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The first book follows the story of Jack, an archaeologist stationed in Egypt, as he finds the entrance to a cavern full of unspeakable horrors.

In this chapter, you’ll have an inventory of items at your disposal. By using and recombining them, you can make your way towards the end of the abyss. But be aware: the cards will keep track of physical and mental fatigue! If you end your cards, you either become mad or die… which, in the Lovecraftian world, is probably preferable! 



The second book tells the tale of Queen, a popular radio star, who wakes up in a laboratory and finds out she’s been the subject of terrifying experiments.

Here, time is your most fearful enemy: a clock token will run as you explore the facility, and each minute shrinks your chances of getting out alive. As the story goes by, an unpredictable event will turn the table, and you will find yourself the prey of an obscure chase… and time, again, will make the difference between life and death!



The third book retraces the chronicle of King, a policeman who has been driven insane by a mysterious entity, and is now unable of telling what’s real and what’s not.

The unique trait of this gamebook is represented by ammunitions and weapons. The main character spreads fear with his guns and tokens will fulfill your primer. Keep track of your inventory, since the army of Shoggots and Nightgaunts will not stop tormenting you, but you will only have so much ammo to use!



The fourth book closes the cycle with Ace, the kid who witnessed all. As apocalypse approaches the world, only his knowledge can bring hope to humanity.

The mechanics of this chapter depend on what you build during the previous books: your choices will determine the weapons in your hands. The amazing part of Ace’s adventure is the fact that it can be played in many different ways, and if you take specific choices in the past chapters, you might experience up to 4 additional different gamebooks in one!

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