wall. The chamber is 
  open, and empty. A circular bas-relief fllls the upper 
  walls. You make out in the dim light a strange city, and 
  odd stalk-like creatures walking oddly-angled streets. 
  Then , in the next section, the stalk-creatures are trap-
  ped by falling snow and ice. Ultimately , the whole city 
  and its occupants are buried under miles of ice. The 
  last part of the mural shows a glistening silver top 
  shaped like an octahedron and a world globe~but the 
  globe's tilt is completely wrong. 
  Attempt to roll your Sanity or less on 0100. If you 
  succeed, you manage to sneak away and get out of the 
  pyramid : go to - 399- . If you fail, you make a tiny 
  mistake- dislodging a pebble, coughing, moving while 
  something was looking, etc. In that case, roll I 06: that 
  many mummies come after you, and that's how many 
  successful Dodges you must roll without a failure. 
  Succeed, and you escape unscathed (relatively) from 
  the pyramid . Fail once , and you're held while all the 
  mummies begin tearing at your face (yes, it's ... THE 
  END). 
  If you brought dynamite , you have another option. 
  You can try to seal up this harrow show forever. Make 
  a successful DEX x4 or less roll, and a successful 
  Throw roll, and you send the ceiling tumbling down on 
  everyone within the chamber. Fail either roll, and you 
  do much damage, but the ghasts, mummies. and the 
  man somehow escape to chase you as you retrace your 
  path to the entrance at - 399- . 106 mummies and 106 
  ghasts come after you. Each time you fail a Climb roll, 
  mummy or a ghast (1,2,3 mummy; 4,5 ,6 ghast on 
  catches up: each time you must roU a successful 
  
  have two chances at each, during each encounter. Fail, 
  and the pwsuers drag you back to the man, who again 
  transforms himself into a shoggoth. The shoggoth rips 
  you into pieces, which the ghasts and mummies scoop 
  up. In that case,lOO,it is ... THE END. 
  (429) 
  413 
  (443) 
  You see handrails for a creature of im-
  mense size. Go to -443- . 
  414 
  The daggers are well-weighted. You find 
  a piastre in your pocket. If you roll 
  your DEX x4 or less, you win back 6 piastres. Each 
  win takes 4 minutes. You may continue to play until 
  you earn 500 piastres. A crowd gat.hers, and applauds 
  and whoops as you stagger away under the weight of 
  your winnings. If you return, the arcade is closed. Go 
  to - 134- or any Cairo location. 
  (134) 
  415 
  to - 224-. 
  (224, 423) 
  You're in section-B. You can go west to 
  section·P at -423-, or you can go east 
  416 
  You're in section.(i. The corridor goes 
  straight, then leads down to -438- or 
  goes west to - 417-. 
  (417,438) 
  417 
  You're in section·F. As you walk west 
  or east , liquid drips down upon you , 
  liquid which is red and thick. It's blood. You can go 
  east to -416- or west to - 441-. 
  (416,441) 
  418 
  You're in a large, dimly-lit circular 
  chamber . The Karpathos Device is in the 
  wall . If it is after November 20,go to - 429-; if it is on 
  or before November 20, go to -405-. 
  (419) 
  419 
  You're in section.(). If you trying Climb-
  ing up the nearby shaft , go to -404- . 
  To the west you can see the top of a large chamber: to 
  go to it , go to -418-. To go east along the corridor, go 
  to - 440-. If you want to investigate the walls where 
  you stand, go to - 411 -. 
  (404, 411 ,440, 442) 
  410 
  (406,439) 
  You have no choice but to walk east to 
  - 428-. 
  411 
  The thunderous blast kills a few of the 
  creatures. You can escape out of the 
  pyramid . Go to - 399-. 
  (43 1 ) 
  411 
  (431 ) 
  A successful Dodge and a successful 
  Climb gets you away . Go to - 399-. 
  4ft3 You're in section-P. The shaft leads 
  ~ 
  down to -426-. Across the shaft, 
  which you can Jump without risk, you notice a glinting 
  object at -425- . The corridor leads east to -415-. 
  Which will it be? 
  (415 , 425 , 426) 
  INEXPENSIVE ATHENS HOTEL 
  414 nus Oeabag costs J 00 drachmas a night , 
  but it is quiet. If you take a room ,go to - 26- . 
  (Athens location) 
  415 
  A small silver mirror rests face down in 
  the dust. You pick it up. As you auto-
  matically look into it , an image forms. You see myriad 
  tentacles, maws, and bizarre organs, the purpose of 
  which you can only guess. Horror overtakes you. Make 
  a Sanity roll: the cost to see this entity is 1010/10100 
  SAN points. If you fail the roll, you drop the mirror 
  face down again, and leap to -423- , there to deal with 
  your Sanity loss. 
  If you succeed with the roll and still go temporarily 
  insane, you automatically jump back to -423- and 
  there deal with your condition. 
  But , if you succeed with the roll and maintain yow 
  Sanity. now roll your CON x5 or less on 0100. FaU, 
  and permanently lose 1 D6 DEX . For each round in 
  which you hold onto the mirror and fail the CON ,,5 
  roll, you'll lose another I D6 DEX. To drop the mirror 
  face down where you found it , succeed with a Know 
  roll or a Cthulhu Mythos roll. Otherwise it takes you 
  103 rounds to flee this place , and you must make CON 
  ,,5 roUs during each round, with a possible loss of DEX 
  each round. 
  Any DEX loss is permanent . Without aid, you may 
  be doomed to stay here until you are totally paralyzed. 
  In that case, though your mind would remain alert , it 
  would be pinned within an immobile prison. You will 
  go insane within this useless husk of a body once you 
  understand your fate . Crouched here. alone in the 
  darkness, you know that it is ... THE END. 
  (423) 
  416 
  You're in section·H. This chamber ap-
  pears to be a crypt, with small alcoves 
  to hold sarcophagi. The image of the globe is cut into 
  the stone wall, with the Earth seemingly spinning. Suc· 
  ceed with either an Astronomy or a Geology roll and 
  go to - 409- , then return here. You can climb back to 
  - 423- without difficulty, but first total the number 
  of hours you've spent exploring the pyramid (round 
  down any fraction), and multiply that number by 5. 
  On 0100, roll equal to or under the result and you are 
  attacked by a creature: go to -402-. Roll over the to· 
  tal and you may go to -423- unmolested. 
  (423) 
  417 
  (97) 
  The train lurches, throwing an asp 
  against you. It strikes! Go to - 129- . 
  
  4. 
  You see a small shaft, and you can make 
  out the bottom. Make an Idea roll. If 
  succeed, go to - 347-, then return here. You can drop 
  down into the short shaft: go to -437- . Or you can 
  stand and watch it for a while: go to -430- . 
  (347 , 420, 437) 
  419 
  (4IS) 
  Attempt a Sneak roll. Succeed and go to 
  -412- ; fail, and go to -431-. 
  430 
  An unarmed creature appears: for a de-
  scription, see - 304- . If you do 6 or 
  more hit points of damage to it first, go to -442- . If it 
  first does 6 or more rut points of damage to yOll, it 
  throws you down the shaft; go to - 437- . 
  (42S) 
  431 
  The mummies and ghasts attack. They 
  seem to come from everywhere. If you 
  have dynamite and want to try it , go to - 421 - . If you 
  want to use your gun, go to --407-. If you want to 
  run, go to -422- . 
  (429) 
  431 
  You state that the Device has been 
  taken and that the Earth once again will 
  . be turned. The Old One automatically defends you 
  against anyone or anything attacking you, so long as it 
  is not a god or a shoggoth. Additionally, the Old One 
  can transport you through space to any location. Note 
  these powers, then return to - 568- . 
  (410) 
  433 
  The crystal gleams in the sun. It is very 
  beautiful, and you regret profoundly 
  having to throw it away. But you do. It sails far over 
  the side, strikes a wave obliquely and bounces once, 
  then sinks beneath the surface forever. A terrible 
  screams erupts behind you as Jeffries appears, half man 
  and haIf monster, wavering in shape from the strain of 
  failing his mission when victory was so near. He brush· 
  es you aside like a fly and leaps into the sea, in a vain 
  hope to recover the crystal. You reel from the blow , 
  but do not mind: you saw, when the crystal first hit 
  the sea, that the salt water had affected it strangely-
  the thing was corroding, darkening, and shrinking. You 
  know in your heart that the crystal has disintegrated, 
  and that the tWng that was Jeffries can search the sea 
  floor forever and never find it. You've saved the world. 
  All in a day's work for an investigator of your caliber, 
  but congratulations all the same! IHE END. 
  (576) 
  434 
  As you slide down, you see the image of 
  a shapeless yet undeniably alive "con· 
  gerie of protoplasmic bubbles" carved into the floor . 
  Dangling from various openings on the monster are 
  many human body parts, all very much alive. Go to 
  - 443- . 
  (443) 
  435 
  (403) 
  436 
  (443) 
  It is indeed false. You've broken through 
  to section-M. Go to -440- . 
  The writing says, "Welcome to the ser· 
  vants of Ghatanothoa." Go to -443- . 
  437 
  You find no secret door, though you do 
  see 12 fme grooves. You begin to get 
  nervous. Best to get out, you think. Well, make a sue· 
  cessful Jump and you emerge at -428- . Otherwise, a 
  panel slides across the top, sealing you in. If you don't 
  have a light, you never see the 12 razor-sharp blades 
  which snap out of the grooves, cutting you into as 
  many pieces but, light or not, it is ... THE END. 
  (42S, 430) 
  438 
  You're in section·F. The stairs narrow, 
  emerging into a corridor that turns west. 
  The corridor ends at a wall. You can return to -416- , 
  or attempt an Idea roll. If successful, go to - 403- . 
  (403,416,440) 
  439 
  The limestone is soft here. With a knife, 
  you can dig hand holds and climb up. 
  Roll SIR x4 or less and go to -441-; fail, and you fall 
  back to - 406-. If you fall, attempt a Luck roll. If you 
  fail, your fall broke your knife and you cannot get out 
  tms way unless you have another: go to -420- . Con· 
  tinue the rolls until you get out or until your knife 
  breaks. 
  (406) 
  You're in section·M. There's a wall at 
  the east end. You can, if you wish, try 
  to break through by totaling your SIR and your pres· 
  ent hit points: roll that number or less on 0100 and 
  you break through to -438- ; fail, and you can try 
  again in half an hour, or you can go to - 419- . 
  (419, 435) 
  441 
  You're in section·M. A successful Jump 
  gets you either east to -417- , or west 
  to -442- . Fail the Jump and go to -406- . 
  (417 , 442,445) 
  441 
  You're in section-O. There are steps and 
  a downward"\eading shaft. If you climb 
  down the shaft, go to -419- . If you jump over the 
  shaft and continue west, go to - 224- . If you go east, 
  go to - 441 - . 
  (224, 430 , 441) 
  443 
  Io make it down , make two successful 
  SIR x5 rolls. Fail one or both and fall 
  to -406- . If your SIR rolls succeed, go to -441 -. On 
  the way down, attempt anyone of three skill rolls: 
  for Cthulhu Mythos, go to -434- ; 
  for Egyptology, go to -436-; 
  for Spot Hidden, go to -413- ; 
  (329,413, 434,436) 
  
  444 
  The inn's proprietors are fiercely aloof; 
  to stay there anyway, go to -447-. To 
  eat there, go to - 584-. To rest in your car if you stiU 
  have ii , go to -448-. To sleep in the desert, go to 
  - 319-. To go to the pyramid, go to - 360- . 
  (324,361,584) 
  445 
  Go to - 381 -. 
  (381 ) 
  Some of the implements resemble sacri· 
  ficial items used in Druidic rituals. 
  You can scarcely believe your eyes! 
  Worm.,like things are beginning to curl 
  around your feet! Almost 
  instantly you perceive that 
  these few weak gropers are 
  only the scouts for a mass 
  of crawling flesh grasping 
  for food . The worms are 
  natural 
  animals 
  making 
  natural attacks; your ring, 
  if you have it, has no pow· 
  er against them. Make a 
  successful Dodge roil to 
  get away. Fail. and roll on 
  the resistance table your 
  STR against STR 12 of the 
  increasing worms. Add 3 
  points 10 your STR if you 
  have a knife. Succeed, and 
  you get away. Fail, and 
  you must roU again, now 
  against worm STR 15. Con· 
  tinue such rolls. Worm 
  STR rises by 3 more each 
  time; add a constant 3 to 
  your STR if you have a 
  knife. 
  If you succeed at any 
  roll. you break free. When 
  the worm STR is double 
  or 
  more 
  of 
  your 
  SIZ. you are doomed, and 
  cannot break free. The 
  worms are happy; for you, 
  it is ... THE END. 
  (368) 
  447 
  You pay 100 piastres for the night. You 
  wake groggily, as if drugged. The air is 
  cold , and you feel as though you're fatling. When you 
  open your eyes, you see only darkness. Go to - 373-. 
  (444) 
  448 
  Your car is uncomfortable, bul at least 
  in it you avoid the local folk, who are 
  none too friendly. When you awake, you are cold and 
  stiff. but you feel ready for anything. To explore the 
  pyramid, go to - 360-. Or you can return to Cairo in 
  48 hours and go to any Cairo location. 
  (444) 
  BREMEN HARBOR 
  449 Bremenhaven, Bremen's harbor area , ap· 
  pears quiet in the cold air of early morning. Dense, icy 
  fog hangs over the port. If it is before December 20, go 
  to - 451 - . If it is December 20 or thereafter, go to 
  -452- . 
  (Bremen location) 
  BREMEN AIRPORT 
  450 A free shuttle runs between the airport 
  and the harbor. It is cold and foggy; you were lucky to 
  arrive before a landing was impossible. Go to -449-. 
  (Bremen location) 
  the J"tol!.'OIWY 
  451 
  You see a 
  freighter at 
  anchor in the harbor. apart 
  from the others. Your eyes 
  note the reinforced hull, 
  and 
  the silver wingtips 
  coming from bulky tarpaul· 
  ins on the deck - Dorniers 
  stored in sections, you de· 
  cide. You can't read the 
  banner hanging limply in 
  the damp air, but it almOSI 
  surely says "Starkweather-
  Moore." The twin slacks 
  of the ship disappear in 
  th~ low.hanging fog. To 
  go aboard the ship. go to 
  - 486-; to visit a nearby 
  inn, "Die Frieschulz," go 
  to -461 - . 
  (449) 
  451 
  The harbor 
  is 
  silent, 
  almost empty. You feel 
  overpoweringly that you 
  have missed or lost some· 
  thing. Disconsolate with· 
  out completely knowing 
  why, you walk past docks 
  and warehouses, then you 
  hear merry songs from a 
  nearby inn; go to -461-. 
  (449) 
  453 
  You decide to stowaway. You can stash 
  food and water. and find shelter, in any 
  one of the following hiding places: Ufeboat , Cargo 
  Hold Lower Deck (Storage). Engine Room (Rear). If 
  you choose to do this, write down your location and 
  go to - 456-
  if you choose not tO,go to - 486- . 
  (486) 
  454 
  (488) 
  If you're in uniform, go 10 -499-; if 
  not , go to - 464-. 
  
  455 
  You learn a little : Thompson is a secre-
  tive man who reads a lot of "odd sturr' 
  . . . Olav Fram was with the Lake Expedition, and suf· 
  fered dementia antarctica ... Pilot Eddy Smith recent-
  ly signed onto the expedition ___ Jason Rambeau re-
  places the first geologist, who became iu. Succeed with 
  an Idea roll and go to -465-; fail , and go to -492-. 
  (476, 493) 
  456 
  The trip lasts 26+106 days. If you are 
  caught during the voyage, go to -459- . 
  If you hid in the Lifeboat, it is checked once during 
  the voyage: successfully roll your Survival and your 
  POW x2 to avoid being discovered. If you hid in the 
  Cargo Hold, successfully roll your Hide and your Cam-
  ounage to avoid being discovered. If you hid in the 
  Lower Deck, successfully roll yo ur Bargain and Credit 
  Rating to avoid being betrayed to the Captain by the 
  crew. If you hid in the Engine Room (Rear), success-
  fully roll your APP x3 or less and your Psychology to 
  make friends with the two wipers who tend the second 
  engine. Each pair of rolls needs be made just once, but 
  both must be successful or you go to - 459- . 
  If you make it to Antarctica without being discov-
  ered,go to - 5 10-, 
  (453) 
  457 
  A raucous group of Brown Shirts are 
  laughing about something. You make 
  out the words "Fuhrer ," "Triumph ," and " Amulet," 
  Go to -49 1-, 
  (469) 
  458 
  There's fear in this room, but of what? 
  The Brown Shirts? The Dark Sea and its 
  destination? Succeed with a Luck roll and go to 
  -479- ; fail and go to - 491 - , 
  (491 ) 
  459 
  Found, you are brought before Captain 
  Crawford. He is not interested in your 
  motives or what you say. You are locked in a window-
  less room on the lower deck. Food is brought to you. 
  When the ship arrives, go to - 5 11 -. 
  (456, 460) 
  460 
  To search the expedition member rooms 
  on 'B' deck of the Dark Sea, choose a 
  room and make a Luck roll . If successful , the door is 
  unlocked and you go to the entry number noted in the 
  plan on the page facing entry -480-. If the Luck roll 
  fails, the door is locked. Locked doors are openable 
  t~e reafter only with a successful Mechanical Repair roll, 
  and only on a later day. Whenever you make a Mechan-
  ical Repair rolilo enter a room, you must make a suc-
  cessful Luck roll to leave, or you are caught. Succeed 
  at Fast Talk and go to - 531- ; fail and go to -459-. 
  To search the sailors' bunks on 'C'.<Jeck, go to 
  -475- . 
  (500,501, 538 , 540) 
  461 
  DIE FRIESCHUTZ INN; 
  You enter the smoke-filled public room . 
  You're greeted with boisterous talk, steins loaded with 
  foamy beer, and a crowd of Brown Shirts, their red 
  swastika armbands bright in the smoky haze. Rooms 
  are available for the equivalent of SI .OO U.s. per night. 
  If you wish to do more here than sleep, go to - 49 1-. 
  (Bremen location) 
  461 
  If your current investigator was not in 
  Egypt , you'll arrive in Antarctica; you 
  can check out other possibilities at - 500- , or you can 
  go directly to Antarctica , at - 520- . 
  If your current investigator went to the Cairo Muse-
  um or to Tell~ l -Amarna , he or she was seen and fol-
  lowed: go to - 466- . 
  (500) 
  463 
  You decide to cut your hair and to pose 
  as a sailor. To talk 10 Ihe other sailors, 
  go to - 494-. To talk to the Captain,go to - 487-. 
  (497,498) 
  Do you have Make Maps, Navigate, Oper-
  ate Heavy Machine, Pilot Aircrart , Sur-
  vival? If any three of your skills add up to 100 or more 
  percentiles or experience, you're hired. Go to - 500-. 
  If not, you leave: go to -490- . 
  (454) 
  465 
  The sailors recall that some of them 
  only recently joined the expedition: 
  Jackson, Jeffries, and Klug. Go to - 492- . 
  (455) 
  On the deck , before your eyes a shadowy 
  man changes into a mass of bubbling 
  iridescent malerial-a shoggoth! The Sanity cost to see 
  this creature is 106/ 1020 SAN. Attempt a Dodge roll. 
  Succeed and you get away: go to either - 500- or to 
  - 501-, at whichever you began the voyage. 
  Fail the roll and you are surrounded by the shog-
  goth and devoured entirely. It is ... THE END. 
  (462) 
  467 
  You contrive to escape. Hereafter, that 
  inn will be dangerous to you. You find 
  a mission house where you may sleep for free while 
  you are in Bremen. Go to any Bremen location. 
  (48 1 ) 
  468 
  If it is Jackson's or Jeffries' locker, go 
  to -537-. If you're discovered, go to 
  - 571- . Otherwise you learn nothing. 
  (475) 
  469 
  If you succeeded with a R/W/S German 
  or a Speak German roll , go to - 457- . 
  Otherwise you learn nothing. 
  (491) 
  
  470 
  II is a black amulet of strange design. 
  Notes in German accompany it. To have 
  them translated . pay SS.oo and go to - 582-. 
  (472, 484) 
  471 
  He slares at you. "Sir I that tone of voice 
  may serve you well in the boardrooms 
  of New York , but this is my expedilion . Good day!" 
  Go to -488-, or wait a day and go to -490-. 
  (488) 
  47ft You're at point-blank range . Geer is 
  ~ 50% with his I D6 damage knife. The 
  other Brown Shirts have DEX 10 each . Jf Geer misses 
  you, you can run away. Otherwise, it takes a successful 
  Dodge and a successful Hide to gct away. Fail one, and 
  the Brown Shirts have you. You sec another knife glint 
  in the air, and then ... it is THE END. 
  l1owever, if you shoot it out and win , you can ex-
  amine the conlenlS of the attache case at -470-. 
  (484) 
  473 
  (474) 
  "What are you doing?" he asks. For 
  your options, go to -485-. 
  474 
  They rise uneasily, wary at your ap· 
  proach . A man steps forward. "Sprechen 
  sie Deutsche?" If you have any percentiles of German, 
  go to - 473- . Ifnot , go to -485- . 
  (479) 
  475 
  If you know which sailor's footlocker 
  you'll search, write down the name and 
  go to - 468-. Otherwise, why bother? Return to your 
  last number. 
  (460) 
  476 
  If you selected Credit Rating, success· 
  fully make that roll and an APP x4 or 
  less roll and go to -455-. You can try this entry three 
  times, each on a separate day. Fail, and go to -492-. 
  (492) 
  477 
  The box on the table resembles the case 
  to the Sacred BJack AmuJet of Klaath. 
  It's incredible, but it could help you. If you want to 
  look at it , go to -479- . Or you can go to any Bremen 
  location. 
  (491) 
  478 
  He studies you fora moment, then swift· 
  Iy draws a knife. Roll your DEX x4 or 
  less on 0100 to get your gun out , or try to roU a sue· 
  cessful Dodge. Choose one, then go to --481 -. 
  (485) 
  479 
  A group of Brown Shills cluster about a 
  curiously-shaped box . To get a closer 
  look , go to - 474- ,or return to -491 -. 
  (458, 477 , 491) 
  480 
  See the accompanying cut-away drawing 
  of the Dark Sea. For the following skills, 
  make one skill roll per day, your choice of skill : 
  Anthropology, Usten , Psychology , Spot Hidden , Track. 
  Succeed , and go to the appropriate entry number as 
  shown on the chart. 
  (500,501) 
  481 
  If your gun is handy. you can shoot at 
  point-blank range . If you hit him , his 
  associates back away. You grab the box and attache 
  case, and go to - 484-. 
  If you have no gun , you can successfully Dodge and 
  escape to - 467-. If you fail the Oodg': roll , they grab 
  you and pummel you with a vengeance Oose 103+ I hit 
  poinu). Fortunately, tne police arrive and break up the 
  fight. You are arrested. You remain 2010 days in jail 
  before bail from abroad arrives to free you. Then go to 
  any Bremen location . 
  (478) 
  481 
  (485) 
  483 
  "Be off with you," he snarls. Feeling 
  foolish, you meekly go to - 461 -. 
  The Captain looks at you with utter 
  astonishment. "Our sponsors are Mr . 
  Starkweather and Mr. Moore. You must ask them if 
  this expedition is for sale," he says. "Good day." Go to 
  -488- and make one try per day , or go to -490-. 
  (488) 
  484 
  You have it. Geer, knife in hand, strug-
  gles drunkenJy to his feet. And one of 
  friends is fumbling frantically for something he carries 
  in a leather jacket . You can exit with a successful 
  Dodge roll, your lightning-like and decisive moves 
  leaving the group open-mouthed; go to -470- . To 
  shoot the filthy-mouthed Geer, go to -472- . If you 
  fail your choice , they grab you and begin to pummel 
  you (you lose 103+1 hit points). The police arrive, 
  arrest you, and you spend 2010 days in jail before bail 
  money comes from abroad to free you. Then go to any 
  Bremen location . 
  (481) 
  485 
  "What do you want?" His hostility is 
  evident . If you feign Idle interest, go to 
  -482-; if you ask about the box, go to -478-. 
  (473,474) 
  THE STEAMSHIP DARK SEA 
  486 The gangplank is down. If you wait here 
  and try to talk to the sailors, go to -494- . If you go 
  to see the Captain , go to -487-. If you want 10 see 
  the expedition leader, go to -497-. 
  You can attempt an Idea roU once daily; if you 
  make it,go to - 453-. 
  (Bremen location) 
  
  exploded I'iew of the Dark Sea 
  Investigation Table for Entry -480-
  skill 
  A-deck 
  B-deck 
  C-deck 
  [).deck 
  Anthropology 
  512 
  504 
  506 
  504 
  t-" 
  listen 
  502 
  504 
  502 
  504 
  Psychology 
  512 
  502 
  502 
  508 
  Spot Hidden 
  502 
  504 
  504 
  502 
  OL, 
  .A 
  ~:,It 
  Track 
  504 
  504 
  502 
  502 
  For details of lise. see entry - 480-. 
  ~,. 
  ." 
  " I:: 
  ~~ 
  l\. 
  , 
  S~IC ~ 
  '7 ,.., 0 
  -
  " 
  I, 
  .. bEe 
  / »of 
  ~k;' 
  "I 
  $,sGC 
  ;7 :J~;L H 
  Jr lM 
  1C 
  B-deck Staterooms for Entry -460-
  Ii\; 
  
  487 
  The captain is hiring people who have 
  25% or beneT in the roUowing skills: 
  Electrical Repair, Mechanical Repair. Navigation, Oper. 
  ate Heavy Machinery. Pilol Aircraft , Survival. Qualify 
  in one area, and you're hired for the trip. Go to - 501 - . 
  Go to - 488- if you're not hired . 
  (463 ,486, 494,496) 
  488 
  If you're Grunewald , he gladly leis you 
  come along; go to - 500- . If you're 
  McShane, he says sorry, no reporters-especially ladies, 
  he mutters. Are you going to take that? Go 10 -498-. 
  If you're Wilson, decide whether or not you're in uni· 
  form, and then go to - 454-. If you're Holt , pick ont 
  of the following rolls to try once per day: if you roll a 
  successful Bargain, go to - 483- ; if you roll a success-
  ful Credit Rating, go to - 489- ; if you roll a successful 
  Debate, go to -495- ; if you roll a successful Fast Talk, 
  go to - 471 - . 
  (471,483, 487,497) 
  489 
  With your successful Credit Rating, you 
  offer to publish the expedition's work 
  and to finance Jater research. The leaders leap at the 
  chance. Of course you can go to Antarctica! The Dark 
  Sea sails Dec. 20. Go to - 500-. 
  (488) 
  490 
  You can attempt one Idea roll per day. 
  When you succeed withit,go to - 496- . 
  (464,483, 495 , 499) 
  491 
  You can try one of the following rolls 
  once per day until you succeed. Or you 
  can relax for a while . With a successful Cthulhu Mythos 
  roll, go to - 477- . With a successful Spot Hidden roll, 
  go to - 479- . Succeed with a Usten roll and go to 
  -469- . Succeed with a Pyschology roll and go to 
  - 458- . 
  (457 , 458,461,479) 
  491 
  You Jearn about the expedition mem-
  bers: Captain Crawford, Prof. Eustace 
  Blake (expedition leader), Dr . Jerome Thompson (team 
  physician), Olav Fram (in charge of equipment, includ-
  ing the three [)ornier aircraft), Peter MacPherson (Pi-
  lot), Eddy Smith (pilot), Wallace Bering (pilot), Dr. 
  Jason Rambeau (geologist),and first mate Paddy Jones 
  (who doubles as radio officer). 
  TItere are 18 able seamen who assist the expedition 
  in various ways. 
  If you want gossip about any of the personnel, try 
  the Captain at -476- , or the Professor at -493- . 
  First select Bargain , Credit Rating, Debate, Fast Talk, 
  or Oratory, then go to the entry. One try daily. 
  (455 , 465, 476, 493,500) 
  493 
  J( you selected Oratory , successfully 
  make that roll and an APP x4 roll and 
  go to -455-. You can try this entry three times total, 
  on three separate days. Fail and go to - 492- . 
  (492) 
  494 
  The sailors are uneasy about the weath-
  er and the polar trip. They say that the 
  Captain ("Old Haddock") is hiring only crewmen with 
  particular skills. If you decide to try to fake the skills 
  needed for a journey into a dangerous environment, 
  make a successful Know roll and a Luck roll instead of 
  the skill roll needed when you go to - 487- . Or you 
  may think of something else. 
  (463 , 486, 496) 
  495 
  He looks at you with exasperation . ") 
  don't have time to argue, sir. Excuse 
  me." Go to - 490- . 
  (488) 
  496 
  If you shed your uniform, get a false 
  beard, and pose asa sailor, go to -494- . 
  Or you can ask to see the Captain: go to - 487- . 
  (490) 
  497 
  Professor Eustace Blake is very busy 
  coordinating the expedition. "Who are 
  you? What do you want?" he asks. If you're Grune· 
  wald, he's happy to see you. If you're anyone else, he 
  talks with some reluctance. 
  The trip is to retrace the iII·fated journey of the 
  Lake expedition. He attributes stories of lost cities to 
  dementia Antarctica . To try to join the expedition, go 
  to - 463- . To ieave ,go to any Bremen location. 
  (486) 
  498 
  (488) 
  Once per day, attempt an Idea roll . 
  When you make it , go to -463-. 
  499 
  "But you're on active duty, from your 
  dress. Do you have orders requesting 
  appointment to this expedition?" Of course not . Go to 
  - 490- . 
  (454) 
  500 
  You're on board. Good work! Suspend 
  further time-keeping. You have won the 
  race to reach the Dark Sea before she sails. You prob· 
  ably know your quarry is aboard. Now you have only 
  to find him and destroy the Top: 
  to seek information about members, go to -492-; 
  to search member rooms, go to -460- ; 
  to lay low until Antarctica,go to -462-; 
  to try skill rolls, go to - 480- . 
  You can try one activity daily . When you arrive in Ant · 
  arctica,go to - 520- , 
  (462, 464, 466, 488 ,489,531) 
  501 
  You're on board , successfully posing as 
  an able seaman , despite some close calls. 
  Congratulations! Suspend further time-keeping. You 
  have won the race to reach the Dark Sea before she 
  sails. You probably know your quarry is aboard. Now 
  you have only to find him and destroy the Top: 
  to search the ship, go to - 460- ; 
  to try skill rolls on 'B'.deck and 'C'-deck only go to 
  -480- " 
  
  to lay low until Antarctica,go to - 519- . 
  You can try one activity daily. From your present 
  station you can gain no other information about your 
  goal. When you arrive in Antarctica, go to - 520- . 
  (466, 487) 
  501 
  Find the skill you selected and the area 
  of the ship in which it is to be used , con· 
  suit the appropriate ~ntry, then return to the accom-
  panying cut4way diagram of the Dark Sea. 
  If Listen on 'A'-deck, go to - 513- ; 
  if Listen on 'C'-deck, go to - 507- ; 
  if Psychology on ' B'-deck, go to - 507- ; 
  if Psychology on 'C'-deck, go to - 516- ; 
  if Spot Hidden on 'A '-deck , go to - 507-; 
  if Spot Hidden on 'O'-deck, got to - 503- ; 
  if Track on 'C'-deck, go to - 507- ; 
  if Track on '0' -deck, go to - S I 7 - . 
  (480) 
  503 
  You discover a cache of food, skis, and 
  assorted useful gear. But there is noth-
  ing here directly related to the Top of Aten or the city 
  of the Old Ones. 
  (502) 
  504 
  Find the skill you selected and the area 
  of the ship it is to be used, then consult 
  . the appropriate listed entry, then return to the accom· 
  panying cut-ilway diagram of the Dork Sea. 
  If Listen on 'B'-deck,go to - 515- ; 
  if Listen on 'O'-deck, go to - 512- ; 
  if Spot Hidden on 'B'-deck,go to - 512-; 
  if Spot Hidden on 'C'-deck ,go to - 512- ; 
  if Track on 'A'-deck, go to - 507- ; 
  if Track on 'B'-deck, go to - 507- ; 
  if Anthropology on 'B'-deck, go to 512- ; 
  if Anthropology on 'O'-deck,go to - 505-. 
  (480) 
  Go to - 507- . 
  (504) 
  505 
  506 
  Something worries the Captain. Succeed 
  at a Fast Talk or a Psychology roll and 
  go to - 518. Fail, and go to - 480-. 
  (480) 
  507 
  If you successfully rolled a Track on 'B'· 
  deck, go to - 517- . Otherwise, you 
  learn nothing. 
  (502 , 505 , 512) 
  You Jearn nothing. 
  (480) 
  508 
  509 
  One of the crew has his footlocker pro· 
  tected with a lock of unusual appear· 
  ance, strength, and design . The name on the locker 
  reads "Jeffries." 
  (512) 
  510 
  Now you have no choice but to come 
  out . What shall you do? To turn your· 
  self in, go to - 511 - . To try to enlist someone's aid, go 
  to - 530- . To try to sneak around,go to - 532- . 
  (456,532) 
  511 
  You are under arrest. Upon arrival in 
  Antarctica , they use you to help set up 
  the base camp. If you want someone to help you, per· 
  haps to get you assigned to one of the exploration 
  parties, go to - 530- . 
  (459. 510,524,528) 
  511 
  If you successfully rolled a Spot Hidden 
  on 'C'-deck, go to - 509-. For a success 
  with Psychology on 'A'-deck. go to - 518- . For a sue· 
  cess with Anthropology on 'A'-deck, go to - 507- . 
  (480.504) 
  513 
  (502) 
  "Unusually calm sea." "Ship is handling 
  very well." ''Crew seems edgy, though." 
  514 
  You see a map showing your current 10' 
  eation and projected course. Add 5 
  percentiles to your Navigation. If you roll a successful 
  Spot Hidden , go to - 524- . 
  (460) 
  515 
  You hear scuttlebutt about the reclusive 
  physiCian, Dr. Thompson. Apparently 
  he has been acting oddly of late. 
  (504) 
  516 
  The crew is upset about something. Try 
  a successful Credit Rating, Debate, Fast 
  Talk , Oratory, or Psychology to go to - 533- . Attempt 
  your choice of skill, once daily . 
  (502) 
  517 
  (502 ,507) 
  518 
  A slimy trail leads to the crew's quarters 
  on 'C'-deck. 
  He feels that a greater hand than his is 
  guiding his ship. forcing it to Antarctica . 
  It's just one of those seamen's superst.itions. 
  (506,512) 
  519 
  (501 ) 
  510 
  You can lay low, doing your job. On ar-
  rival in Antarctica, go to - 520-
  ANTARCTICA BASE CAMP 
  A map of Antarctica is near this entry. 
  The expedition camps at point '0: The weather holds; 
  it is summer. Three trips are planned, departing simul· 
  taneous.ly and each lasting 2·3 weeks. 
  Trip A will explore unknown portions of the 
  mountains toward the pole. Trip B heads north, to 
  establish base area for further camps. Trip C crosses the 
  mountains and heads toward the mysterious area reo 
  ported by Lake. 
  
  Members of Trip A: 
  Blake, Fram , MacPherson, Jackson (sailor), 
  go 10 -525-. 
  Members of Trip B: 
  Crawford, Thompson , Smith, KJug (sailor), 
  go 10 -541 - . 
  Members of Trip C: 
  Rambeau , Bering, Jones, Jeffries (sailor), 
  go to - 527- . 
  Each party will use one of the Dornier planes. If you're 
  Holt or Crunewald and not a prisoner , you can choose 
  one of the parties and join it at the listed entry. 
  If you're not , choose a party . Then choose one of 
  these skills: Navigate, Pilot Aircraft, or Survival. If you 
  can succeed with that skill roll, you're allowed to go. 
  If the leader is an accomplice, add 20 percentiles to 
  your skill roll result. Go to the appropriate entry num· 
  ber. Fail the roll and you don't talk your way in; go to 
  - 528- . 
  (462,500,501,519,529,531) 
  TRIP A (from your journal): 
  515 FEB. I -
  Small mountains surround 
  this desolation. Even with the extended days,an air of 
  gloom hangs over this range. 
  FEB. 6 -
  Blake appears disoriented , confused in his 
  scientific activity. He radios to base camp for news of 
  the other parlies. 
  FEB. 7 -
  Incredible news! Rambeau's group reports 
  finding signs of buildings and civilization. Blake appears 
  morose and edgy at the news. I-Ie orders Rambeau to 
  return to base. 
  FEB.8 - Can't fly due to a whiteout. The storm is in· 
  credibly imcnse. Everyone is cold and miserable. Mac· 
  pherson complains a great deal. 
  FEB. 10 - Able to fly at last! 
  FEB. 13 -
  Back at base camp. All communication 
  from Rambeau'S group has been lost. Blake has decid· 
  ed to go in pursuit . 
  Go to - 574- . 
  (520) 
  r---~~----~~---. 
  511 
  You see a 
  sketch of a 
  slump.like horrible being, 
  and another which looks 
  like a bubbling biological 
  mass gone mad. There's a 
  report on the Lake expe· 
  dition, with pencilled com· 
  ments discounting the ru· 
  mored city, yet expressing 
  astonishment at the odd 
  foot prints found and then 
  brought back to Miskaton· 
  Ie university. 
  (460) 
  511 
  You see a 
  map of the 
  Antarctic with three plan. 
  ned 
  exploration routes. 
  The central route leads to 
  the mountains and city 
  supposedly discovered by Lake. Add 
  your Navigate while in Antarctica. 
  (460) 
  10 percentiles to 
  513 
  His notes indicate that he believes the 
  report about the city and the caverns. 
  He too has seen odd things, especially horrible frog·like 
  creatures which live in grotesque cities under the sea 
  and worship unspeakable gods. 
  (526) 
  514 
  You find the key to the armory, which 
  is located in the cargo hold. Dynamite, 
  and rifles. shotguns, and handguns are available there. 
  Select your weapons from the Coli of Cthulhu rules· 
  book list. but do not take more than one of each type. 
  Succeed with a Luck roll and you can arm yourself as 
  you wish. Fail, and go to -51 1- . 
  (514) 
  516 
  You notice 
  many books 
  about the Antarctic. If 
  you succeed with a Spot 
  Hidden roll, go to - 523- . 
  (460) 
  517 
  journal): 
  FEB. I -
  TRJP C 
  (from your 
  Onct: over the 
  mountains, Victoria Land 
  seems a single massive pIa· 
  teau. From our flying alti· 
  tude, we can barely make 
  out the crevasses and the 
  wind·blown S3Strugi that 
  proved so treacherous to 
  sled travel. 
  FEB. 4 - The party seems 
  at ease. Perhaps I selected 
  the wrong party. Rambeau 
  is very quiet, as is Paddy Jones. Jeffries works hard set· 
  ting up camp. 
  FEB. 5 - Twice now I have felt an eerie sensation of 
  being watched by something inhuman, yet have been 
  unable to detect any watcher. 
  FEB.6 - We saw something strange near 120 E.longi. 
  tude, a mountain range with an odd purplish glow be· 
  yond . Rambeau has decided to push the [)ornier to the 
  limit to reach it . 
  FEB.7 - C'reat news! We see the remains of a strange 
  city, unfathomably old, with eerie towers and enor· 
  mous roads. Jones thOUght he saw someone, frozen of 
  course, down on the road. He radioed base to let Blake 
  and Crawford know while we circled the site. We've set 
  down outside the city. Tomorrow we'll inspect this 
  amazing place. 
  Go to -534- . 
  (520) 
  
  5. 
  Violent action will lead to your impris-
  onment : Iry ii, and go to - 511 - . You 
  could try to tell the leader of the party you select why 
  you should be allowed to accompany it: decide who 
  that is, and go to - 529-. 
  (520) 
  519 
  If you approached Blake or Rambeau , 
  they are aware of the threat. They use 
  their influence to allow you to accompany a parly. But 
  which one? Go 10 - 520- . If you approached anyone 
  else, you are back in confinement aboard the Dark Sea. 
  Afler the part.ies leave, you go to - 574-. 
  (528,530) 
  530 
  Select a leader to approach: Rambeau , 
  Blake , Crawford, or Jones. Select one of 
  the following skills: Credit Rating, Debate , Fast Talk , 
  Oratory , or Psychology , and add to those percentiles 
  any Clhulhu Mythos percentiles you may have. Make a 
  01 00 roll equal to or less than that sum , and go to 
  - 529-. Fail , and go to - 574--. 
  (5 10,5 11 ) 
  531 
  You convince your chosen expedition 
  leader that your mission is important. 
  He helps you for the rest of the trip. You may add 10 
  percentiles each to the results of called-for Know and 
  Luck rolls for the duration of the adventure. Note this, 
  then go to - 500- or lay low and go to - 520-. 
  (510,511) 
  531 
  Sneaking around through the lifeless 
  waste is easy to do, but the winds and 
  cold cut through like knives. There is nowhere warm 
  to hide. You decide to return to - 510-. 
  (SID) 
  533 
  (516) 
  "That new fellow , Jeffries. The way he 
  looks at you it gives you the creeps." 
  534 
  From your journal : " We see now that 
  this 'city' is the merest suburb to the 
  greater city beyond. In the distance are caverns and 
  towers greater than can be imagined ." Go to - 542-. 
  (527) 
  535 
  536 
  (460) 
  537 
  (468) 
  There's nothing of interest. 
  (460) 
  A radio, manuals, signal logs, spare parts, 
  dime novels, and cigarette bults. 
  If you choose Jackson, go to - 511 - _ If 
  you choose Jeffries, go to - 576- . 
  538 
  You see a collection of strange carvings: 
  some kind of headless creature, and a 
  worm with the most penetrating eyes. Go to --460- . 
  (540) 
  539 
  The guard explains that this letter was 
  found in Cliere's cell when it was clean-
  ed. It should have been sent to the Bureau of Investiga. 
  tion, but--a shrug- it was not. Though he speaks Eng-
  lish, the guard doesn't read it , so he doesn't know the 
  contents of the letter . Cliere is dead, and the Device reo 
  tUIned . The case is closed. 
  You unfold the sheet. Cliere's tiny. precise script 
  marches across it. There is no date and no signature. 
  Dr. louis Grunewald 
  Misltatonit University 
  Arkham, Mass., U.S.A. 
  Our louis: 
  I fear it is too late for rna. Though with tha best of motivH, 
  the luthorities foolishly apprehended me before I could ac-
  complish dHtruction of the Device, Bnd thereby they have re-
  endangered the world. If, to prevent my further interference, 
  the cult of AUn tries to murder me while lam tlllpped in this 
  cell, I do not see how they can fail their purpose. 
  This letter , therefore, must convince you of the truth I tell 
  and relate to you what must be done about it. You must do it 
  or set that it is done, else our world is doomed. 
  Though our discussions havt .cquainted you with soma of 
  what I now write, you haw never accepted my arcane conclu· 
  sions. I beg you now to do sO,at least for the length of this let· 
  ler. What 'allows is the situation as I understand it. 
  An Alexandrian-elll sorcerer, one Ephegon of Karpathos, wes 
  repuled to ha!}e constructed. mechanism parfeclly replicating 
  Ihe mOV8ment of the spheres. According to certein fragmen . 
  tary evidences, this deviea was to be lint to Egypt, to agenu of 
  the notorious tult of Aten. The record is dim : perhaps it was 
  designed in Egypt and built in Karpathos- but I digress. 
  Once installed in Egypt, the mechanism could be used in a 
  great ceremony presaging the end of the world. It would some· 
  how align the forces of nature with th. metaphysical POWlT1 of 
  In unn.med, exceedingly evil god. The product of the cere· 
  many would be another device, this one very simple: a crystal 
  octahedron which could be spun like. child's top. It i, the 
  Top of Aten,a thing of as great magical power as the device 
  which produced it was a wonder of natural science. 
  By bringing the Top of Aten '1anhest $outh"to the '1ast 
  city of the oldest beings," and then summoning their god, the 
  cult intended to use their cosmic gyro to alter the rotational 
  axil of the Earth, thereby bringing e stillnge land (surlly Ant· 
  arctica) once more to life. In the process, the annoying " anm 
  of the stick folk "- liteIllUy, the lands of men-would be 
  dHtroyed. 
  But the ship carrying the device to Egypt was lost in a grlat 
  storm, and then Ephegon diad. The cera many was never begun. 
  You11 recall the mysteri" surrounding the Miskatonic 1)(· 
  pedition to Antarctica, and its tillgic outcome; and you know 
  that the Starkweather·Moore exp.dition tea ..... Bremen this 
  winter to return to Antarctica and r.open thl lenible qUilt ions 
  whith lake first raised. But ha ... you heard 01 the KarPilhos 
  OlVice-the strange instrument recovtred nllr the island of 
  Karpathos1 After examining it, I knew that this WlS Ephegon's 
  device I 
  louis, it is my lirm tonviction that this tala is truI, that a 
  great scheme to change the world has bun r.lcti .... ttd by the 
  cult 01 Aten. Perhaps they employ.d great magics to m.nipu· 
  late destiny, or perhaps they are exceedingly cunning and 
  
  evaluate every event lor whit they may g.in of it, but their 
  hour has come round 8~in. 
  Others "50 believe this. An erudin and cruet man named 
  Stanford has lent me subtle aid, but says that for arcane na· 
  sons he may do no more: he is not a friend , but says that in 
  this thing he leMI his gadl A kinder, gentler Greek gentleman 
  has also helped. Both seem to represent greater powers than 
  man, perhaps beyond our ken. 
  But the cult of Aten is strong. At least one among them is 
  no man at att, but a-
  Here the letter ends. There is no second sheet. There 
  is nothing on t.he reverse of the sheet. 
  As you struggle to digest and evaluate the letter , the 
  guard casually informs you that nothing else of Gliere's 
  is now at the prison. Go to any Athens location. 
  (87) 
  549 
  570 
  662 
  581 
  FEB 9 - Storm subsides in the afternoon, but we still 
  don't lTavel. Base camp radios that we should return 
  immediately. Rambeau's group is feared lost. 
  FEB. 12 - Returning 10 base camp, we await Blake. 
  Go to - 574- . 
  (520) 
  541 
  While Jones is occupied with altimeter 
  readings, Jeffries turns quickly, grins 
  (seemingly straight at you)and to your horror smashes 
  in Rambeau's head with a huge claw hammer. Stunned , 
  you still notice an odd bulge protruding from Jeffries' 
  jacket as the murderer strides toward the caves. 
  To apprehend the villain while Bering radios base 
  and Jones tends Rambeau's body, go to - 577-. To 
  skulk: about, waiting for help, go to - 574- . 
  (534) 
  540 
  You find some bottles of whiskey care, 
  fully hidden . Maybe a drinking problem 
  -or maybe the occupant merely fears thieves. With a 
  successful Spot Hidden roll, go to - 538- ; fail ,and go 
  to - 460- , 
  (460) 
  TRIP C (from your journal) 
  541 
  FEB. I - Captain Crawford seems in a 
  happier frame of mind now that we're finally moving. 
  FEB. 3 -
  Have left the mountains to fly over Scott's 
  route. If time allows, on the way home we'll try to find 
  the iIl·fated IO-ton Depot. 
  FEB 8 - Have reached the arrow point of the Ross Ice 
  Shelf. We'll camp on the ice. Big storm arrives al night 
  (odd to see with the sun so bright to the north). 
  661 
  547 
  A SCHEMATIC DIAGRAM 
  Of" PortioII of tIIr City of 1M Old Otwr 
  (l'Iotto sclI/e) 
  E .. , 
  643 
  543 
  Congratuwriom! You have reached the 
  city 0/ the Old Ones. Until instrncted to 
  do othe1Wise, choose your next entry by referring to 
  the nearby schematic a/a portion 0/ the city. You nuo' 
  not skip entry numbers intervening on the plan. 
  You think Ihat you see Jeffries heading west. You 
  step into one of those odd footprints, and a chill runs 
  down your spine. 
  As you move through the frigid air, you see a mosa-
  ic portraying those strange, slump·like creatures- part 
  octopus, part monstrous anemone. The scene is of 
  civilized discourse. You notice small ones apparently 
  playing under the watch of larger ones. Children and 
  parents? Go to - 547- , 55 t - ,or 575- . 
  (550) 
  
  544 
  Good heavens! The lop. which you had 
  so carefully hidden , has disappeared . 
  WiJd..eyed, you rum through the hatchway and into the 
  foggy gloom beyond . But. lurking on the other side , a 
  hldden assailant sends II powerful blow to your head , 
  and you sprawl to the deck . Barely conscious,YOll feel 
  yourself picked up, swung unresislingly . and then hurl· 
  ed far over the side into the icy darkness of the sea. 
  Somehow you cannot move your arms and legs; you 
  sink deeper and deeper in the numbing depths. How 
  foolish you were not to have destroyed the Top. You 
  understand thai you betrayed not only yourself, but 
  everyone and everything you have evcr loved ... it is 
  THE END. 
  (576) 
  545 
  Those horrible creatures have already 
  become like humans to you. The scene 
  is terrible. The mural shows them falling as their for· 
  merly docile servants turn 
  on them. You also seem to 
  see some of the defeated 
  creatures noating upward, 
  up to the stars. 
  You see a map of tltis 
  part of the city. On it, a 
  dark 
  symbol has been 
  placed at a point corres· 
  ponding to - 570- on your 
  • schematic map. Go to 
  - 553- . 
  (553) 
  546 
  A pit looms 
  before you. 
  You could climb down the 
  steep sides. If you do, go 
  to - 555-. If not , go to 
  - 547- or - 548- . 
  (547,548) 
  547 
  The ice on 
  the streets 
  seems ... disturbed. You 
  brush against a mural of stump·like creatures leading 
  around some of those ugly masses. Slaves or callie, it 
  appears. Go to - 546- or -560-. 
  (543 , 546,548, 552) 
  548 
  A hunch tells you to go west, then head 
  north. You see an enormous mural as 
  you turn the corner. These small specks appear to be 
  falling from the stars 
  . . as they get closer, they be· 
  come thick, barrel·like creatures with hundreds of dang-
  ling tentacles at either end. They seem to build this 
  city! Go to - 547- or - 546- or - 55 1-. 
  (546,547,55 1 ) 
  549 
  You think you see movement to the 
  west . You barely notice the mural you 
  pass. The slave things, in appearance more horrible 
  than before , rebel against the master creatures. Great 
  battles are depicted. Go to - 568-, or to - 575- or 10 
  - 55 1-. 
  (551 ,552, 568,575) 
  550 
  AI the entrance to the city, Jones catch-
  es up with you. TIIOUgh he knows noth-
  ing of the real circumstances, he can carry additional 
  weapons or explosives which you may have brought on 
  the journey. Check your journal to see what's there. 
  Now go to -543- . 
  (577) 
  551 
  Should you head nOrlh? Amidsl the 
  eons..old streets and cyclopean buildings 
  you see a mosaic. The stump-like horrors nee some-
  thing, their tentacles nailing as they enter the sea. You 
  imagine you hear their eldritch screams. Go to - 548-
  or to - 549- . 
  (543,548,549) 
  552 
  In the swirl· 
  ing 
  snow 
  you momentarily see a 
  mOving figure. though it 
  didn't remind you of Jef-
  fries. The figure ran into 
  the alley beside that strange 
  domed building. It was 
  heading 
  south. 
  Go 
  to 
  - 547- , to - 549- , or to 
  - 560-. 
  (547,549,560) 
  553 
  A long path 
  leads to a 
  strange temple-like build-
  ing. To look inside, go to 
  - 545-. Or go to - 554-
  or 10 - 575-. 
  (545,575) 
  554 
  Your ship, 
  the 
  USS 
  Rochener, lays snugly at 
  anchor. Ordinarily. as the dashing Lt. Devon Wilson, 
  you'd be storming the gangplank to start your month's 
  leave with a spree, but Nora's alarming telegramsabrupt. 
  Iy stopped exactly seven days ago, while you still were 
  at sea. You must find her. You study her photo in its 
  Deco frame, then carefully pack it. You'd give every-
  thing you have to get her back. 
  As you pack, a chOI runs down your spine : Gliere 
  was a suicide, Grunewald and Holt mysteriously lost, 
  and now Nora! Though you hide your concern from 
  yourself, nonetheless you decide to include your heavy 
  service revolver in your bags, and you resolve to equip 
  yourself for any eventuality at that nearby Siore. 
  The Rochester is in the port location you wish -
  New York . Athens, Alexandria . or Bremen. Pick up 
  any equipment or supplies you want , then go to any 
  location on the appropriate location table. 
  START 
  
  555 
  You're at the boltom of a pit , perhaps 
  100 feet below the surface. There is a 
  faint, otherworldly light here. The air, though cold, is 
  distinctly warmer than the surface, and you are glad of 
  it. But a clammy, foetid smell hangs herc. You think it 
  the smell of death, perhaps ancient or perhaps .... 
  You are in an intersection. Eight corridors lead 
  out of it I corresponding to compass points. Choose one 
  diagram entry direction (below) or roll lOS for it. 
  (546, 557) 
  556 
  (555) 
  You stand at the edge of another pit , 
  this one huge . Go to - 570-. 
  557 
  You see frozen creatures like the stump-
  like things of the mosaics, but these for-
  mer citizens are frozen solid. Sanity loss is 011 D6 SAN 
  points. You keep walking, and find you've been led 
  back to the underground intersection. Go 10 - 555- . 
  (555 ,558,559,561 ) 
  - 557-. 
  Go to - 559-. 
  (555) 
  Go to - 562- . 
  (555) 
  563 
  564 
  565 
  The pit opens into a great maw of a cav-
  ern, a steUated dome with odd chinks of 
  light glowing from the points. You see Jeffries ap-
  proach a simple pedestal. "Ghatanothoa!" he shouts, 
  ~nd as he does his flesh shrivels from his body, rippling 
  m waves, as he becomes one of those slave-thing masses 
  you've seen in the mosaics and friezes- first one eye, 
  then two, then hundreds! Make a Sanity roU : the cost 
  for seeing this thing is I 06/ 1 020 SAN. 
  If you can make a successful Luck roll, you quickly 
  duck behind a pillar to hide from the dreadful image 
  which you now see glinting in the shadows, but you 
  still must make a second Sanity roU: cost for Ihis pow-
  erful entity is 1010/10100 SAN. 
  Fail the Luck roll and you must still make the San· 
  Ity roU, and in addition a CON x5 or less roll on 0100. 
  Fail the CON roU and permanently lose I D6 OEX . 
  558 
  559 
  Go to 
  (555) 
  Continue to make Luek rolls until you successfully 
  r-----------------, move behind a pillar. Shielded 
  Co to - 557- . 
  (555,562, 
  (1) 556 
  there, stop the CON rolls until 
  563) 
  560 
  Someone 
  (something!) 
  runs south, turns a corner, 
  and disappears. He seems to 
  have been intending to go 10 
  the north, to - 570-. 
  Do you follow? As you de-
  cide, you notice an enormous 
  frieze depicting a war between 
  two kinds of beings, beings 
  fo, 
  emry - 555-
  never before seen by man, and waging wars of incred· 
  ible cruelty and horror. 
  If you do not follOW, go to - 552-. 
  (547,552,561,570) 
  Go to - 577- or - 560-. 
  (555) 
  561 
  561 
  Shining your Oashlight down a partly-
  collapsed corridor, you see a treasure-
  trove of alien scientific devices beyond. The balance of 
  the ceiling is precarious, bUI it has held for millions of 
  years. If you don't want to go in , go on to - 559-. 
  Ir you do want 10 investigate, you crawl down the 
  narrow passage. Nervously , you begin to pull out the 
  devices. But as you do, you see glinting eyes and hear a 
  cruel chuckle at the olher end. As the stones begin to 
  slip, you frantically back into the room of the scientif-
  ic devices. The corridor collapses, pulled down by Jef-
  fries' treachery. You pound and tug at the stone, bUI 
  the only way out is sealed. Before you freeze to death, 
  you hear great upheavals in the earth. You never know 
  their cause. For you, and everyone, it is ... THE END. 
  (555,564) 
  you move around the pillar. 
  To escape, make 103 suc-
  cessful CON x5 or less rolls, 
  each failure costing you 1 D6 
  DEX permanently. 
  You can destroy this place 
  of horror. If you toss a stick 
  of dynamite at Jeffries, go to 
  - 569-. If you have a magic 
  amulet, go to - 571 -. For 
  anything else, go to -573-. 
  (580) 
  566 
  The pit opens into a great maw of a cav-
  ern, a slellated dome with odd chinks of 
  light glowing from the points. A creature Is at a pedes-
  tal, fingering something which looks like a crystal top. 
  With a slimyappendage,it thoughtfully fingers the Top. 
  A successful Throw roll allows you to toss dynamile 
  jf you have it ;if you succeed with the dynamite Throw , 
  go to - 569-. If you have the rose-colored amulet 10 
  try, go to - 571 -. If neither applies, you must go to 
  - 574-. 
  (580) 
  567 
  You are at the same point as in entry 
  - 566- , bUI it is now moments too late 
  to throw dynamite and have it be efrective. If you have 
  an amulet , use it and go to - 572-; if not , then go to 
  - 574-. 
  (580) 
  568 
  A rose-colored amulet rests within a 
  small sanctuary. If you touch it , go to 
  - 410-. If not, go to - 549- or - 575 - . 
  (432,549,575) 
  
  569 
  YOlJr daring throw was right on target ! 
  You lose I D6 DEX in exposing yourself 
  to Ghatanothoa, but the Top is blown to splinters and 
  the roof of the cavern has begun to collapse. Dazed and 
  semi-paralyzed, you stumble away. into the numbing 
  Antarctic cold. Somehow you reach the Dornier and 
  safety . Jones may be there to Oy you back, or Craw-
  ford may dispatch a rescue night if yOll have no Pilot 
  Aircraft skill. Your diagnosis is dementia Antarctica. 
  Ultimately you realize, after your release from a New 
  England sanitorium , that it is best to say nothing about 
  your trip. It is ... THE END, but you triumphed 
  where many failed. Congratulations! 
  (565 , 566) 
  570 
  A huge slab has been opened before you . 
  The pictures around you show the bar-
  rel creatures Oeeing great turmoil : enormous slabs of 
  ice seem to be flying from the sky. Some of the barrel 
  creatures seem to have frozen where they stand . lntui· 
  tively you believe the answer is here. Co to - 580-. 
  (556) 
  571 
  The summoned creatures are powerful 
  indeed . Though many fall before the 
  might of Chatanothoa , others manage to destroy the 
  Top before it can be set in motion. But a battle be· 
  tween alien horrors is no place for a human to be. You 
  edge away from the horrifying struggle. 
  Dazed, you stumble back into the numbing Antarc· 
  tic cold. Somehow you reach the [)ornier and safety. 
  Jones may be there to fly you back, or Crawford may 
  dispatch a rescue flight if you have no Pilot Aircraft. 
  You are diagnosed as having dementia Antarctica. Ulti-
  mately you realize, after your release from a New Eng-
  land sanitorium that it is best to say nothing about 
  your trip. It is ... THE END, but you triumphed where 
  many failed . Congratulations! 
  (565,566,572) 
  571 
  The summoned creature appears, and 
  then another, and then another . Bubble· 
  mass things tumble forward from corridors and cav· 
  erns. The battle between them is desperate. Go to 
  - 571-. 
  (567) 
  573 
  Within the pit, Chatanothoa waits, turn-
  ing toward you , waving its hundred ten-
  tacles in the air as if in welcome. You feel your flesh go 
  rigid. Then the bubble-mass creatures come. You re-
  member them from the mosaics. If you have the rose· 
  colored amulet, you have only a moment to touch it 
  before you turn to stone ; go to - 592-. 
  If you have only the ring, the bubble<reatures re-
  spect its power and leave it untouched , but your hard-
  ening body they tear apart . It is ... THE END. 
  (565,580) 
  574 
  gradual but 
  Depending where you are, your experi. 
  ences vary. The tilting of the Earth is 
  inexorable. Panic occurs, followed by 
  dramatic floods along all the coasts. Storms of prime-
  val force sweep the continents. Melting polar ice fuels 
  the flooding, while horrible ice storms strike elsewhere . 
  Once it begins, much of the civilized world is destroyed 
  within a day . The city of the Old Ones has a new mas-
  ter; the whole world pays for your failure. Your revolv-
  er has a bullet in the chamber. Whether you choose to 
  use it or not , it is ... THE END. 
  (100 ,3 15,525,529,530,541 ,542,566,567) 
  575 
  Where has he gone? Perhaps north? You 
  see a mural of the scientific achievements 
  of the stumpy rulers, and of the help given them by 
  their bizarre slaves. Go to - 549- , - 553- ,or - 568-. 
  (543,549,553,568) 
  576 
  TIle Top of Aten is in Jeffries' footlock -
  er! How it gleams! It is somehow purer 
  than pure crystal , very beautiful and very powerful, 
  you instinctively feel. 
  Fail a Luck roll and Jeffries appears before you can 
  deal with the Top; go to - 578-. Succeed with the 
  luck roll and you have time to choose the Top's fate . 
  as follows in the next paragraph . 
  To keep the Top and try to sell it back nome,go to 
  - 544- . To pick up the hammer nearby and try to 
  smash the Top, go to - 591 - . To go to 'A'-deck and 
  chuck the Top over the side and into the sea, go to 
  -433-. 
  (537) 
  577 
  You intently pursue Jeffries, but the 
  man has incredible endurance; he pulls 
  further and further ahead. You find yourself stepping 
  into holes in the snow, like the strangely-shaped foot -
  prints of a bizarre creature- actually the result of some 
  odd Antarctic phenomenon, you reassure yourself. The 
  towers of the city are close by now. Jeffries enters a 
  street to your left. You follow;go to - 550-. 
  (542) 
  578 
  You race up the ladder to 'B'-deck , Jef. 
  fries hard behind you, transformed into 
  a hideous creature like a blobby mass: lose I D6/ 1 020 
  SAN. (You have every rcason to run!) Make a DEX x2 
  or less roll and you manage to close the hatch at the 
  top ofthe ladder before the horrible monster gets there; 
  go to - 433- . 
  Fail the DEX roll and it smashes back the hatch, 
  knocking you across the room . You are doomed, 
  without escape. But make a successful Throw roll and 
  you see the Top sail through the open porthole and 
  into the sea (before the thing grabs you). But chin uP. 
  you did well and succeeded in this adventure, even 
  though you were gobbled up. Jf you failed, the shog· 
  goth rips you apart. Anyway, it is ... HI E END. 
  (576,591) 
  579 
  A chance flirtation leads the pair of you 
  to the mip's casino . You win I DlOO 
  dollars at the baccarat table. Go to - 187- and the ship 
  activity table. 
  (14S) 
  
  580 
  If anyone is with you , they lose their 
  nerve and refuse to go further. It takes a 
  Climb and a Jump to gel down quietly . Fail either roll, 
  and you tumble down uncontrollably ; go to ~S73- .
  l f 
  you succeeded with both rolls, attempt a Luck roll and 
  a Know roll. If you succeed with all four rolls, go to 
  - 565 - . If you failed any , go to - 566- . If you failed 
  three or more,go to - 567- . 
  (570) 
  581 
  They're playing a form of whist. You 
  hope to get information, but your win 
  streak quickly becomes phenomenal. Soon the fisher-
  men grumble to themselves, and stir unhappily. In 20 
  minutes you clean out the table. Add $34.00 to your 
  holdings, and sluff your pockets with smal1-denomin-
  alien drachma notes. Go to - 20- or to any Athens 
  location . 
  (107) 
  581 
  The amulet, with the shorl spell from 
  the Al Azif. summons Nodens. Nodens 
  will carry you any where you wish once,or will supply 
  I D1 0 Nightgaunls to obey your orders (but you will 
  still have to make a Sanity loss roll: 0/1 D6 even for 
  friendly Nightgaunts). See the rulesbook for more data. 
  The amulet disappears after one use; the Nightgaunts 
  flyaway after one fight. Go to any Bremen location . 
  (470) 
  THE HOTEL 
  583 What a find! This hotel costs only $,2 a 
  night , and is roomy, warm, spacious, comfortable , and 
  clean. Room service is $1.00 per meal, Sam to 9pm. Go 
  10 any New York location in the morning. 
  (New York location) 
  584 
  (444) 
  The skimpy. smelly, bad.tasting meal 
  costs 50 piastres! Angrily go to ~444~. 
  HOSPITAL 
  585 Vou get tender loving care, restoring I 
  hil point for every two full days that you stay. Attempt 
  a Credit Rating roll. If you fail, they think you are 
  poor and do nOI charge; if you succeed, you must pay 
  $20.00 per day of treatment (exception: treatment on 
  ship and in the Antarctic is free). Then go to any loca· 
  tion on your current location table . 
  586 
  Small fast·food stands occur in every 
  city~hol dogs, falafel, and so on. The 
  price of such a meal is 10 cents, 3 drachmas, or 5 pi· 
  astres. Then roll 106. If the roll is a 6,go to - 12~ . 
  587 
  (230) 
  588 
  From its heft, you know you can use 
  the Device as a club. Return to - 230-. 
  The river is very strong, with much de· 
  bris in it and many crocodiles along it. 
  You decide to go back to the village. Go to ~ 589 - . 
  (321 ) 
  589 
  You follow the 
  sands. A strong 
  blow. Go to ~94- . 
  (588) 
  tire tracks across the 
  south wind begins to 
  590 
  The purser tells you that skeel -shooting 
  from the fantail will soon begin. To get 
  some shotgun practice, go to ~ 1 89~ ; to ignore the sug· 
  gestion, go to ~ 187 ~ . 
  (I92) 
  591 
  You swing mightily, but instead of 
  breaking, the crystal octohedron rings 
  loudly, like a mournful bell . And Jeffries hears it. Go 
  to ~ 578 ~. 
  (576) 
  591 
  The summon creature appears, and then 
  another, and then another. Bubble·mass 
  things pour to the attack from corridors and caverns. 
  The battle is desperate; the Top is destroyed-eongratu· 
  lations. Though your actions save the world, you are 
  doomed. As the cavern collapses, yo u bravely count 
  your death of little importance. You have saved Ihe 
  world, even though for you it is ... THE END. 
  (576) 
  BEE'S DINER 
  593 Open from 6am to 5pm, breakfast is 
  25 cents, lunch is 30 cents, and dinner is 42 cents. Cof· 
  fee refiUs are no charge. 
  (Arkham location) 
  
  r 
  ~ 
  ~ 
  ~~ 
  "lb~. 
  ~ .. 
  , 
  ~. 
  I 
  17 
  Pyramid Puzzle 
  Photocopy or ~mo~~ Ih~K locing pog~s. Cut out Ih~ individuol pif!Uf prin(~d on this fXlg~; do not cui aport the portiom of 
  Ihe pyromid Qu/line on the toeing page. Entry -182- provides complete Instructions.. 
  pennission granted /0 phOIOCOPY this page for persol/ol use only 
  
  penllission granfed fO photocopy (his puge for persona/lise ol/Iy 
  east 
  
  THE CONTINENT OF ANTARCTICA 
  AND ADJACENT AREAS 
  with 
  Important Antarctic Explorations Before the Era of Flight 
  SOUTH 
  POLAR REGIONS 
  _ 
  .... 
  . ------
  . 
  , 
  , 
  """'.,-'""--~ 
  
  Location Tables 
  /,OCA170N TABI.£/LO(OfiOlI 
  ARKHAM LOCATION TABLE 
  Afkham First Nutional Hank 
  (open 9am-3pm, M·I-') 
  Hospital 
  (always open) 
  ft Afkham (Boston & Maine RR) Depot 
  (open 24 hours every day) 
  Afkham General Store 
  fll/f)' "umber 
  3 
  16 
  l.OCATION TABl.J:'/I.Ql:Q{ion 
  Athens Airport 
  (open 24 hours a day) 
  Athens Railway Station & ReSlaurant 
  (open 24 hours a day) 
  Tht' Parthenon .... 
  (always open) 
  Hotels (always open) 
  Inexpensive (100 drachmas) 
  Moderate (250 drachmas) . 
  Expensive, 
  ent,y number 
  181 
  183 
  194 
  42. 
  101 
  ..--
  (open 8am-6pm, M-Sat) 
  ft Afkham Advertiser newspaper 
  ~ 
  (open 8am-5pm. M-F) 
  lIarding ~IOLlSt: 
  38 
  60 
  11 3 
  with Room S~rvicc (500 drachmas) 
  Spyro, Outfitter lI1d Supplier 
  127 
  38 
  (open 'respectable hOlliS') 
  11 Mrskatonic University 
  (open 8am-5pm, M-F) 
  Bee's Diner 
  (open 6am-5pm, M-F) 
  Grunewald's Home ... 
  BOSTON RAllWAV STATION 
  NEW YORK CITY LOCATION TABLE 
  .82 
  102 
  .64 
  ft Pier 56: Cunard Lines . 
  104 
  (open 24 hours every day) 
  ft Grand Central Rail Station & Restaurant 
  146 
  (open 24 hours every day) 
  F. S, Wilentz Booksellers , 
  ' 54 
  (open lOam 6pm,M·Sat.) 
  New York PubliC' Library 
  74 
  (open 9am-9pm every day) 
  Greck Consulate 
  30 
  (open 9am-noon; 2pm-6pm, M-F) 
  Hotel with Room Service 
  583 
  (open 24 hours every day) 
  Empire General Merchandise Emporium 
  38 
  (open 8am-1pm, M-Sa!.) 
  New York Sun newspaper. . 
  .86 
  (avail. 5am-2pm or with successful Luck r01l) 
  Hall's Apartment 
  . 36 
  (accessible only to Ernest Holt) 
  McShane's Apartment. 
  . 37 
  (accessible only to Nora McShane) 
  Hospital 
  585 
  (always open) 
  On-nle-5treet Food Vendors 
  586 
  (always available) 
  Ta~i~ 
  .. 56 
  (aJways availabJe) 
  CUNARD PASSENGER LINER ACTIVITIES 
  TABl.E . 
  187 
  Hospital 
  585 
  {always open} 
  (open 8am-noon. 2pm.opm) 
  Hospital 
  (always open) 
  On-The-Street Food Vendors 
  (always available) 
  EGYPT LOCATION TABl.E 
  Alexandria Harbor and Rail Station 
  (open 24 hours a day) 
  A1e)(3ndria Outfil1ers and Suppliers 
  (open 8am-noon. 3pm·1pm M-5at.) 
  TeU~ I ·Amarna . 
  (pyramid is open 10am.opm every day) 
  ft Caito Airport 
  (open 24 hours a day) 
  'II Cairo Railway Station & Restaurant 
  (open 24 hoUls a day) 
  Taxis. 
  (always available) 
  Hotels 
  (open 24 hours a day) 
  Other Sleeping Arrangements 
  (open 24 hours a day) 
  Fu~ira Marketplace ..... . 
  (open-6am·! Jam. 4pm-8pm every day) 
  Cairo Police . _ ..... 
  .--
  (open 24 hours every day) 
  ft AI A1.har University 
  r-1 
  (open 78m-llam. 3pm-6prn, M-f) 
  ~ 
  Cairo Museum 
  Before 01'1. 30 . 
  Mter Oct. 30 . 
  (open 9am-noon, 2pm.opm every day) 
  Hospital. 
  (always open) 
  On-the-Street Food Vendors 
  (always available) 
  Retail Merchandise . 
  (open 8am-noon. 3pm-7pm M-Sat) 
  BREMEN l.OCATION TABl.E 
  Bremen HMbor and Rail Station 
  (open 24 hours a day) 
  ATHENS l.OCATION TABLE 
  Bremen Airpon .... 
  ,.., 
  h 
  H bo 
  173 
  (open 24 houu a day) 
  B lAt ens 
  at 
  r •...• 
  •. 
  S' "-k"-
  , 
  (open 24 hours every day) 
  teamshlp £Nr .x:tI ••••• 
  Taxis . 
  . . . . . . . . . 
  . . 58 
  (accessible 8am-8pm every day) 
  (always avail:Jble) 
  Die Fricschutz Inn. 
  . ..... 
  Albens Bureau of Investiption . 
  130 
  (has restaurant, open 24 hours a day) 
  (open 9am-noon, 3pm-7pm, M.F) 
  Geschaft Krankhausen ........ . 
  Athens HaU of Justioe 
  . 
  .87 
  (open 7am·5pm, M-Sat.) 
  (opcn 9am-noon, 3pm-1pm, M-F) 
  Hospital 
  .... , ... 
  National Museum of i\rchaeoloJP' _.,.. 
  118 
  (always open) 
  (open 9am-noon, 3pm-7pm, M.f) 
  DARK SEA INVESTIGATIONS TABl.ES 
  New York Sun (European Edition) 
  . 
  .65 
  Sick Bay. 
  . .. , . . . .. . .... , 
  (oosts 10 drachmas, available 24 hours a day) 
  (always open) 
  58' 
  586 
  '" 
  .38 
  32' 
  196 
  20' 
  103 
  164 
  154 
  13' 
  14. 
  149 
  206 
  300 
  '" 
  .38 
  . 449 
  . 450 
  .486 
  461 
  .38 
  ,as 
  502,504 
  .. 585 
  Piosotos Care . . 
  . 20 
  (open 6am·2am daily) 
  ANTARCTICA BASE CAMP 
  . 520 
  ,§ 
  Motouhip KYQnas . 
  160 
  Medical Aid . . 
  . 585 
  ... 
  (hirable 24 hours a day) 
  (always available) 
  .::1 
  ~ ............................................................................................ 
  II ~ 
  
  Format 
  ~146 
  -,,,-_.,,.---,--,-
  .,.~_,..,~_.~,'l I", "',_,_._,. 
  _"",....""..."..,'hH~ 
  -------------
  GRAND CENTRAL STATION lfil 
  Two trains daily depart ror Boston. One 
  , 
  __ leaves at 8am and arrives al 3pm; the second leaves at 
  ~"Y ",' 
  _,_ 
  6pm and arrives al 12:30am. Each costs $6.00. go to 
  :::;.;:~ 
  64-
  upon arrival. If you've purchased a ticket, you 
  / 
  may wait al this slalion for departure, or you may go 
  10 any New York City location. 
  (New York location) 
  ~"'''''''_'''dw_M''I'::::::---- n.._ • .t_ •• I0< _____ _ 
  __ ... _____ IM._..... 
  _,. __ -" .. ..,,-,._ ....... 
  ___ . ___ ,""' .. _<_ 
  _l«_r __ 
  , ......... ,_...." 
  My_o,..',, __ ._____ 
  "",. ______ r .. . 
  ""'. ___ ..... _1""-_ 
  -. __ .. _01 ......... _ 
  ..... ~ 
  -,.._,1, <Go .... __ 
  _, __ ,_ ........ """'_-.y"""" 
  _""_"' __ '-" r .. ~ 
  .. ,.,. 
  -,,-_.-.._--
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/EXTRA/Novels/Gamebook/Alone Against/The Dark/CoC - Alone Against the Dark.pdf