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Wolf's Lair (fan expansion for T.I.M.E Stories)

Expansion for T.I.M.E Stories

Wolf's Lair (fan expansion for T.I.M.E Stories) Rulebook

Table of Contents

Table of Contents

  • Special Rules - Loyalty
  • Loyalty Challenge Example
  • Mission Failed Cards
  • Opening Cards
  • Items (continued)
  • Plans
  • Entrance
  • Main Tunnel
  • Heinkel 162 Line
  • Hangar Two
  • Barracks
  • Prison Tunnel
  • Location 18

Special Rules - Loyalty

The receptacles you transferred into have been brainwashed by the Third Reich to such a degree that their loyalty to the Nazi cause is very strong. The transfer via the Lvov vortex was imperfect, so there will be times during the scenario when the original receptacles' loyalty to the Third Reich may overpower their agents' control. This will happen during the loyalty challenges, as explained below.

Place 5 tokens to represent their resistance* to Third Reich loyalty on each receptacle card. A larger loyalty statistic number provides that receptacle with a greater chance to resist the urge to reassert their loyalty to the Nazi cause and break free of the agents' control.

When a loyalty challenge is uncovered each receptacle in that room (on the card) must complete the challenge separately.

If there are four receptacles and the test is 2 normal shields and 2 skull shields, then make four piles, each containing 2 normal shields and 2 skull shields, and place those piles on or near each receptacle.

* Resistance, as it is used here, is not related to resistance in the T.I.M.E Stories manual.

Loyalty Challenge Example

  1. Four receptacles are in the room. Make four piles of 3/2.
  2. Each character makes a loyalty roll.
  3. Characters continue to roll but Heinrich is unlucky and loses all 5 loyalty tokens due to riposte. (Loyalty challenges take TU and use riposte like normal.)
  4. Codex card 1 is turned over and a red skull is rolled. Two guards enter the room.
  5. Form the following challenge (original loyalty challenge tokens + guard tokens). The pile for this challenge is 7/4 with a combat-strength icon.
  6. Group completes challenge together (Except for Heinrich). If group wins, Heinrich regains 1 loyalty token and continues playing. If group fails, the entire group dies and must take the appropriate failed mission card.
  7. Receptacles who are reinserted always gain their number of starting loyalty tokens.

Mission Failed Cards

  • Mission Failed (TU) #1 (card 16): carries a time-clock icon; no further text.
  • Mission Failed #2 (card 17): carries the mission emblem; no further text.
  • Mission Failed (TU) #3 (card 18): carries a time-clock icon; no further text.
  • Mission Failed #4 (card 19): carries the mission emblem; no further text.

Opening Cards

Opening card, red border

You open your eyes after your last agonizing minutes of life and realize you are back at the entrance to the Wolf's Lair. Somehow, Die Glocke has created a time loop. When all of the receptacles die you are immediately transferred back in time to the original vortex.

  1. Set time token to 45.
  2. Keep all items with a blue logo.

Opening card, blue border

Suddenly, all of the receptacles start to fade until they are nearly transparent. A glowing blue vortex opens and sucks your consciousness into the fabric of space and time. A moment later you open your eyes and realize you are at the entrance to the Wolf's Lair. Somehow, Die Glocke has created a time loop, and you are right back at the starting point.

  1. Set time token to 45.
  2. Keep all items with a blue logo.

Bob's briefing, red border

"You've managed to get yourselves killed again!" Bob sneers. "This isn't a training mission anymore so you need to be careful. Our technicians have detected major anomalies in the time continuum. If you do not complete this mission the entire world could collapse!"

  1. Set time token to 40.
  2. Group begins in Location 15A, the lab.
  3. Keep all items with a blue logo.

Bob's briefing, blue border

"Really?" Bob scowls. "Your receptacles are extremely unstable, and we don't have much more time until they are useless. Due to the nature of the original receptacle transfer we cannot give you any more time! Our technicians are working overtime to try to solve the problem, but until then, you are on your own."

  1. Set time token to 40.
  2. Group begins in Location 15A, the lab.
  3. Keep all items with a blue logo.

Bob's briefing, second start

"This is no time to play around!" Bob barks. "You are close to unlocking the secret of this godforsaken Nazi base. Finish the mission and get out of there!"

  1. Set time token to 25.
  2. Group begins in location 40.
  3. Keep all items gained in the Wolf's Lair. Any items gained in Ultima Thule must be put back in deck unless they have a blue logo.

Mission Failed #5 (card 20): carries the mission emblem; no further text.

Items (continued)

Item cards are numbered. The backs of item cards 1 to 3 (cards 21 to 23) carry only the number and the word "ITEM".

Item 1 - Karabiner 98k Rifle + 5 Rounds

Place five tokens on this card to represent the rounds. For each round eliminate one enemy shield during combat in addition to your normal roll. Shields are destroyed from left to right. You can only use one round per TU.

Bullet token: +5

Item 2 - Model 24 German Grenade

This grenade is a one time use item. When used in a space, it will destroy 5 shields of any type. Always remove shields from left to right. It cannot be used on any machines.

Item 3 - 1 Vial of Xerum 525

This is a small vial filled with glowing blue liquid. The vial is warm to the touch and extremely heavy for its small size.

Item 4 - Small Locker Key

Card carries the name only; no rules text is printed on the face.

Item 7 - Altimeter

Card carries the name only; no rules text is printed on the face.

The backs of the item cards for items 4 to 7 (cards 24 to 27) carry only the number and the word "ITEM".

Plans

Ultima Thule plan (card 5)

The printed heading is "Ultima Thule Plan". Four locations are printed in a square: 42 (top left), 43 (top right), 41 (bottom left) and 40 (the label "Location 40" below the square).

Wolf's Lair General Plan (card 6)

The printed heading is "Wolf's Lair General Plan", with a compass (N). The printed locations are Hangar Two, Prison Tunnel and Location 6 Airfield.

The backs of the item cards for items 8 to 11 (cards 28 to 31) carry only the number and the word "ITEM".

Item 8 - Crowbar

Card carries the name only; no rules text is printed on the face.

Item 9 - Panzerfaust 60

You pry open the crate and discover a Panzerfaust, a one use anti-tank weapon. Lucky for you the crate was mislabelled!

Item 10 - Knäckebrot

You pry open the crate and discover packages of Knäckebrot, a war ration similar to a cracker. It doesn't seem very useful but you never know.

Item 11 - 3 Blocks of Westfalit

You pry open the crate and discover three blocks of explosives. Lucky for you the crate was mislabelled! Place three tokens on this card to represent the blocks. Cards will indicate when you can use the explosives.

Bullet token: +3

The backs of the item cards for items 12 to 15 (cards 32 to 35) carry only the number and the word "ITEM".

Item 13 - Karabiner 98k Rifle + 5 Rounds

Place five tokens on this card to represent the rounds. For each round eliminate one enemy shield during combat in addition to your normal roll. Shields are destroyed from left to right. You can only use one round per TU.

Bullet token: +5

Plan 12 and Plan 14

The printed locations on the plan are: plan 12, Location 12 Train Platform; plan 14, Location 12 Train Platform and Location 14 V-2 Platform.

Plan 15

The printed locations are Location 15b Office, Location 15A Lab and Prison.

The backs of the item cards for items 16 to 19 (cards 36 to 39) carry only the number and the word "ITEM".

Item 16 - Key for Lab

Card carries the name only; no rules text is printed on the face.

Item 17 - German Aircraft Compass

Card carries the name only; no rules text is printed on the face.

Dial instructions (yellow card)

Train Access to V-2 Tunnel: Turn dial 1 to purple and dial 2 to blue.

Open Train Platform to Outside Tracks: Turn dial 1 to blue and dial 2 to purple.

Item 19 - A Crumpled Piece of Paper

This piece of paper has codes to the light mechanisms in the tunnels. Apparently, the guard didn't want to memorize the information and wrote it down.

Plan 18

The printed locations are Location 18 Train Tunnel, Barracks, Main Tunnel, Heinkel 162 Line and Entrance. Printed note: "Blue shield applies to entire plan."

The backs of the item cards for items 20 to 23 (cards 40 to 43) carry only the number and the word "ITEM".

Item 20 - German Dagger

If the person wielding this dagger rolls at least three hits in one strength challenge roll then take off an additional shield.

Item 21 - Pervitin

Place 5 tokens on this card to represent 5 pills. These pills will give you extra strength for 3 TU after taking them.

Roll 1 extra die for all strength rolls for 3 TU.

Combat strength icon: +1 Die for 3 TU

Item 22 - A Cell Key

Card carries the name only; no rules text is printed on the face.

Item 23 - Karabiner 98k Rifle with Scope + 5 Rounds

Place five tokens on this card to represent the rounds. For each round eliminate one enemy shield during combat in addition to your normal roll. Shields are destroyed from left to right. This weapon can also fire into an adjacent space if a group member is in it. The receptable [sic, as printed] using this item can still suffer a riposte if the enemy has a ranged weapon. All guards and officers are assumed to have ranged weapons.

Bullet token: +5

The backs of the item cards for items 24 to 27 (cards 44 to 47) carry only the number and the word "ITEM".

Card 25 (yellow, unnumbered item card)

You find a small leatherbound dictionary. The first page has an ancient runic alphabet.

The card prints a runic alphabet chart (image only; the runes are not transcribed).

Plan 24 - Ultima Thule

The printed locations are 42, 44, 41 and 43, with the label Location 40.

Item 26 - Morphine Doses and Needle

Place 5 tokens on this card to represent the doses of morphine. The morphine can be used in two different ways.

Each dose = +1 (life heart icon)

or

Each dose = +1 loyalty token, but a player may never have more than their starting number of tokens.

Item 27 - Rune Necklace

You find a strange necklace engraved with ancient symbols.

The necklace prints a runic inscription (image only; the runes are not transcribed).

The backs of the item cards for items 28 to 31 (cards 48 to 51) carry only the number and the word "ITEM".

Item 28 - Rune Necklace

You find a strange necklace engraved with ancient symbols. The card prints a runic inscription (image only; the runes are not transcribed).

Item 29 - Rune Necklace

You find a strange necklace engraved with ancient symbols. The card prints a runic inscription (image only; the runes are not transcribed).

Item 30 - A Spool of Wire

You can use this item multiple times by cutting off the pieces you need.

Item 31 - A Vial of Red Mercury

Card carries the name only; no rules text is printed on the face.

The backs of the item cards for items 32 to 35 (cards 52 to 55) carry only the number and the word "ITEM".

Item 32 - A Bar of Gold

Card carries the name only; no rules text is printed on the face.

Item 33 - A Bar of Silver

Card carries the name only; no rules text is printed on the face.

Card 34 (metallic key card)

This is a metallic, thin, key card with some odd designs and markings on it. Printed markings: 0 (top) and 270 (side).

Card 35 (metallic key card)

This is a metallic, thin, key card with some odd designs and markings on it. Printed markings: 180 (top) and 90 (side).

The backs of the item cards for items 36 to 39 (cards 56 to 59) carry only the number and the word "ITEM".

Card 36 (metallic key card)

This is a metallic, thin, key card with some odd designs and markings on it. Printed markings: 0 (top) and 90 (side).

Plan 37

The printed locations are Location 15b Office, Location 15A Lab, Location 37 Hannebu Hangar and Prison.

Item 38 - Remote Control for Die Glocke

The remote has been preset to two locations, and you have no way of changing it. To use the remote follow these directions:

  1. You can use it at any space, but all receptacles must be in the same space.
  2. Discard 1 vial of xerum 525 and open location 9 or location 10. One vial will take you to the location AND back.
  3. It takes no TU to go to these locations OR return.
  4. When you are done in the location return to the space you were in when you activated the device.

Item 39 - A Strange Blue Crystal

This might have dropped out of the pocket of the man who just jumped through the vortex. It must be useful for something...

Entrance

Entrance index (card 60)

The index card is headed "Entrance" and lists the sub-cards A - B - C - D - E - F - G.

Entrance - B (card 61)

A unit of SS soldiers guard the entrance to the base and form a perimeter around the strange bell shaped object in the test rig.

Heinz only take item 4.

Unnumbered text card (Entrance scene)

You are standing on a flat area outside of a mountain. Forests cover the hillsides, and in the distance you see the rooftops of a small village down the valley. You are in the middle of a secret German base. Guards patrol the perimeter with dogs, and military vehicles rumble back and forth.

To the left, a unit of SS soldiers are guarding a group of scientists.

A bell shaped object attached to a concrete frame spins at an incredible speed. A group of scientists wearing goggles stand at a control panel thirty feet from it. They are taking notes.

Off to the right, an SS officer is barking orders and directing the scientific test.

Farther to the right, you see a scientist holding a vial walking towards a large double steel door.

Entrance - C (card 62)

A bell shaped object is attached to a stone test rig. The bottom of the object spins clockwise and emits flashes of blue light. The air around the test rig crackles like lightning, and a blue vortex begins to form about twenty feet in front of you. A line of odd characters, almost like hieroglyphics, ring the bottom of the object.

The line of characters is printed as a runic inscription (image only; the runes are not transcribed).

Entrance - D (card 63)

"Hello, I am Hans Kammler, the commander of this facility. We are in the final stages of testing a device that could change our fortunes in the war. Only the most loyal supporters of our cause are allowed in the base. Although you are my guests, I must warn you to only go in the designated areas. Restricted areas are off limits." This card is now locked for the rest of the game.

Test: 3 normal shields, 2 skull shields and a [red icon] test.

Proceed to card F.

Entrance - E (card 64)

A scientist in a white lab coat hurries towards the steel double doors with a container of blue liquid in his hand. When you try to talk to him he turns to you and says, "You must excuse me, we are in the middle of an important experiment, and I must return this item to the laboratory."

Reveal card G.

Entrance - F (card 65)

Steel double doors block the entrance into the underground base. As you approach they slowly open.

Go to Location Main Tunnel.

Entrance - G (card 66)

The scientist turns to you and says, "Hermann! I'm glad you could make it! We are in desperate need of more trained physicists. I know you haven't been fully briefed, but we are about to test a hand held unit that can control Die Glocke from a distance. Return this vial of xerum 525 to the lab and get the unit."

Take item 3.

Main Tunnel

Main Tunnel index (card 67)

The index card is headed "Main Tunnel" and lists the sub-cards A - B - C - D.

Main Tunnel - A (unnumbered text card)

This location is special. Every time you enter this location the entire group must proceed together from Main Tunnel B to C to D before it ends for a different location.

A tunnel wide enough for a truck to drive through stretches into the distance in front of you. The only light comes from flickering bulbs set twenty feet apart in the ceiling. It is extremely quiet for such a large base. If you listen closely you can hear the humming of heavy machinery, but nothing else.

Main Tunnel - B (card 68)

Control Box #1

You notice a strange box on the wall. It looks like a fuse box; however, instead of fuses there are dials that can be turned to change colors. You can only have 1 of the tokens at a time. If you return to this room and change the color, you must return the previous token.

  • Turn dial 1 to blue: [yellow square token]
  • Turn dial 1 to purple: [black square token]
  • Turn dial 1 to red: [dark blue square token]

A guard eyes you warily as you walk through the tunnel. You can feel your receptacle attempting to assert control.

Test: 2 normal shields, 1 skull shield and a [red icon] test. A red padlock icon is printed above the test: this is a lock card, and agents cannot leave it without having beaten its test.

Proceed to Main Tunnel C.

Main Tunnel - C (card 69) and Main Tunnel - D (card 70) are image-only covers, each with a red no-entry icon at the foot.

Unnumbered text card (airplane factory)

You exit the main tunnel and stand on an elevated walkway above a vast cavern that has been converted into an airplane factory. Groups of mechanics and laborers work on some sort of new jet aircraft.

You see an SS officer standing to the left. He seems to be in charge. He has a bored expression on his face.

Halfway down a row of planes a mechanic is bent over a cockpit. Another mechanic is bent over an array of tools looking for something.

A young boy in a Hitler Youth uniform stands next to a row of planes. A German shepherd sits near his feet. Behind him, at the back of the cave, you can barely see a passageway.

A stack of wooden crates sits near the right hand wall.

Unnumbered text card (main tunnel continues)

The main tunnel continues straight ahead into the mountain. You notice a diagram on the wall that appears to be a partial map of the facility.

Take the plan cards and place them on the board.

Heinkel 162 Line

Heinkel 162 Line index (card 71)

The index card is headed "Heinkel 162 Line" and lists the sub-cards A - B - C - D - E - F.

Heinkel 162 Line - B (card 72), Heinkel 162 Line - C (card 73), Heinkel 162 Line - D (card 74) and Heinkel 162 Line - E (card 75) are image-only covers, each captioned with its letter.

Unnumbered text card (mechanic)

The mechanic is bent over an array of tools. "Don't just stand there! You could help me install the instruments in the control panel! After you are done I need you to run this new altimeter to the airfield."

Test: 3 normal shields and a mechanical ability icon (green gears).

Take items 6 and 7.

Unnumbered text card (Sturmbannführer Kleinz)

The officer smiles at you as you approach. "Hello! I am Sturmbannführer Kleinz. I assume you are here for operation Omega. You must be very proud. The Führer hand picked the lucky few himself. You must excuse me, I have urgent business elsewhere." You notice he is wearing an odd necklace that looks like old Germanic runes.

This card is now locked for the rest of the game.

Unnumbered text card (wooden crates)

A stack of wooden crates sits near the wall. If you had a crowbar you might be able to open some of them without anyone noticing, but they look like nothing more than German army rations.

You need item 8 to open the crates. Each crate takes 1 TU to open no matter how many receptacles are in the room.

  • Open the crate labelled 'Schmalzfleisch': take item 9
  • Open the crate labelled 'Knäckebrot': take item 10
  • Open the crate labelled 'Schinkenwurst': take item 11

Unnumbered text card (the boy)

The boy seems petrified to talk to you.

Test: 3 normal shields and a glibness icon (yellow speech bubbles). A portrait of Heinrich is printed beside the test.

Take: pink square token.

Heinkel 162 Line - F (card 76)

Image-only card. A pink square token is printed on it.

Hangar Two

Hangar Two index (card 77)

The index card is headed "Hangar Two" and lists the sub-cards A - B - C - D - E.

Hangar Two - B (card 78) and Hangar Two - C (card 79) are image-only covers, each captioned with its letter.

Unnumbered text card (Hangar Two - A)

You are standing in a large, underground airplane hangar. Several experimental aircraft sit on the floor, but they do not appear to be functional. You can see a runway beyond an open, double steel door on the eastern side of the chamber.

An odd shaped plane sits on the floor near you. It has no landing gear, and its nose is designed to shoot a battery of rockets.

A mechanic stands farther to the right. It looks like he is on break. He slowly brings a pipe to his mouth and huffs on it.

A long, sleek, jet-powered bomber sits on the other side of the mechanic. An officer stands near the bomber examining it and recording notes in a small book.

Unnumbered text card (the boy, second visit)

The boy stares at you with wide eyes. "I bet you are here for operation Omega! I wish I was chosen but I am color blind."

"You are looking for the lab? Oh, it is right behind me on the other side of the cave, but you need a key from Dr. Scheer, the head scientist. The last I heard, he was heading towards the V-2 platform."

If you have item 16 you can take item 15.

Unnumbered text card (worker)

A worker stands near a column puffing on a pipe. To distract the worker while someone knocks out the officer follow these rules:

At least one receptacle must be in space C and one in space E. The receptacles must start the tests at the same time. The receptacle(s) must complete the test in space E at the same time, or before the test in space C, or turn over codex card 1 and follow the instructions.

Test: 3 normal shields and a glibness icon (yellow speech bubbles).

Unnumbered text card (aircraft)

You have never seen an aircraft like this before. It looks like it is designed to take off vertically, but it is hard to tell because it is only half complete. While you are here you might as well try to scavenge some parts from the control panel.

Test: 3 normal shields and a mechanical ability icon (green gears).

Take item 17.

Hangar Two - D (card 80) and Hangar Two - E (card 81) are image-only covers, each captioned with its letter.

Barracks

Barracks index (card 82)

The index card is headed "Barracks" and lists the sub-cards A - B - C - D - E.

Barracks - B (card 83) is an image-only cover captioned "Barracks - B".

Unnumbered text card (SS officer and the Henschel)

An SS officer is examining the Henschel dive bomber as you approach. "We need to start mass producing these as soon as possible," he mumbles to himself. You notice he is wearing an odd necklace engraved with old Germanic runes. You could knock him unconscious and take the necklace if someone distracts the worker on break.

You cannot begin this test unless someone distracts the worker!

Test: 4 normal shields, 2 skull shields and a combat strength icon (purple fist).

Take item 27.

Unnumbered text card (workbench)

Behind the plane you see a long bench with many drawers. You might be able to find something useful in it, but it will take some time to search all of the drawers.

Search the workbench and lose 2 TU (clock icon).

Take items 8 and 30.

Unnumbered text card (poster)

You see a poster on the wall that commemorates the Munich Putsch. There is a date on the bottom of the poster.

November 9th, 1923

Unnumbered text card (barracks)

The tunnel leads into a large barracks crowded with rows of bunk beds and lockers. At least several hundred soldiers could use this room, but it is completely empty now, except for one lone soldier standing near a sink.

To the left, on the wall near a bed, you can see a poster. From this distance it is impossible to make out the details.

Near the beds is a tall locker with a padlock hanging on it.

Farther to the right, a soldier is stooped over a sink, shaving. He squints into a small mirror placed on a ledge as he slowly draws the razor over his face.

Barracks - C (card 84) and Barracks - D (card 85) are image-only covers, each captioned with its letter.

Barracks - E (card 86) is an image-only card with a red no-entry icon at the foot.

Unnumbered text card (soldier shaving)

A soldier is shaving at a sink. When you approach he looks at you in surprise but continues to shave. "You are looking for the train platform?" he asks. "It is down that tunnel to the right, but it is off limits to visitors."

Take item 18.

  • Talk to him to get more information. Test: 3 normal shields and a glibness icon (yellow speech bubbles). Reveal Barracks E.
  • Try to knock him unconscious. Test: 3 normal shields and a combat strength icon (purple fist). Take item 19.

Lock card for this run after you complete a test.

Unnumbered text card (locker)

If you have item 4 you can open the locker and take items 20 and 21.

Unnumbered text card (soldier, quote)

"You want to know about Operation Omega?" the soldier chuckles, still drawing the razor over his face. "Wouldn't we all? But only a few high ranking people know all the details. Some people arrived by train earlier today, and we are supposed to escort them to the main hangar later. None of it matters now. The war is almost over. I heard reports that the Allies are approaching from the west."

Prison Tunnel

Prison Tunnel index (card 87)

The index card is headed "Prison Tunnel" and lists the sub-cards A - B - C - D.

Unnumbered text card (Prison Tunnel - A)

This location is special. Every time you enter this location the entire group must proceed together from Prison Tunnel B to C to D before it exits for a different location.

This tunnel is narrower than the main tunnel into the base. It is only wide enough for two people to walk side by side. Drops of water run down the side of the tunnel, but the air is stuffy and hot. In the distance you can barely hear a faint, wailing scream.

Prison Tunnel - B (card 88) is an image-only cover captioned "Prison Tunnel - B". Prison Tunnel - C (card 89) and Prison Tunnel - D (card 90) are image-only covers with a red no-entry icon at the foot of each.

Prison index (card 91)

The index card is headed "Prison" and lists the sub-cards A - B - C.

Unnumbered text card (Control Box #3, Prison Tunnel B)

You notice a strange box on the wall. It looks like a fuse box; however, instead of fuses there are dials that can be turned to change colors. You can only have 1 of the tokens at a time. If you return to this room and change the color, you must return the previous token.

  • Turn dial 3 to blue: [grey token]
  • Turn dial 3 to red: [dark blue token]

Unnumbered text card (prison guard, Prison Tunnel B)

A guard eyes you warily as you walk through the tunnel. You can feel your receptacle attempting to assert control.

Test: 2 normal shields, 2 skull shields and a [red icon] test. A red padlock icon is printed above the test: this is a lock card.

Proceed to Prison Tunnel C.

Unnumbered text card (prison block)

The prison block is a dank, dreary place devoid of all hope.

A guard with a rifle patrols the area in front of the cells. Even though this area is far from the main tunnel, the guard walks back and forth with military precision.

A pitiful moaning sound emanates from the cell to the right of the guard. Occasionally, the moaning sound rises in volume and becomes a full fledged scream. Whoever is in the cell must be a deranged lunatic, but you feel some responsibility to free them from their torment.

Unnumbered text card (poster, Hitler)

You see a poster on the wall that commemorates when Adolf Hitler became the Führer of Germany. There is a date on the bottom of the poster.

August 2nd, 1934

Prison - B (card 92) is an image-only cover captioned "Prison - B".

Prison - C (card 93) is an image-only cover captioned "Prison - C". Its printed tokens are a yellow square token and a dark blue token, with the text "+ Item 22".

Location 18

Location 18 index (card 94)

The index card is headed "Location 18" and lists the sub-cards A - B - C - D.

Location 18 - B (card 95) is an image-only cover captioned "Location 18 - B".

Unnumbered text card (man in the straight jacket)

After you open the door, you see a man in a straight jacket screaming like a lunatic. His eyes roll back in his head, and he froths from his mouth. You can make out a few intelligible phrases here and there.

"Ultima Thule!" he screams. "Have you seen it? He is there, waiting, waiting..."

"The sum of the exposed Black Sun will show you the way!"

He chokes on his tongue for a minute and then continues. "The dates are coordinates! It must be destroyed!"

Unnumbered text card (guard halts you)

When you enter the prison, a guard immediately levels a weapon at you and yells, "Halt!".

Test: 4 normal shields, 2 skull shields and a combat strength icon (purple fist). A red padlock icon is printed above the test: this is a lock card.

Complete test in 1 TU or turn over codex card 1.

Take items 22 and 23.

Unnumbered text card (female guard)

A female guard steps out of the darkness to stop you. You can feel your receptacle attempting to assert control.

Test: 3 normal shields, 2 skull shields and a [red icon] test. A red padlock icon is printed above the test: this is a lock card.

Proceed to Location 18 C.

Unnumbered text card (Location 18 - A)

This location is special. Every time you enter this location the entire group must proceed together from Location 18 B to C to D before it exits for a different location.

A narrow tunnel stretches into the darkness ahead of you. Light bulbs are spaced at twenty foot intervals on the ceiling, but they do nothing more than cast a small pool of light beneath them.