From the back of the book:
LOST WORLDS. HIDDEN CITIES. HOLY GROUND.
Have you ever wanted to visit Stonehenge? With GURPS Places of Mystery, you can. Or uncover the mystery of the lost city of Atlantis. Travel back in time to ancient Babylon. Journey to Shangri-la and explore the Dreamtime beneath Ayers Rock. Endless adventure awaits within these pages:
Complete chapters on Atlantis, the Stone Circles of Europe, the Pyramids, and Desert Cities.
Dozens of shorter descriptions. Chapters cover Asia and the Middle East (including the Forbidden City, the Taj Mahal, and Babylon); Africa and Europe (with the Zimbabwe ruins, Istanbul, and Camelot); and Australasia, Oceania, and the Americas (with Easter Island, the Plains of Nazca, and the Anasazi enigma).
An outline for the "Secret History" campaign, allowing PCs to wield subtle magic or lost technology in the real world, past or present.
Rules for "Places of Power" - letting you create wizards who are deadly on their home grounds, or mystic sites that give incredible power to all magicians.
Plus: ley lines, the Loch Ness monster, cities underground and beneath the sea, King Solomon's Mines, ghosts and haunted places, geomancy, space gods, ancient navigators, and the Seven Wonders of the World.
The world is stranger than you think. It's time to go see the sights.