Olmstead's report of Innsmouth would be unbelievable, but enough rumours surround that odd town that you're going undercover to find evidence of real, verifiable crimes - not this fish-men nonsense.
Description:
Considered in isolation, the account given of events in Innsmouth by young Mr. Olmstead would be utterly unbelievable - but enough rumours and incidents cluster around that isolated, unfriendly town to warrant a closer look. As Federal agents, your task is to travel to the sea-port of Innsmouth and carry out an undercover investigation. Look for evidence of bootlegging, forgery, organised crime. Real, verifiable crimes, not the nonsense about fish-men and sea-gods spouted by that unstable young chap. You're not nervous, impressionable antiquarians like him; you're sober, level-headed G-Men. You'll find the truth in Innsmouth.
Olmstead's report of Innsmouth would be unbelievable, but enough rumours surround that odd town that you're going undercover to find evidence of real, verifiable crimes - not this fish-men nonsense.
Description:
Considered in isolation, the account given of events in Innsmouth by young Mr. Olmstead would be utterly unbelievable - but enough rumours and incidents cluster around that isolated, unfriendly town to warrant a closer look. As Federal agents, your task is to travel to the sea-port of Innsmouth and carry out an undercover investigation. Look for evidence of bootlegging, forgery, organised crime. Real, verifiable crimes, not the nonsense about fish-men and sea-gods spouted by that unstable young chap. You're not nervous, impressionable antiquarians like him; you're sober, level-headed G-Men. You'll find the truth in Innsmouth.
Olmstead's report of Innsmouth would be unbelievable, but enough rumours surround that odd town that you're going undercover to find evidence of real, verifiable crimes - not this fish-men nonsense.
Description:
Considered in isolation, the account given of events in Innsmouth by young Mr. Olmstead would be utterly unbelievable - but enough rumours and incidents cluster around that isolated, unfriendly town to warrant a closer look. As Federal agents, your task is to travel to the sea-port of Innsmouth and carry out an undercover investigation. Look for evidence of bootlegging, forgery, organised crime. Real, verifiable crimes, not the nonsense about fish-men and sea-gods spouted by that unstable young chap. You're not nervous, impressionable antiquarians like him; you're sober, level-headed G-Men. You'll find the truth in Innsmouth.
The Lasers get a distress call from a world which has a derelict spaceship on a collision course towards it at relativistic velocities & they're the only ones who can stop it destroying the planet.
An infant has been snatched from the cradle. Can the Investigators track down the kidnappers before the parents - the Corneliszes, a wealthy New York family - are forced to pay the ransom?
Finally, the agents have a turncoat: a minion of the vampires willing to talk. Now all they have to do is keep him alive until he does.
Description:
You’ve glimpsed them in the shadows, behind the scenes. Vampires, their pale hands meddling in the affairs of nations, their pale faces stained red with blood. You’ve hunted them, foiled their schemes where you could, but it’s never enough to make a difference. Now, you’ve got a chance. A turncoat, a minion of the vampires is willing to tell you what you need to know. All you’ve got to do is keep him alive until he talks.
You've thwarted their plots, but never gotten close to an actual vampire. Now, you've got a vampire's travel plans. You know where he's going & how he's getting there. You've finally got the edge.
Defying TimeWatch's warning systems, someone altered the course of World War II. Now your team of time cops must stop an assassination, prevent nuclear war, & corral a rampaging dinosaur on the way.
Description:
Someone has changed the course of World War II entirely, but with methods that defy TimeWatch's normal warning system. Now it's up to your team of time cops to solve the mystery, stop an assassination, prevent nuclear war, and maybe corral a stray rampaging dinosaur or two along the way. To the time machines!
You've found a letter, written by Van Helsing before he vanished, with revelations devastating to the Un-Dead's plots. A vengeful stab from beyond the grave at Dracula - or a vampire's trap for you?
Description:
Before he vanished, famed scholar and vampire hunter Abraham Van Helsing wrote one last, desperate letter. Now, more than a century later, through an improbable set of conspiracies and coincidences, it's fallen into your hands. The revelations in it are potentially devastating to the schemes of the Un-Dead. Are you Van Helsing's last revenge, a last stab from beyond the grave at his arch-nemesis Dracula? A blow delivered across a hundred years? Or is this a trap sown by the vampires, hoping to ensnare an unwary hunter just like they caught Van Helsing?
You've found a letter, written by Van Helsing before he vanished, with revelations devastating to the Un-Dead's plots. A vengeful stab from beyond the grave at Dracula - or a vampire's trap for you?
Description:
Before he vanished, famed scholar and vampire hunter Abraham Van Helsing wrote one last, desperate letter. Now, more than a century later, through an improbable set of conspiracies and coincidences, it's fallen into your hands. The revelations in it are potentially devastating to the schemes of the Un-Dead. Are you Van Helsing's last revenge, a last stab from beyond the grave at his arch-nemesis Dracula? A blow delivered across a hundred years? Or is this a trap sown by the vampires, hoping to ensnare an unwary hunter just like they caught Van Helsing?