The Good: Takes the characters all over the world showcasing some rarely seen regions of the world in the twenties, allows the players a lot of freedom to explore the world with the tools for the GM to handle it, contains a few solid side tracks (some of which were more fun than the main adventure).
The Ugly: Had to redo the sanity costs for most monsters and events (especially for a long running campaign) and the large amount of occult material (never have been a big fan of coppious amounts of spells), due to the fact that the PCs only learn the deadline late on in the game, they felt rather rushed at first which created problems with studying occult material and recovering from bouts of madness.
The Bad: It is challenging to avoid combat even with more mundane type of opponents, making it a rather aggressive type of CoC adventure that does not mash very well with my own expactations.
Personally I also had to make some adaptations to actually push the players into actions. The adventure relies a lot on proactive play, so the adventure is not particularly well suited to new CoC players (at least not the people I gamed with), unless you as the GM are ready to make some adjustments. If I am ever going to rerun the adventure, I will definitely approach it more like a campaign, than a single big adventure, likely giving the players more time, reducing the chance for combat/making it more investigative and separating the parts more to create seperate adventures.
Side note: internet can be handy when determining whether or not it was time for a ritual, felt more natural than a random dice roll ;)
[3 of 5 Stars!]