Dragon of Atlantis is a choose your own adventure game.
The how-to-play section is intentionally left undone, letting you to make up whatever rules you desired to complete it.
How to play:
The game is simple — choose your path and accept the results or consequences of your actions by flipping to the new page.
Combat is unfortunately manual: Decide whether the player or enemy attacks first, by flipping a coin. The fighters takes turns to swing their weaponry onto their adversary until one quits.
On a win, you may claim any spoils from your enemies.
On a lose, the price is immense — lose your fighting gear or all other items in your inventory. Do not receive any spoils from your enemy.
Whether you win or lose, continue your journey, the game will let you know if it is The End. Also, after each fight, instant heal back the weaponry's atk and hp to its original numbers.
You can equip only one fighting equipment to fight an enemy.
Example: Choose to equip Falcon hinged sword atk 310 hp 500 or Venom Bow atk 100 hp 900
You can wear only one attribute accessory to do an attribute test.
Example: Choose to wear Praying beads intelligence 5 stealth 7 or Belt of ability strength 12
Example: You tried to persuade the tavern master to divulge the secret location of the dragon, do an intelligence test of 7, flip a coin, if heads, double your intelligence for this test.
You can choose only one skill to be activated to defend yourself from danger.
Example: Choose to activate Light feet skill defense 100 rock or Evasion skill defense 100 scissor
Example: You met an old woman that blocks your route, the wait turns into an accident as the rain pushes the mountain boulders downhill to you.
See if your skill can protect you from harm's way, the hazard is danger 50 paper, if not, you got injured and abandoned your adventure. The End.
Because rock loses to paper, your 100 is halved, it is now 50, which is still a pass for a 50 hazard.
If your defense is 100 rock against 50 scissor danger, your 100 is doubled.
Players might say, "Your tutorial aren't done," and ask questions like, "Can I swap equipment mid-fight or swap equipment after entering battle?" Basically, you decide how it goes, making the rules is part of the game and how you play the game is part of the story. Do not be bogged down by rules, if you feel like you should be winning this fight or be passing this test, directly call it a success. I want you to enjoy the creativity of a story rather than the mathematics of a combat system.
In the tavern crowded with guests, your patience is soaked inside the liter of barley tea. You kept drinking it but do not feel replenished. You wondered what has left you and you are reminded that you had failed to make friends and lovers. You have always had a vibrant child inside of you but it seems like the child is no longer there anymore. Besides you are a group of adventurers boasting about their campaigns and spoils, because of what they had earned, their reputation soared to the sky, and you bet it is easy for them to make friends and lovers. But the daunting truth remains, all of the missions have already been completed by this group of bean sprouts and other legends. All but one mission, the Dragon of Atlantis. This particular mission is so risky, that they say “To go into the island of paradise is equivalent to the seeking of death.”. Your greed pours in and your vision of a life with merry friends and loving family takes priority in your daydreaming.
You are a lowly cobbler, destined to fix and sell shoes. Steered away by bypassers, you are treated with disdain as though you are unhygienic and statusless. But the opposite is true, your pockets are deep and your knowledge in crafting powder that kills bacteria are always used whenever you repair shoes. But the status of a cobbler pulls you away from everyone you meet, your reputation always sinking and never arises. If you want a better life, you might have to rethink your vocation.
The dragon of atlantis slumbers at the top ice peak of paradise island, sheltered away from any challengers. The cold weather is enough to freeze the hot blood of bounty hunters and explorers. Yet, occassionally, someone still attempts to do it, someone like you. Remember to claim the Dragon's tear to exchange for your reward of 1000 gold coins and upstanding reputation of being the dragon slayer. Asking others to join you on your adventure will bring you mockery, you have been warned. What would you do next?
Continue sipping on your barley tea: Turn to page 4.
Ask the tavern's customers to join you on your adventure: Turn to page 8.
Page 2
You feel well rested but your possessions have vanished without a trace.
You learnt sharp aim skill defense 100 paper.
Look for the innkeeper: Turn to page 5.
Go and earn more money: Turn to page 6.
Go and fight some gangsters: Turn to page 95.
Page 3
You ran through the villages and spotted many rustic huts and friendly people.
But you woke up and realized it is all a dream, people thought you were a beggar sleeping in the streets and donated to you some items.
5 gold coins glitter in your hand accompanied by a child's drawing, note it down.
Decipher the drawing: Turn to page 7.
Go back to sleep: Turn to page 2.
Page 4
You gained an inspiration and learnt swimming skill defense 100 scissor, note it down.
Then you realized you are just dizzy and cannot walk properly.
Head back to sleep: Turn to page 2.
Run 2.4 km: Turn to page 3.
Page 5
The innkeeper bustles amidst clinking glasses and merry patrons, leaving little room for your plight.
Bribe him to inquire about suspicious figures: Turn to page 9.
The innkeeper stole your items, time to fight: Turn to page 10.
Page 6
Add 1 day to your adventure starting from day 1, if it is day 5, you have failed your quest and returned to a life of normalcy.
You earned 5 gold coins and lady shoes intelligence 5 stealth 7.
Do a strength test of 5, flip a coin, if heads, double your strength for this test.
If you pass the test, you receive 5 more gold coins and baron's spectacles intelligence 10 and mana 12.
Head to bank: Turn to page 11.
Head to shipyard: Turn to page 12.
Page 7
Do an intelligence test of 7, flip a coin, if heads, double your intelligence for this test.
If pass: Turn to page 26.
Find a merchant: Turn to page 13.
Find a pirate: Turn to page 14.
Find a fighter at the busy crossroad: Turn to page 68.
Page 8
Your words echo through the air, ringing with grand intentions to slay the fearsome Dragon of Atlantis. Laughter dances like firelight, mocking your audacious claims. Your brave facade wavers, and no soul steps forth to join your quest.
Find a merchant elsewhere: Turn to page 13.
Find a pirate elsewhere: Turn to page 14.
Find a fighter at the busy crossroad: Turn to page 68.
Pick up a fight: Turn to page 37.
Page 9
The innkeeper declines your gold coins, you are confused and went back to check your belongings and realized you merely entered the wrong room. If you have already received any of the following, you cannot receive it again.
Receive long sword atk 100 hp 200, archer's bow and arrows atk 50 hp 250, staff of ice atk 70 hp 200, 50 gold coins and Gentlemen shoes strength 5 mana 7
Go and earn more money: Turn to page 6.
Go and fight some gangsters: Turn to page 95.
Go and kill the innkeeper anyway: Turn to page 10.
Page 10
The innkeeper is also a priest of havenorth. With a solemn invocation, he calls upon his deity's power, bringing you to your knees in cleansing purity.
Fight him: Turn to page 15.
Sounds like a tough fight, runaway: Turn to page 16.
Page 11
You realized you are the one that posted the commission and reward for the Dragon of Atlantis and you really should not be taking this bank deposit or your reputation will fold if an adventurer is unable to exchange his Dragon's tear for a thousand gold coins or anywhere close to that amount.
You can withdraw an amount of up to 1000 gold coins, you can withdraw as many as you want, and remember, to note down how many gold coins you still have deposited inside the bank.
Go to Crystal Tavern and order a cup of barley tea: Turn to page 4.
Find adventurers to be your bodyguard: Turn to page 8.
Page 12
The timberman is selling a sturdy and ready rowboat for 10 gold coins.
Ask for a discount: Turn to page 17.
Take it, pay 10 gold coins and travel to the paradise island: Turn to page 18.
Page 13
The merchant is unlike what you expected, he is skinny and have long legs. He looks like he is starving but is beaming with a great smile. You can purchase anything as you have the gold coins for it.
Shop Price Merchant's persuasion
Mirror with mermaid's adornment 2 gold coins You can see who is stalking behind you.
Broken spyglass 1 gold coin It works perfectly before it was broken.
Tiger sabre atk 90 hp 190 5 gold coins It can always be resold if you do not need it.
Captain's compass 2 gold coins It points to wherever huge magnetic pull is.
Lantern and fuel free Just take it.
Lghtning crossbow atk 30 hp 300 3 gold coins Powerful arms if you can aim.
(atk 60 hp 600 when fighting against ranged enemies like the king's advisor, dragon and etc.)
Keymaker 10 gold coins Forges any key you want to.
Rice protected with leaves free It is provided by the king's advisor charity.
Orange cat 1 gold coin You will feel less lonely with it.
If you had bought a cat: Turn to page 27.
Look for an accessory shop: Turn to page 97.
Head to bank: Turn to page 11.
Head to shipyard: Turn to page 12.
Page 14
The pirate is surprised you found him. His skin is tanned and non-muscular. He kept asking you how did you find him when he was obviously wearing a standard pirate's hat.
Ask him that you want to aboard his pirate ship and go to paradise island: Turn to page 19.
Ask him to be your crewmember and join your trip to paradise island: Turn to page 20.
Page 15
Priest of havenorth atk 50 hp 150
Loot Holy candle, 50 gold coins and learn bless skill defense 100 paper
Steal the tavern's keys and become an innkeeper: Turn to page 21.
Heal the priest with your bless skill and return to your job as a cobbler: Turn to page 6.
If you had lost the fight, you may repent and learn from the priest: Turn to page 98.
Page 16
You learnt cowardice skill defense 200 rock
Go and earn more money as a cobbler: Turn to page 6.
Go and fight some gangsters: Turn to page 95.
Run as far away from the priest as possible: Turn to page 3.
Page 17
The timberman is selling a sailing ship for 5 gold coins.
Ask for a discount: Turn to page 22.
Take it, pay 5 gold coins and travel to the paradise island: Turn to page 18.
Page 18
Days turns into weeks and your rations are almost used up.
Find a nearby ship and raid it: Turn to page 99.
Throwaway any companions you might have brought along and note it down: Turn to page 23.
Hunt for fishes: Turn to page 24.
Page 19
The pirate brought you to the pirate's cove but it was a setup. There were many pirates here but no pirate ship in sight, they have been recently raided by the king's navy guards. Times are really bad and you sense an ominous silence as the pirates stared at you.
Runaway: Turn to page 25.
Enter the pirate's inner cove with stealth: Turn to page 44.
Brandish your weaponry if you have any: Turn to page 45.
Page 20
You now have a crewmember and he is nicknamed two eyes, because you know, he have two eyes.
Find a merchant: Turn to page 13.
Find the pirate's friends and recruit them as well: Turn to page 19.
Find a fighter at the busy crossroad: Turn to page 68.
Page 21
You elevated your status from a cobbler to an innkeeper, your quest is now pointless as you have many tea drinking friends and none despise of being married to you. The end.
Page 22
The timberman is selling a tall sailing ship with multiple cabins and storages for 1 gold coin.
Ask for a discount: Turn to page 28.
Take it, pay 1 gold coin and travel to the paradise island: Turn to page 52.
Page 23
You threw away all your companions but realized you are already nearby the paradise island, it was supposed to be a short journey anyway. Your vengeful companions started swimming ashore preparing to ambush you as you are taking your time to learn how to anchor your boat or ship.
Find river water for drinking: Turn to page 29.
Setup camp: Turn to page 30.
Page 24
You caught some fishes, no need to note it down. But your greed makes you go for more and your caught fish ended up being taken away by bloodthirsty sharks, you got pulled into sea while your companions, if any, smirked at you instead of helping you.
Push the shark's nose: Turn to page 31.
Fight the shark: Turn to page 31 as well.
Swim ashore and abandon your boat or ship: Turn to page 30.
Page 25
Never turn your back against your enemies. The pirates chased you down as they are more familiar with the territory, you got caught and had to fight for your life. Remember to heal your atk and hp to full after each enemy fight.
Pirate 1 atk 50 hp 100
Loot 5 gold coins and a tortoise shield
Pirate 2 atk 70 hp 110
Loot Maiden clothes and rope
Pirate 3 atk 100 hp 140
Loot 10 gold coins and piercing trident atk 100 hp 140 (atk 200 hp 280 when fighting against marine creatures like the Kraken, shark and etc.)
Pirate 4 atk 150 hp 160
Loot Message letter and locked jewelry box, if you have a golden key or is able to forge such a key, you opened the jewelry box to find a surprise spell scroll which can cast blind effect on your enemy, however, this is a temporary effect that makes your enemy atk 0 for 1 turn only, after that turn, discard Message letter which is the source of magic and you cannot cast this spell again.
If you defeat all of the enemies: Turn to page 32.
If you lose to even one of the enemy: Turn to page 33.
Page 26
The child's drawing holds a secret deeper than its facade. A second layer concealed within its double stitching, obscured yet waiting to be unveiled. Should you possess a source of heat, like a candle's flame or a lit lantern, it could unfurl the hidden truth.
Use up and discard a heat source to reveal the secret: Turn to page 34.
Find a merchant and exchange it for something else: Turn to page 35.
Find a pirate to plot the treasure spot: Turn to page 36.
Find a fighter at the busy crossroad: Turn to page 68.
Page 27
The gamemaster looks at you curiously, “No, why did you purchased a cat? Explain it to me!”
You entered into a state of confusion and stated how adorable and responsive that cat is.
The gamemaster rejects your choice while looking sad, “The adventurer have purchased a fluffy and active cat, they lived happily ever after. The end.”.
Page 28
The timberman explained your ship order is not here yet, you may revisit on another day.
Add 1 day to your adventure starting from day 1, if it is day 5, you have failed your quest and returned to a life of normalcy.
Go to Crystal Tavern and order a cup of barley tea: Turn to page 4.
Find adventurers to be your bodyguard: Turn to page 8.
Page 29
You found a steep slope and drank some river water, it was icy cold which makes you bear the sun's heat a little bit more. If it is nightime, you get a cold fever which deactivated your skill and you are unable to activate your skill until your cold fever is gone.
If you are not sure whether it is daytime or nighttime, flip a coin to decide it.
If you have any clothes, lantern and fuel or anything that gives your warmth, you may use it to heal your cold fever and all other illnesses you may have.
Find berries: Turn to page 66.
Setup camp: Turn to page 30.
Page 30
You endured the chilly night and any companions that you have abandoned takes this chance to assassinate you.
I do not have any companions: Turn to page 82.
I have companion but did not abandon any of them: Turn to page 38.
I have abandoned 1 or more companions: Turn to page 39.
Page 31
The shark's jaws clamp around your hand, wrenching away your equipped weaponry. You lose your equipped fighting equipment, you may equip another fighting equipment now and enter fight.
Shark atk 100 hp 100
Loot shark and learn diving skill defense 200 scissor
Swim ashore and setup camp: Turn to page 30.
Page 32
You may recruit any number of them as your crew members.
Find a merchant: Turn to page 13.
Head to shipyard: Turn to page 12.
Find a fighter at the busy crossroad: Turn to page 68.
Page 33
You looked at your bloodstained hands.
You wondered what wrong choices you have made to have let you to your demise. The end.
Page 34
What you found might make you into a criminal. It states “Kill the king's advisor for 500 gold coins and few jewelries.”
You could either burn it away to avoid being accused of being an assassin: Turn to page 40.
Or, you could hand it over to the prince's navy guards to warn them: Turn to page 41.
Page 35
The merchant is not interested in your item.
You continue to browse his shop items instead: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 36
The pirate can't make tails out of it.
You may ask his friends instead at the pirate's cove: Turn to page 19.
Sell it to a merchant: Turn to page 35.
Page 37
You were really dizzy and is unable to use your fighting equipment.
Tavern's brawl hazard, danger 100 paper.
If you passed this test: Turn to page 42.
Page 38
The island's mysteries beckon, the ease of your exploration determined by the number of your companions:
I have 1 companion: Turn to page 77.
I have 2 companions: Turn to page 78.
I have 3 companions: Turn to page 79.
I have 4 companions: Turn to page 80.
I have 5 or more companions: Turn to page 81.
Page 39
Your abandoned companions have indeed came back for your life.
Negotiate to give them 90% of the loots without mentioning that the commission reward is counted separately from the enemies' loots: Turn to page 91.
Convince them you have the secret map of atlantis: Turn to page 92.
Inform them it was all a test to see whether they can survive fighting the dragon: Turn to page 93.
Page 40
A dark seal has been broken, the demonic hands clutched upon your very soul.
Dark aura hazard, danger 200 scissor.
If you passed this test: Turn to page 43.
Page 41
The prince calmly said, “I dunno why this is in your hands? But this means the assassination have failed.”
Claim you can do the assassination instead: Turn to page 75.
Make up a rumour that the assassin have turned his backs upon him and become his bodyguard: Turn to page 76.
Page 42
A tall white elf was amazed at your athletic competition, you can invite him as your companion and note that down.
Find a merchant elsewhere: Turn to page 13.
Find a pirate elsewhere: Turn to page 14.
Find a fighter at the busy crossroad: Turn to page 68.
Page 43
A long tattoo appeared over your neck and shoulders.
You may use any holy skill like bless to remove the tattoo, otherwise the tattoo sticks to you for life.
Find a merchant elsewhere: Turn to page 13.
Find a pirate elsewhere: Turn to page 14.
Find a fighter at the busy crossroad: Turn to page 68.
Page 44
Do a stealth test of 8, flip a coin, if heads, double your stealth for this test.
If you pass the test, you receive 40 gold coins and a golden key.
Leave quietly: Turn to page 25.
Wait for a few more hours: Turn to page 45.
Page 45
A pirate caught you sneaking in.
You may unleash your mana and call in the kraken.
Call the kraken: Turn to page 46.
Fight the pirate: Turn to page 47.
Page 46
Do a mana test of 12, flip a coin, if heads, double your mana for this test.
If you pass the test, a kraken appears and gobble the pirate.
But it fights you too.
Kraken atk 200 hp 400
Loot chain of Kraken atk 200 hp 300 and scroll of whirlpool atk 150 hp 250
If you fail the test, the pirate flees away in cowardice and you find a repairing tweezer.
Whenever you find a small faulty item like a spyglass or anything else, you may use this tweezer to fix it, the tweezer still stays in your pocket for any future repairs.
Find a merchant elsewhere: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 47
You may bribe the pirate with a golden key or a replica if you are able to forge keys.
If you bribe the pirate, you lose your key and do not take his loot, continue your journey.
Pirate 3 atk 100 hp 140
Loot 10 gold coins and piercing trident atk 100 hp 140 (atk 200 hp 280 when fighting against marine creatures like the Kraken, shark and etc.)
Find a merchant elsewhere: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 48
The pirates got hesitant and starts probing you.
State that you are sent by the king's navy guards which sounds like a stupid thing to say as they hate them because they have recently been raided by them: Turn to page 49.
State that you are a bounty hunter looking for a job: Turn to page 50.
State that you are here to sell magical weapons or items: Turn to page 51.
Page 49
The pirates got astounded and looked at you with puppy's eyes.
Hinted by their remorse, you gladly state that their pirate's ship is ready to be taken back at the navy's coast. They believed your lie and you escaped safely.
If this is actually your second time telling the same lie: Turn to page 25.
Find a merchant elsewhere: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 50
The pirate's leader whispered into your ears, “Kill the king's advisor and I will give you 450 gold coins, enough to spend for the rest of your life.”
Tell him you have slain the king's advisor and wants to join his gang: Turn to page 94.
Find a merchant elsewhere: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 51
You may sell any number of your magical weapons or items or elemental weapons or items for 10 gold coins each. The pirates worship you as their deity of luck and you learn mislead skill defense 200 scissor.
If you have no such item: Turn to page 25.
Find a merchant elsewhere: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 52
You realized you have been tricked to be a servant for the king's navy guards.
Do you have a compass? If yes: Turn to page 53.
Do you have a working spyglass? If yes: Turn to page 54.
Do you have a keymaker? If yes: Turn to page 55.
Do you have a scroll of whirlpool? If yes: Turn to page 56.
Do you not have any of the items or just do not feel like using any of them? If yes: Turn to page 67.
Page 53
The compass veers away from the paradise island's intended course, casting doubt on the ship's destination. You can jump off the ship but it is night time and you cannot actually see whether there are sharks or not.
Jump into the waters: Turn to Page 31
Wait till it is daytime: Turn to page 57.
Page 54
You see that the paradise island drifts further, you fear that the ship's destination is not the same as your destination, you can try your luck and swim towards the shore. There could be sharks or other dangerous marine animals, but the island is literally just nearby.
Jump into the waters: Turn to Page 31.
Wait till it is daytime: Turn to Page 57.
Page 55
You crafted some keys and opened various cabins and chests.
Loot 500 gold coins, 50 kg of tea leaves, ruby, emerald, sapphire, diary.
The king's advisor caught you in action. What would you do?
Persuade him you are a ship servant, just organizing the wares, cleverly hiding all the loot items in one chest: Turn to Page 58.
Snip him before he alerts the rest of the navy guards: Turn to Page 59.
Threaten him to land the ship on Paradise Island or you are calling the kraken: Turn to Page 60.
Page 56
You summon the whirlpool, obliterating the scroll.
The ship crashed onto a nearby shore which turns up to be your destination anyway.
Find river water for drinking: Turn to page 29.
Setup camp: Turn to page 30.
Page 57
The ship goes onto an endless adventure, just not the one that you are the hero in. You have transformed from a cobbler to a navy's cobbler, well done, well done, what more could I have asked for? The end.
Page 58
The king's advisor fires an ice bolt on you.
If you have a tattoo on you: Turn to Page 61.
Ice bolt hazard danger 200 scissor.
If you passed this test, the king's advisor mocks at you, “A mere servant can dodge this hit?”
You may convince him you are a spy sent by the prince to spot check on him: Turn to page 62.
Or persuade him you are just a petty thief and will return everything back to him: Turn to page 59.
Page 59
The man is old and does not trust you one bit. He have already prepared his cutlass and firearms for a sea fight.
King's advisor atk 120 hp 240
Loot cutlass and firearms atk 120 hp 240, 100 gold coins, navy whistle.
Jump into the waters: Turn to Page 31.
Blow the whistle: Turn to page 64.
Page 60
Do a mana test of 12, flip a coin, if heads, double your mana for this test.
If you pass the test, a kraken appears and gobble the king's advisor.
But it fights you too.
Kraken atk 200 hp 400
Loot chain of Kraken atk 200 hp 300 and scroll of whirlpool atk 150 hp 250
If you fail the test, the king's advisor laughs at you and prepare for a fight: Turn to page 59.
If you pass the test, you may mislead the ship guards to land on a nearby land to find the missing king's advisor: Turn to Page 29.
Page 61
The ice bolt deflected off you and went back to the king's advisor's throat instead. You are scared, if anyone finds this, you are jailed for life, no explanation is going to make up for this phenomenon.
Jump into the waters: Turn to Page 31.
Discreetly throw the king's advisor's body off ship and pretend nothing happened: Turn to Page 57.
Page 62
The king's advisor trusts you as everything makes sense now as the prince allowed him to set sail without being supervised which is unprecedented.
You asked to be let go at a nearby island and he did so.
Find river water for drinking: Turn to page 29.
Setup camp: Turn to page 30.
Page 63
If you have any gold, you may top up your bank account to 900 gold coins, otherwise your companion sounds the bad news on you that you stole his share of bounty. You still won the game but is now known as a pirate instead of a dragonslayer.
Page 64
Cannons started firing and cannonballs struck back too. The blackish night and dense fog have made the navy's ships fought each other in stupidity. You realized what you have done.
Battle the onslaught of navy guards: Turn to page 65.
Jump into the waters: Turn to Page 31.
Page 65
Cannonball hazard 300 paper
If you passed this test, you learned onslaught skill 300 paper.
The fighters died and the ships sunk.
You swim to a nearby island.
Find river water for drinking: Turn to page 29.
Setup camp: Turn to page 30.
Page 66
You did not find berries, berries are more frequently found at your previous land area.
You found coconuts, you are able to climb up to grab some of the fruity water balls.
But you lost your energy and jumped down instead.
See if you are protected from harm's way.
Vertical jump hazard danger 200 paper.
If you pass the test, your hunger is filled with the coconut's flesh and brought some coconuts back to your tent, note it down.
Setup camp: Turn to page 30.
Page 67
You have been spotted as an enemy as nobody recognizes you.
You bring out your weapons and enemies bring out their firearms too.
Charge into battle: Turn to page 64.
Hide using stealth until the heat dies down: Turn to page 57.
Page 68
It is almost like an arena with everyone showing off their talent.
However, nobody is interested in joining your expedition.
You can fight with any of them if you are up for the challenge.
You cannot fight the same enemy that you had fought before already.
Fight the Berserker Knight: Turn to page 69.
Fight the Wind Samurai: Turn to page 70.
Fight the black magic sage: Turn to page 71.
Fight the Lord's cavalry: Turn to page 72.
Chicken out and head to the nearby shipyard: Turn to page 12.
Page 69
Berserker Knight atk 100 hp 200
Loot Berserk skill defense 200 rock and 100 gold coins.
Whether you win or lose the battle, you found an amulet of ethereal on the ground, it have strength 10 and mana 12.
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 70
Wind Samurai atk 50 hp 250 (atk 100 hp 500 when fighting against melee enemies like longsword, Tiger sabre and etc.)
Loot Wind Samurai sword atk 50 hp 250 (atk 100 hp 500 when fighting against melee enemies like longsword, Tiger sabre and etc.)
If you defeated the samurai and have a Rice protected with leaves or an elf companion, you can heal his small injuries and he returns the gratitude by selling you a Wind dagger atk 500 hp 50 for 50 gold coins if you want.
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 71
If you have tattoo on your body: Turn to page 73.
black magic sage atk 110 hp 200
Loot fire element, you may sacrifice fire element and one of any fighting equipment to create fire scythe atk 110 hp 200 (If you flip a heads and attack first, double your first attack in the battle to atk 220.)
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 72
If you have a mirror or anything that reflects light: Turn to page 74.
Lord's cavalry atk 200 hp 250
Loot 100 gold coins and a horse, if a danger approaches you with harm and you cannot protect yourself with skill, you can sacrifice a horse to nulify all damage to you and continue your journey onwards.
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 73
The black magic sage casted a black dart towards your body, the darts pinches your skin but bounces back as though they had hit a wall, the sage's body stiffened with the reflected darts on his body.
Loot fire element, you may sacrifice fire element and one of any fighting equipment to create fire scythe atk 110 hp 200 (If you flip a heads and attack first, double your first attack in the battle to atk 220.)
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 74
You pointed the mirror or item towards the horse's eyes, it galloped up and down and the knight got flung to the ground. The knight refuses to fight in embarrasment and you receive the loot directly.
Loot 100 gold coins and a horse, if a danger approaches you with harm and you cannot protect yourself with skill, you can sacrifice a horse to nulify all damage to you and continue your journey onwards.
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 75
The prince hands you a black relic, it seems to drain people's energy. You feel very uncomfortable holding onto it but you do not dare defy the prince. When the prince is not in sight anymore, you can throwaway the black relic as you wish.
You are left confused as the prince did not explained anything, just note down the black relic or discard it and continue on your adventure.
Find a merchant: Turn to page 13.
Find a pirate: Turn to page 14.
Find a fighter at the busy crossroad: Turn to page 68.
Page 76
You became the prince's bodyguard to protect him from arrows, poisons and swords. But so far, you have only been drinking tasty ice desserts and eating springy onions breads. You wondered how long will this takes to end but right now when you look into the mirror, your hair is grey with age. You are safe inside a royal cage but so is your ambition, The End.
Page 77
You found the Dragon of Atlantis or more like, it found you. You are fat like a rat waiting to be devoured with pleasure. But luckily you have 1 companion, you use him as a bait and he got eaten away, realizing you have no more backups, you retreat to previous land where you used to live and The End.
Or you may choose to fight the Dragon of Atlantis one on one.
Before your fight, you may throw and discard any one weapon of yours at the Dragon in despair, deduct the dragon's hp accordingly, the dragon does not regenerate hp until the fight is over.
Dragon of Atlantis atk 300 hp 900 (Actual: atk 300 hp 900-X)
Loot Dragon's Tear
If you win the dragon, flip to page 83.
Page 78
You found the Dragon of Atlantis or more like, it found you. You are fat like a rat waiting to be devoured with pleasure. But luckily you have 2 companions, you use one as a bait and he got eaten away, then you realize the dragon is launching an icicle towards you.
Dodge it: Turn to page 84.
Use a shield or use whatever object you have as a shield: Turn to page 85.
Page 79
You found the Dragon of Atlantis or more like, it found you. You are fat like a rat waiting to be devoured with pleasure. But luckily you have 3 companions, the four of you runs in circle, confusing the murdering overlord. It got dizzy and retreated back to the ice peak mountain nearby.
Travel to ice peak mountain: Turn to page 86.
Wait for another day: Turn to page 87.
Page 80
You found the Dragon of Atlantis or more like, it found you. You are fat like a rat waiting to be devoured with pleasure. But luckily you have 4 companions, the dragon swoops down and almost snatched one of yours but got caught in a tree falling saw instead, the saw pressed down the dragon's neck towards the ground. The dragon is not in pain but its movement is inhibited.
Chop the dragon down: Turn to page 83.
Chop the trap wood: Turn to page 88.
Page 81
You found the Dragon of Atlantis or more like, it found you. You are fat like a rat waiting to be devoured with pleasure. But luckily you have 5 or more companions, they used you as a bait and you got eaten away by the dragon, they most likely have won the battle with sheer numbers but your journey has ended abruptly, The End.
Page 82
You weren't able to find the Dragon of Atlantis but maybe that is a blessing. You found a large cave system, even though it is dark, you are able to memorize the route, eventually you reached the reservoir of water. If you have the black relic from prince or anything super poisonous, you may leach them into this drinking water and hope to taint the dragon.
Poison the reservoir with a black relic or anything super poisonous: Turn to page 89.
There is no need to kill the dragon, since it cannot find you, you are safe in here for life: Turn to page 90.
Page 83
You exchanged your Dragon's tear for a thousand gold coins. People smiles at you and your flirting is returned back. You have got the life you wanted and you rest your feet after a long adventure. Congratulations, you won the game.
But if your bank deposit is 900 gold coins or less and have at least 1 surviving companion: Turn to page 63.
Page 84
You dodged it successfully, but the dragon flinged another icicle towards you and you are done, The End.
Page 85
You blocked the icicle which transformed your shield or object into having cold resistance, you equip that in your fight against the Dragon of Atlantis, double your hp only for this fight.
Dragon of Atlantis atk 300 hp 900
Loot Dragon's Tear
If you win the dragon, flip to page 83.
Page 86
Your team got covered in snow and is unable to find each other. Your team slowly becomes hungry and is lost in the dark mountain which never seems to see the sunlight. When you found many skeletons along the icy tracks, you realized this is all a part of the dragon's plan, The End.
Page 87
The dragon of atlantis is furious that you guys are having fun in his territory, one day, it goes all out and chased you all down one by one. But it was a bait and catch, the other fighters are all nearby.
The dragon fights four of you anyway, quadraple your atk only for this fight.
Dragon of Atlantis atk 300 hp 900
Loot Dragon's Tear
If you win the dragon, flip to page 83.
Page 88
You released the dragon of atlantis but instead of repaying your kindness, it chomps your companion one by one. In a furious breath, your dying companion insulted you. You ride onto the Dragon of Atlantis and became a dragon rider, The End.
Page 89
The dragon slowly became poisoned over drinking the river water that came out of the cave. You decided to bring it down whether it is sick or became immune to poison. Turns out, your poison works and the dragon only have halved atk and halved hp only for this fight.
Dragon of Atlantis atk 300 hp 900 (Actual: atk 150 hp 450)
Loot Dragon's Tear
If you win the dragon, flip to page 83.
Page 90
You became a caveman, The End.
Page 91
If you had learnt mislead skill and activated the skill before you even entered this page, you successfully tricked your companions. Your team defeated the dragon.
You exchanged your Dragon's tear for a thousand gold coins. People smiles at you and your flirting is returned back. You have got the life you wanted but you remained running away for the rest of your life as you tricked your companions out of their bounty rewards. Congratulations, you won the game and deceived your companions.
Page 92
They believed and slaughtered you and then loot your secret map of atlantis if you have any, The End.
Page 93
Do a strength test of 10, flip a coin, if heads, double your strength for this test.
If you passed the test, you managed to pressure your companions into following your lead.
Eventually with your leadership, your team met the dragon.
Only for this fight, you may equip any number of your companions with your equipments and enter the fight with the dragon, your companions fight one by one until they have all lost and you enter the fight with the dragon with its remaining hp, only for this fight, the dragon does not regenerate hp to full after each battle with your companion.
Dragon of Atlantis atk 300 hp 900
Loot Dragon's Tear
If you win the dragon, flip to page 83.
Page 94
The pirates knew you lied as they saw the king's advisor earlier, you were unable to show any proof of your bounty. They gave you a test to join the gang but was tricked to smuggle strange items. You were caught and kept in prison till you rot, The End.
Page 95
Add 1 day to your adventure starting from day 1, if it is day 5, you have failed your quest and returned to a life of normalcy.
The gangsters trying to collect road tax from small merchants are already getting beat up by the king's navy guards.
Hire a king's navy guard: Turn to page 96.
Head to bank: Turn to page 11.
Head to shipyard: Turn to page 12.
Page 96
The king's navy guard laughs at your quest, not because of the risk but because they think you do not have enough fortune to make them follow you.
You can prove them wrong and recruit each of them for 200 gold coins.
You can invite as many companions as you want as long as you have the gold coins for it.
Head to bank: Turn to page 11.
Head to shipyard: Turn to page 12.
Page 97
A little princess greets as you wandered into a shop with a short ceiling.
She lets you touch whatever you want, but unless you pay for it, you cannot leave with it.
Shop Price Attributes
Serpent's Eye Pendant 10 gold coins stealth 12 strength 7
(If your equipment's atk is 90 or lower, you may attack twice on your first turn of attacking.)
Moonstone Earrings 15 gold coins mana 20
(If your equipment's hp is 140 or lower, you may dodge enemy's first turn of attacking.)
Crystal Crown Tiara 100 gold coins intelligence 20
(If you are fighting against multiple enemies or that there are multiple enemies in the same page, you may bribe each of the enemy with 100 gold coins to stop fighting and recruit them as companion.)
Ocean Pearl Choker 5 gold coins stealth 20
(On a fighting lost, you may sacrifice Ocean Pearl Choker instead of your fighting gear. But you still do not receive any spoils from your enemy.)
Fire Ruby Cufflinks 25 gold coins strength 20
(On a fighting lost, you may sacrifice Ocean Pearl Choker instead of your fighting gear. But you still do not receive any spoils from your enemy.)
Whispering Breeze Necklace 300 gold coins intelligence 12 strength 20
(On a fighting win, you may sacrifice Whispering Breeze Necklace and double the original stats of your fighting gear's atk and hp. You may claim any spoils from your enemies.)
Inferno Gauntlet 400 gold coins mana 30
(If you are fighting any creature that is bigger than you, you may sacrifice Inferno Gauntlet and double your equipment's atk only for this fight.)
Frostbite Ring 100 gold coins no attributes
(You are immune to cold fever or any similar illnesses.)
Amber Resonance Pendant 50 gold coins no attributes
(Each of your companion gets +30 atk.)
Head to bank: Turn to page 11.
Head to shipyard: Turn to page 12.
Page 98
The priest is willing to help you but each lesson will add 1 day to your adventure starting from day 1, if it is day 5, you have failed your quest and returned to a life of normalcy.
Aqua Shield skill defense 200 scissor
Earthquake Slam skill defense 200 rock
Flame Burst skill defense 200 paper
Thunderstrike skill defense 300 paper (You need to have learnt 4 skills from anywhere to learn this skill.)
Mindfire Manipulation skill defense 400 paper (You need to have learnt 6 skills from anywhere to learn this skill.)
Iron Will skill defense 300 rock (You need to have learnt 4 skills from anywhere to learn this skill.)
Spiritual Insight skill defense 300 scissor (You need to have learnt 4 skills from anywhere to learn this skill.)
Go and earn more money: Turn to page 6.
Go and fight some gangsters: Turn to page 95.
Page 99
Your ship rammed into a nearby ship and aboard it. You are lucky you found a merchant's ship with stocks filled to the brim.
If you use a skill that could threaten the merchants to do your bidding yet not harm them: Turn to page 100.
If you use a skill that could threaten the merchants to do your bidding but it harms them: Turn to page 100.
If you do not have any skill or do not want to use any skill: Turn to page 100.
Page 100
If you did not harm the merchants, they gladly provide you with enough provisions for 1 week, do not note it down.
If you harmed the merchants, you entered a fight with them and all of your attribute accessories, whether equipped or in your inventory are stolen during the chaos. You forcefully steal 1 week of provisions from the merchants.
Your crew or yourself embark onto the island of atlantis.
Your crew awaits your command.
If you do not have any companion, you lost your motivation to continue your journey as you realized you had became a pirate, The End.
Ask your crew to find river water for drinking: Turn to page 29.
Ask your crew to setup camp: Turn to page 30.
Dragon of Atlantis is a choose your own adventure game.
The how-to-play section is intentionally left undone, letting you to make up whatever rules you desired to complete it.
How to play:
The game is simple — choose your path and accept the results or consequences of your actions by flipping to the new page.
Combat is unfortunately manual: Decide whether the player or enemy attacks first, by flipping a coin. The fighters takes turns to swing their weaponry onto their adversary until one quits.
On a win, you may claim any spoils from your enemies.
On a lose, the price is immense — lose your fighting gear or all other items in your inventory. Do not receive any spoils from your enemy.
Whether you win or lose, continue your journey, the game will let you know if it is The End. Also, after each fight, instant heal back the weaponry's atk and hp to its original numbers.
You can equip only one fighting equipment to fight an enemy.
Example: Choose to equip Falcon hinged sword atk 310 hp 500 or Venom Bow atk 100 hp 900
You can wear only one attribute accessory to do an attribute test.
Example: Choose to wear Praying beads intelligence 5 stealth 7 or Belt of ability strength 12
Example: You tried to persuade the tavern master to divulge the secret location of the dragon, do an intelligence test of 7, flip a coin, if heads, double your intelligence for this test.
You can choose only one skill to be activated to defend yourself from danger.
Example: Choose to activate Light feet skill defense 100 rock or Evasion skill defense 100 scissor
Example: You met an old woman that blocks your route, the wait turns into an accident as the rain pushes the mountain boulders downhill to you.
See if your skill can protect you from harm's way, the hazard is danger 50 paper, if not, you got injured and abandoned your adventure. The End.
Because rock loses to paper, your 100 is halved, it is now 50, which is still a pass for a 50 hazard.
If your defense is 100 rock against 50 scissor danger, your 100 is doubled.
Players might say, "Your tutorial aren't done," and ask questions like, "Can I swap equipment mid-fight or swap equipment after entering battle?" Basically, you decide how it goes, making the rules is part of the game and how you play the game is part of the story. Do not be bogged down by rules, if you feel like you should be winning this fight or be passing this test, directly call it a success. I want you to enjoy the creativity of a story rather than the mathematics of a combat system.
In the tavern crowded with guests, your patience is soaked inside the liter of barley tea. You kept drinking it but do not feel replenished. You wondered what has left you and you are reminded that you had failed to make friends and lovers. You have always had a vibrant child inside of you but it seems like the child is no longer there anymore. Besides you are a group of adventurers boasting about their campaigns and spoils, because of what they had earned, their reputation soared to the sky, and you bet it is easy for them to make friends and lovers. But the daunting truth remains, all of the missions have already been completed by this group of bean sprouts and other legends. All but one mission, the Dragon of Atlantis. This particular mission is so risky, that they say “To go into the island of paradise is equivalent to the seeking of death.”. Your greed pours in and your vision of a life with merry friends and loving family takes priority in your daydreaming.
You are a lowly cobbler, destined to fix and sell shoes. Steered away by bypassers, you are treated with disdain as though you are unhygienic and statusless. But the opposite is true, your pockets are deep and your knowledge in crafting powder that kills bacteria are always used whenever you repair shoes. But the status of a cobbler pulls you away from everyone you meet, your reputation always sinking and never arises. If you want a better life, you might have to rethink your vocation.
The dragon of atlantis slumbers at the top ice peak of paradise island, sheltered away from any challengers. The cold weather is enough to freeze the hot blood of bounty hunters and explorers. Yet, occassionally, someone still attempts to do it, someone like you. Remember to claim the Dragon's tear to exchange for your reward of 1000 gold coins and upstanding reputation of being the dragon slayer. Asking others to join you on your adventure will bring you mockery, you have been warned. What would you do next?
Continue sipping on your barley tea: Turn to page 4.
Ask the tavern's customers to join you on your adventure: Turn to page 8.
Page 2
You feel well rested but your possessions have vanished without a trace.
You learnt sharp aim skill defense 100 paper.
Look for the innkeeper: Turn to page 5.
Go and earn more money: Turn to page 6.
Go and fight some gangsters: Turn to page 95.
Page 3
You ran through the villages and spotted many rustic huts and friendly people.
But you woke up and realized it is all a dream, people thought you were a beggar sleeping in the streets and donated to you some items.
5 gold coins glitter in your hand accompanied by a child's drawing, note it down.
Decipher the drawing: Turn to page 7.
Go back to sleep: Turn to page 2.
Page 4
You gained an inspiration and learnt swimming skill defense 100 scissor, note it down.
Then you realized you are just dizzy and cannot walk properly.
Head back to sleep: Turn to page 2.
Run 2.4 km: Turn to page 3.
Page 5
The innkeeper bustles amidst clinking glasses and merry patrons, leaving little room for your plight.
Bribe him to inquire about suspicious figures: Turn to page 9.
The innkeeper stole your items, time to fight: Turn to page 10.
Page 6
Add 1 day to your adventure starting from day 1, if it is day 5, you have failed your quest and returned to a life of normalcy.
You earned 5 gold coins and lady shoes intelligence 5 stealth 7.
Do a strength test of 5, flip a coin, if heads, double your strength for this test.
If you pass the test, you receive 5 more gold coins and baron's spectacles intelligence 10 and mana 12.
Head to bank: Turn to page 11.
Head to shipyard: Turn to page 12.
Page 7
Do an intelligence test of 7, flip a coin, if heads, double your intelligence for this test.
If pass: Turn to page 26.
Find a merchant: Turn to page 13.
Find a pirate: Turn to page 14.
Find a fighter at the busy crossroad: Turn to page 68.
Page 8
Your words echo through the air, ringing with grand intentions to slay the fearsome Dragon of Atlantis. Laughter dances like firelight, mocking your audacious claims. Your brave facade wavers, and no soul steps forth to join your quest.
Find a merchant elsewhere: Turn to page 13.
Find a pirate elsewhere: Turn to page 14.
Find a fighter at the busy crossroad: Turn to page 68.
Pick up a fight: Turn to page 37.
Page 9
The innkeeper declines your gold coins, you are confused and went back to check your belongings and realized you merely entered the wrong room. If you have already received any of the following, you cannot receive it again.
Receive long sword atk 100 hp 200, archer's bow and arrows atk 50 hp 250, staff of ice atk 70 hp 200, 50 gold coins and Gentlemen shoes strength 5 mana 7
Go and earn more money: Turn to page 6.
Go and fight some gangsters: Turn to page 95.
Go and kill the innkeeper anyway: Turn to page 10.
Page 10
The innkeeper is also a priest of havenorth. With a solemn invocation, he calls upon his deity's power, bringing you to your knees in cleansing purity.
Fight him: Turn to page 15.
Sounds like a tough fight, runaway: Turn to page 16.
Page 11
You realized you are the one that posted the commission and reward for the Dragon of Atlantis and you really should not be taking this bank deposit or your reputation will fold if an adventurer is unable to exchange his Dragon's tear for a thousand gold coins or anywhere close to that amount.
You can withdraw an amount of up to 1000 gold coins, you can withdraw as many as you want, and remember, to note down how many gold coins you still have deposited inside the bank.
Go to Crystal Tavern and order a cup of barley tea: Turn to page 4.
Find adventurers to be your bodyguard: Turn to page 8.
Page 12
The timberman is selling a sturdy and ready rowboat for 10 gold coins.
Ask for a discount: Turn to page 17.
Take it, pay 10 gold coins and travel to the paradise island: Turn to page 18.
Page 13
The merchant is unlike what you expected, he is skinny and have long legs. He looks like he is starving but is beaming with a great smile. You can purchase anything as you have the gold coins for it.
Shop Price Merchant's persuasion
Mirror with mermaid's adornment 2 gold coins You can see who is stalking behind you.
Broken spyglass 1 gold coin It works perfectly before it was broken.
Tiger sabre atk 90 hp 190 5 gold coins It can always be resold if you do not need it.
Captain's compass 2 gold coins It points to wherever huge magnetic pull is.
Lantern and fuel free Just take it.
Lghtning crossbow atk 30 hp 300 3 gold coins Powerful arms if you can aim.
(atk 60 hp 600 when fighting against ranged enemies like the king's advisor, dragon and etc.)
Keymaker 10 gold coins Forges any key you want to.
Rice protected with leaves free It is provided by the king's advisor charity.
Orange cat 1 gold coin You will feel less lonely with it.
If you had bought a cat: Turn to page 27.
Look for an accessory shop: Turn to page 97.
Head to bank: Turn to page 11.
Head to shipyard: Turn to page 12.
Page 14
The pirate is surprised you found him. His skin is tanned and non-muscular. He kept asking you how did you find him when he was obviously wearing a standard pirate's hat.
Ask him that you want to aboard his pirate ship and go to paradise island: Turn to page 19.
Ask him to be your crewmember and join your trip to paradise island: Turn to page 20.
Page 15
Priest of havenorth atk 50 hp 150
Loot Holy candle, 50 gold coins and learn bless skill defense 100 paper
Steal the tavern's keys and become an innkeeper: Turn to page 21.
Heal the priest with your bless skill and return to your job as a cobbler: Turn to page 6.
If you had lost the fight, you may repent and learn from the priest: Turn to page 98.
Page 16
You learnt cowardice skill defense 200 rock
Go and earn more money as a cobbler: Turn to page 6.
Go and fight some gangsters: Turn to page 95.
Run as far away from the priest as possible: Turn to page 3.
Page 17
The timberman is selling a sailing ship for 5 gold coins.
Ask for a discount: Turn to page 22.
Take it, pay 5 gold coins and travel to the paradise island: Turn to page 18.
Page 18
Days turns into weeks and your rations are almost used up.
Find a nearby ship and raid it: Turn to page 99.
Throwaway any companions you might have brought along and note it down: Turn to page 23.
Hunt for fishes: Turn to page 24.
Page 19
The pirate brought you to the pirate's cove but it was a setup. There were many pirates here but no pirate ship in sight, they have been recently raided by the king's navy guards. Times are really bad and you sense an ominous silence as the pirates stared at you.
Runaway: Turn to page 25.
Enter the pirate's inner cove with stealth: Turn to page 44.
Brandish your weaponry if you have any: Turn to page 45.
Page 20
You now have a crewmember and he is nicknamed two eyes, because you know, he have two eyes.
Find a merchant: Turn to page 13.
Find the pirate's friends and recruit them as well: Turn to page 19.
Find a fighter at the busy crossroad: Turn to page 68.
Page 21
You elevated your status from a cobbler to an innkeeper, your quest is now pointless as you have many tea drinking friends and none despise of being married to you. The end.
Page 22
The timberman is selling a tall sailing ship with multiple cabins and storages for 1 gold coin.
Ask for a discount: Turn to page 28.
Take it, pay 1 gold coin and travel to the paradise island: Turn to page 52.
Page 23
You threw away all your companions but realized you are already nearby the paradise island, it was supposed to be a short journey anyway. Your vengeful companions started swimming ashore preparing to ambush you as you are taking your time to learn how to anchor your boat or ship.
Find river water for drinking: Turn to page 29.
Setup camp: Turn to page 30.
Page 24
You caught some fishes, no need to note it down. But your greed makes you go for more and your caught fish ended up being taken away by bloodthirsty sharks, you got pulled into sea while your companions, if any, smirked at you instead of helping you.
Push the shark's nose: Turn to page 31.
Fight the shark: Turn to page 31 as well.
Swim ashore and abandon your boat or ship: Turn to page 30.
Page 25
Never turn your back against your enemies. The pirates chased you down as they are more familiar with the territory, you got caught and had to fight for your life. Remember to heal your atk and hp to full after each enemy fight.
Pirate 1 atk 50 hp 100
Loot 5 gold coins and a tortoise shield
Pirate 2 atk 70 hp 110
Loot Maiden clothes and rope
Pirate 3 atk 100 hp 140
Loot 10 gold coins and piercing trident atk 100 hp 140 (atk 200 hp 280 when fighting against marine creatures like the Kraken, shark and etc.)
Pirate 4 atk 150 hp 160
Loot Message letter and locked jewelry box, if you have a golden key or is able to forge such a key, you opened the jewelry box to find a surprise spell scroll which can cast blind effect on your enemy, however, this is a temporary effect that makes your enemy atk 0 for 1 turn only, after that turn, discard Message letter which is the source of magic and you cannot cast this spell again.
If you defeat all of the enemies: Turn to page 32.
If you lose to even one of the enemy: Turn to page 33.
Page 26
The child's drawing holds a secret deeper than its facade. A second layer concealed within its double stitching, obscured yet waiting to be unveiled. Should you possess a source of heat, like a candle's flame or a lit lantern, it could unfurl the hidden truth.
Use up and discard a heat source to reveal the secret: Turn to page 34.
Find a merchant and exchange it for something else: Turn to page 35.
Find a pirate to plot the treasure spot: Turn to page 36.
Find a fighter at the busy crossroad: Turn to page 68.
Page 27
The gamemaster looks at you curiously, “No, why did you purchased a cat? Explain it to me!”
You entered into a state of confusion and stated how adorable and responsive that cat is.
The gamemaster rejects your choice while looking sad, “The adventurer have purchased a fluffy and active cat, they lived happily ever after. The end.”.
Page 28
The timberman explained your ship order is not here yet, you may revisit on another day.
Add 1 day to your adventure starting from day 1, if it is day 5, you have failed your quest and returned to a life of normalcy.
Go to Crystal Tavern and order a cup of barley tea: Turn to page 4.
Find adventurers to be your bodyguard: Turn to page 8.
Page 29
You found a steep slope and drank some river water, it was icy cold which makes you bear the sun's heat a little bit more. If it is nightime, you get a cold fever which deactivated your skill and you are unable to activate your skill until your cold fever is gone.
If you are not sure whether it is daytime or nighttime, flip a coin to decide it.
If you have any clothes, lantern and fuel or anything that gives your warmth, you may use it to heal your cold fever and all other illnesses you may have.
Find berries: Turn to page 66.
Setup camp: Turn to page 30.
Page 30
You endured the chilly night and any companions that you have abandoned takes this chance to assassinate you.
I do not have any companions: Turn to page 82.
I have companion but did not abandon any of them: Turn to page 38.
I have abandoned 1 or more companions: Turn to page 39.
Page 31
The shark's jaws clamp around your hand, wrenching away your equipped weaponry. You lose your equipped fighting equipment, you may equip another fighting equipment now and enter fight.
Shark atk 100 hp 100
Loot shark and learn diving skill defense 200 scissor
Swim ashore and setup camp: Turn to page 30.
Page 32
You may recruit any number of them as your crew members.
Find a merchant: Turn to page 13.
Head to shipyard: Turn to page 12.
Find a fighter at the busy crossroad: Turn to page 68.
Page 33
You looked at your bloodstained hands.
You wondered what wrong choices you have made to have let you to your demise. The end.
Page 34
What you found might make you into a criminal. It states “Kill the king's advisor for 500 gold coins and few jewelries.”
You could either burn it away to avoid being accused of being an assassin: Turn to page 40.
Or, you could hand it over to the prince's navy guards to warn them: Turn to page 41.
Page 35
The merchant is not interested in your item.
You continue to browse his shop items instead: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 36
The pirate can't make tails out of it.
You may ask his friends instead at the pirate's cove: Turn to page 19.
Sell it to a merchant: Turn to page 35.
Page 37
You were really dizzy and is unable to use your fighting equipment.
Tavern's brawl hazard, danger 100 paper.
If you passed this test: Turn to page 42.
Page 38
The island's mysteries beckon, the ease of your exploration determined by the number of your companions:
I have 1 companion: Turn to page 77.
I have 2 companions: Turn to page 78.
I have 3 companions: Turn to page 79.
I have 4 companions: Turn to page 80.
I have 5 or more companions: Turn to page 81.
Page 39
Your abandoned companions have indeed came back for your life.
Negotiate to give them 90% of the loots without mentioning that the commission reward is counted separately from the enemies' loots: Turn to page 91.
Convince them you have the secret map of atlantis: Turn to page 92.
Inform them it was all a test to see whether they can survive fighting the dragon: Turn to page 93.
Page 40
A dark seal has been broken, the demonic hands clutched upon your very soul.
Dark aura hazard, danger 200 scissor.
If you passed this test: Turn to page 43.
Page 41
The prince calmly said, “I dunno why this is in your hands? But this means the assassination have failed.”
Claim you can do the assassination instead: Turn to page 75.
Make up a rumour that the assassin have turned his backs upon him and become his bodyguard: Turn to page 76.
Page 42
A tall white elf was amazed at your athletic competition, you can invite him as your companion and note that down.
Find a merchant elsewhere: Turn to page 13.
Find a pirate elsewhere: Turn to page 14.
Find a fighter at the busy crossroad: Turn to page 68.
Page 43
A long tattoo appeared over your neck and shoulders.
You may use any holy skill like bless to remove the tattoo, otherwise the tattoo sticks to you for life.
Find a merchant elsewhere: Turn to page 13.
Find a pirate elsewhere: Turn to page 14.
Find a fighter at the busy crossroad: Turn to page 68.
Page 44
Do a stealth test of 8, flip a coin, if heads, double your stealth for this test.
If you pass the test, you receive 40 gold coins and a golden key.
Leave quietly: Turn to page 25.
Wait for a few more hours: Turn to page 45.
Page 45
A pirate caught you sneaking in.
You may unleash your mana and call in the kraken.
Call the kraken: Turn to page 46.
Fight the pirate: Turn to page 47.
Page 46
Do a mana test of 12, flip a coin, if heads, double your mana for this test.
If you pass the test, a kraken appears and gobble the pirate.
But it fights you too.
Kraken atk 200 hp 400
Loot chain of Kraken atk 200 hp 300 and scroll of whirlpool atk 150 hp 250
If you fail the test, the pirate flees away in cowardice and you find a repairing tweezer.
Whenever you find a small faulty item like a spyglass or anything else, you may use this tweezer to fix it, the tweezer still stays in your pocket for any future repairs.
Find a merchant elsewhere: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 47
You may bribe the pirate with a golden key or a replica if you are able to forge keys.
If you bribe the pirate, you lose your key and do not take his loot, continue your journey.
Pirate 3 atk 100 hp 140
Loot 10 gold coins and piercing trident atk 100 hp 140 (atk 200 hp 280 when fighting against marine creatures like the Kraken, shark and etc.)
Find a merchant elsewhere: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 48
The pirates got hesitant and starts probing you.
State that you are sent by the king's navy guards which sounds like a stupid thing to say as they hate them because they have recently been raided by them: Turn to page 49.
State that you are a bounty hunter looking for a job: Turn to page 50.
State that you are here to sell magical weapons or items: Turn to page 51.
Page 49
The pirates got astounded and looked at you with puppy's eyes.
Hinted by their remorse, you gladly state that their pirate's ship is ready to be taken back at the navy's coast. They believed your lie and you escaped safely.
If this is actually your second time telling the same lie: Turn to page 25.
Find a merchant elsewhere: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 50
The pirate's leader whispered into your ears, “Kill the king's advisor and I will give you 450 gold coins, enough to spend for the rest of your life.”
Tell him you have slain the king's advisor and wants to join his gang: Turn to page 94.
Find a merchant elsewhere: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 51
You may sell any number of your magical weapons or items or elemental weapons or items for 10 gold coins each. The pirates worship you as their deity of luck and you learn mislead skill defense 200 scissor.
If you have no such item: Turn to page 25.
Find a merchant elsewhere: Turn to page 13.
Find a fighter at the busy crossroad: Turn to page 68.
Page 52
You realized you have been tricked to be a servant for the king's navy guards.
Do you have a compass? If yes: Turn to page 53.
Do you have a working spyglass? If yes: Turn to page 54.
Do you have a keymaker? If yes: Turn to page 55.
Do you have a scroll of whirlpool? If yes: Turn to page 56.
Do you not have any of the items or just do not feel like using any of them? If yes: Turn to page 67.
Page 53
The compass veers away from the paradise island's intended course, casting doubt on the ship's destination. You can jump off the ship but it is night time and you cannot actually see whether there are sharks or not.
Jump into the waters: Turn to Page 31
Wait till it is daytime: Turn to page 57.
Page 54
You see that the paradise island drifts further, you fear that the ship's destination is not the same as your destination, you can try your luck and swim towards the shore. There could be sharks or other dangerous marine animals, but the island is literally just nearby.
Jump into the waters: Turn to Page 31.
Wait till it is daytime: Turn to Page 57.
Page 55
You crafted some keys and opened various cabins and chests.
Loot 500 gold coins, 50 kg of tea leaves, ruby, emerald, sapphire, diary.
The king's advisor caught you in action. What would you do?
Persuade him you are a ship servant, just organizing the wares, cleverly hiding all the loot items in one chest: Turn to Page 58.
Snip him before he alerts the rest of the navy guards: Turn to Page 59.
Threaten him to land the ship on Paradise Island or you are calling the kraken: Turn to Page 60.
Page 56
You summon the whirlpool, obliterating the scroll.
The ship crashed onto a nearby shore which turns up to be your destination anyway.
Find river water for drinking: Turn to page 29.
Setup camp: Turn to page 30.
Page 57
The ship goes onto an endless adventure, just not the one that you are the hero in. You have transformed from a cobbler to a navy's cobbler, well done, well done, what more could I have asked for? The end.
Page 58
The king's advisor fires an ice bolt on you.
If you have a tattoo on you: Turn to Page 61.
Ice bolt hazard danger 200 scissor.
If you passed this test, the king's advisor mocks at you, “A mere servant can dodge this hit?”
You may convince him you are a spy sent by the prince to spot check on him: Turn to page 62.
Or persuade him you are just a petty thief and will return everything back to him: Turn to page 59.
Page 59
The man is old and does not trust you one bit. He have already prepared his cutlass and firearms for a sea fight.
King's advisor atk 120 hp 240
Loot cutlass and firearms atk 120 hp 240, 100 gold coins, navy whistle.
Jump into the waters: Turn to Page 31.
Blow the whistle: Turn to page 64.
Page 60
Do a mana test of 12, flip a coin, if heads, double your mana for this test.
If you pass the test, a kraken appears and gobble the king's advisor.
But it fights you too.
Kraken atk 200 hp 400
Loot chain of Kraken atk 200 hp 300 and scroll of whirlpool atk 150 hp 250
If you fail the test, the king's advisor laughs at you and prepare for a fight: Turn to page 59.
If you pass the test, you may mislead the ship guards to land on a nearby land to find the missing king's advisor: Turn to Page 29.
Page 61
The ice bolt deflected off you and went back to the king's advisor's throat instead. You are scared, if anyone finds this, you are jailed for life, no explanation is going to make up for this phenomenon.
Jump into the waters: Turn to Page 31.
Discreetly throw the king's advisor's body off ship and pretend nothing happened: Turn to Page 57.
Page 62
The king's advisor trusts you as everything makes sense now as the prince allowed him to set sail without being supervised which is unprecedented.
You asked to be let go at a nearby island and he did so.
Find river water for drinking: Turn to page 29.
Setup camp: Turn to page 30.
Page 63
If you have any gold, you may top up your bank account to 900 gold coins, otherwise your companion sounds the bad news on you that you stole his share of bounty. You still won the game but is now known as a pirate instead of a dragonslayer.
Page 64
Cannons started firing and cannonballs struck back too. The blackish night and dense fog have made the navy's ships fought each other in stupidity. You realized what you have done.
Battle the onslaught of navy guards: Turn to page 65.
Jump into the waters: Turn to Page 31.
Page 65
Cannonball hazard 300 paper
If you passed this test, you learned onslaught skill 300 paper.
The fighters died and the ships sunk.
You swim to a nearby island.
Find river water for drinking: Turn to page 29.
Setup camp: Turn to page 30.
Page 66
You did not find berries, berries are more frequently found at your previous land area.
You found coconuts, you are able to climb up to grab some of the fruity water balls.
But you lost your energy and jumped down instead.
See if you are protected from harm's way.
Vertical jump hazard danger 200 paper.
If you pass the test, your hunger is filled with the coconut's flesh and brought some coconuts back to your tent, note it down.
Setup camp: Turn to page 30.
Page 67
You have been spotted as an enemy as nobody recognizes you.
You bring out your weapons and enemies bring out their firearms too.
Charge into battle: Turn to page 64.
Hide using stealth until the heat dies down: Turn to page 57.
Page 68
It is almost like an arena with everyone showing off their talent.
However, nobody is interested in joining your expedition.
You can fight with any of them if you are up for the challenge.
You cannot fight the same enemy that you had fought before already.
Fight the Berserker Knight: Turn to page 69.
Fight the Wind Samurai: Turn to page 70.
Fight the black magic sage: Turn to page 71.
Fight the Lord's cavalry: Turn to page 72.
Chicken out and head to the nearby shipyard: Turn to page 12.
Page 69
Berserker Knight atk 100 hp 200
Loot Berserk skill defense 200 rock and 100 gold coins.
Whether you win or lose the battle, you found an amulet of ethereal on the ground, it have strength 10 and mana 12.
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 70
Wind Samurai atk 50 hp 250 (atk 100 hp 500 when fighting against melee enemies like longsword, Tiger sabre and etc.)
Loot Wind Samurai sword atk 50 hp 250 (atk 100 hp 500 when fighting against melee enemies like longsword, Tiger sabre and etc.)
If you defeated the samurai and have a Rice protected with leaves or an elf companion, you can heal his small injuries and he returns the gratitude by selling you a Wind dagger atk 500 hp 50 for 50 gold coins if you want.
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 71
If you have tattoo on your body: Turn to page 73.
black magic sage atk 110 hp 200
Loot fire element, you may sacrifice fire element and one of any fighting equipment to create fire scythe atk 110 hp 200 (If you flip a heads and attack first, double your first attack in the battle to atk 220.)
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 72
If you have a mirror or anything that reflects light: Turn to page 74.
Lord's cavalry atk 200 hp 250
Loot 100 gold coins and a horse, if a danger approaches you with harm and you cannot protect yourself with skill, you can sacrifice a horse to nulify all damage to you and continue your journey onwards.
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 73
The black magic sage casted a black dart towards your body, the darts pinches your skin but bounces back as though they had hit a wall, the sage's body stiffened with the reflected darts on his body.
Loot fire element, you may sacrifice fire element and one of any fighting equipment to create fire scythe atk 110 hp 200 (If you flip a heads and attack first, double your first attack in the battle to atk 220.)
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 74
You pointed the mirror or item towards the horse's eyes, it galloped up and down and the knight got flung to the ground. The knight refuses to fight in embarrasment and you receive the loot directly.
Loot 100 gold coins and a horse, if a danger approaches you with harm and you cannot protect yourself with skill, you can sacrifice a horse to nulify all damage to you and continue your journey onwards.
Find a fighter at the busy crossroad: Turn to page 68.
Head to the nearby shipyard: Turn to page 12.
Page 75
The prince hands you a black relic, it seems to drain people's energy. You feel very uncomfortable holding onto it but you do not dare defy the prince. When the prince is not in sight anymore, you can throwaway the black relic as you wish.
You are left confused as the prince did not explained anything, just note down the black relic or discard it and continue on your adventure.
Find a merchant: Turn to page 13.
Find a pirate: Turn to page 14.
Find a fighter at the busy crossroad: Turn to page 68.
Page 76
You became the prince's bodyguard to protect him from arrows, poisons and swords. But so far, you have only been drinking tasty ice desserts and eating springy onions breads. You wondered how long will this takes to end but right now when you look into the mirror, your hair is grey with age. You are safe inside a royal cage but so is your ambition, The End.
Page 77
You found the Dragon of Atlantis or more like, it found you. You are fat like a rat waiting to be devoured with pleasure. But luckily you have 1 companion, you use him as a bait and he got eaten away, realizing you have no more backups, you retreat to previous land where you used to live and The End.
Or you may choose to fight the Dragon of Atlantis one on one.
Before your fight, you may throw and discard any one weapon of yours at the Dragon in despair, deduct the dragon's hp accordingly, the dragon does not regenerate hp until the fight is over.
Dragon of Atlantis atk 300 hp 900 (Actual: atk 300 hp 900-X)
Loot Dragon's Tear
If you win the dragon, flip to page 83.
Page 78
You found the Dragon of Atlantis or more like, it found you. You are fat like a rat waiting to be devoured with pleasure. But luckily you have 2 companions, you use one as a bait and he got eaten away, then you realize the dragon is launching an icicle towards you.
Dodge it: Turn to page 84.
Use a shield or use whatever object you have as a shield: Turn to page 85.
Page 79
You found the Dragon of Atlantis or more like, it found you. You are fat like a rat waiting to be devoured with pleasure. But luckily you have 3 companions, the four of you runs in circle, confusing the murdering overlord. It got dizzy and retreated back to the ice peak mountain nearby.
Travel to ice peak mountain: Turn to page 86.
Wait for another day: Turn to page 87.
Page 80
You found the Dragon of Atlantis or more like, it found you. You are fat like a rat waiting to be devoured with pleasure. But luckily you have 4 companions, the dragon swoops down and almost snatched one of yours but got caught in a tree falling saw instead, the saw pressed down the dragon's neck towards the ground. The dragon is not in pain but its movement is inhibited.
Chop the dragon down: Turn to page 83.
Chop the trap wood: Turn to page 88.
Page 81
You found the Dragon of Atlantis or more like, it found you. You are fat like a rat waiting to be devoured with pleasure. But luckily you have 5 or more companions, they used you as a bait and you got eaten away by the dragon, they most likely have won the battle with sheer numbers but your journey has ended abruptly, The End.
Page 82
You weren't able to find the Dragon of Atlantis but maybe that is a blessing. You found a large cave system, even though it is dark, you are able to memorize the route, eventually you reached the reservoir of water. If you have the black relic from prince or anything super poisonous, you may leach them into this drinking water and hope to taint the dragon.
Poison the reservoir with a black relic or anything super poisonous: Turn to page 89.
There is no need to kill the dragon, since it cannot find you, you are safe in here for life: Turn to page 90.
Page 83
You exchanged your Dragon's tear for a thousand gold coins. People smiles at you and your flirting is returned back. You have got the life you wanted and you rest your feet after a long adventure. Congratulations, you won the game.
But if your bank deposit is 900 gold coins or less and have at least 1 surviving companion: Turn to page 63.
Page 84
You dodged it successfully, but the dragon flinged another icicle towards you and you are done, The End.
Page 85
You blocked the icicle which transformed your shield or object into having cold resistance, you equip that in your fight against the Dragon of Atlantis, double your hp only for this fight.
Dragon of Atlantis atk 300 hp 900
Loot Dragon's Tear
If you win the dragon, flip to page 83.
Page 86
Your team got covered in snow and is unable to find each other. Your team slowly becomes hungry and is lost in the dark mountain which never seems to see the sunlight. When you found many skeletons along the icy tracks, you realized this is all a part of the dragon's plan, The End.
Page 87
The dragon of atlantis is furious that you guys are having fun in his territory, one day, it goes all out and chased you all down one by one. But it was a bait and catch, the other fighters are all nearby.
The dragon fights four of you anyway, quadraple your atk only for this fight.
Dragon of Atlantis atk 300 hp 900
Loot Dragon's Tear
If you win the dragon, flip to page 83.
Page 88
You released the dragon of atlantis but instead of repaying your kindness, it chomps your companion one by one. In a furious breath, your dying companion insulted you. You ride onto the Dragon of Atlantis and became a dragon rider, The End.
Page 89
The dragon slowly became poisoned over drinking the river water that came out of the cave. You decided to bring it down whether it is sick or became immune to poison. Turns out, your poison works and the dragon only have halved atk and halved hp only for this fight.
Dragon of Atlantis atk 300 hp 900 (Actual: atk 150 hp 450)
Loot Dragon's Tear
If you win the dragon, flip to page 83.
Page 90
You became a caveman, The End.
Page 91
If you had learnt mislead skill and activated the skill before you even entered this page, you successfully tricked your companions. Your team defeated the dragon.
You exchanged your Dragon's tear for a thousand gold coins. People smiles at you and your flirting is returned back. You have got the life you wanted but you remained running away for the rest of your life as you tricked your companions out of their bounty rewards. Congratulations, you won the game and deceived your companions.
Page 92
They believed and slaughtered you and then loot your secret map of atlantis if you have any, The End.
Page 93
Do a strength test of 10, flip a coin, if heads, double your strength for this test.
If you passed the test, you managed to pressure your companions into following your lead.
Eventually with your leadership, your team met the dragon.
Only for this fight, you may equip any number of your companions with your equipments and enter the fight with the dragon, your companions fight one by one until they have all lost and you enter the fight with the dragon with its remaining hp, only for this fight, the dragon does not regenerate hp to full after each battle with your companion.
Dragon of Atlantis atk 300 hp 900
Loot Dragon's Tear
If you win the dragon, flip to page 83.
Page 94
The pirates knew you lied as they saw the king's advisor earlier, you were unable to show any proof of your bounty. They gave you a test to join the gang but was tricked to smuggle strange items. You were caught and kept in prison till you rot, The End.
Page 95
Add 1 day to your adventure starting from day 1, if it is day 5, you have failed your quest and returned to a life of normalcy.
The gangsters trying to collect road tax from small merchants are already getting beat up by the king's navy guards.
Hire a king's navy guard: Turn to page 96.
Head to bank: Turn to page 11.
Head to shipyard: Turn to page 12.
Page 96
The king's navy guard laughs at your quest, not because of the risk but because they think you do not have enough fortune to make them follow you.
You can prove them wrong and recruit each of them for 200 gold coins.
You can invite as many companions as you want as long as you have the gold coins for it.
Head to bank: Turn to page 11.
Head to shipyard: Turn to page 12.
Page 97
A little princess greets as you wandered into a shop with a short ceiling.
She lets you touch whatever you want, but unless you pay for it, you cannot leave with it.
Shop Price Attributes
Serpent's Eye Pendant 10 gold coins stealth 12 strength 7
(If your equipment's atk is 90 or lower, you may attack twice on your first turn of attacking.)
Moonstone Earrings 15 gold coins mana 20
(If your equipment's hp is 140 or lower, you may dodge enemy's first turn of attacking.)
Crystal Crown Tiara 100 gold coins intelligence 20
(If you are fighting against multiple enemies or that there are multiple enemies in the same page, you may bribe each of the enemy with 100 gold coins to stop fighting and recruit them as companion.)
Ocean Pearl Choker 5 gold coins stealth 20
(On a fighting lost, you may sacrifice Ocean Pearl Choker instead of your fighting gear. But you still do not receive any spoils from your enemy.)
Fire Ruby Cufflinks 25 gold coins strength 20
(On a fighting lost, you may sacrifice Ocean Pearl Choker instead of your fighting gear. But you still do not receive any spoils from your enemy.)
Whispering Breeze Necklace 300 gold coins intelligence 12 strength 20
(On a fighting win, you may sacrifice Whispering Breeze Necklace and double the original stats of your fighting gear's atk and hp. You may claim any spoils from your enemies.)
Inferno Gauntlet 400 gold coins mana 30
(If you are fighting any creature that is bigger than you, you may sacrifice Inferno Gauntlet and double your equipment's atk only for this fight.)
Frostbite Ring 100 gold coins no attributes
(You are immune to cold fever or any similar illnesses.)
Amber Resonance Pendant 50 gold coins no attributes
(Each of your companion gets +30 atk.)
Head to bank: Turn to page 11.
Head to shipyard: Turn to page 12.
Page 98
The priest is willing to help you but each lesson will add 1 day to your adventure starting from day 1, if it is day 5, you have failed your quest and returned to a life of normalcy.
Aqua Shield skill defense 200 scissor
Earthquake Slam skill defense 200 rock
Flame Burst skill defense 200 paper
Thunderstrike skill defense 300 paper (You need to have learnt 4 skills from anywhere to learn this skill.)
Mindfire Manipulation skill defense 400 paper (You need to have learnt 6 skills from anywhere to learn this skill.)
Iron Will skill defense 300 rock (You need to have learnt 4 skills from anywhere to learn this skill.)
Spiritual Insight skill defense 300 scissor (You need to have learnt 4 skills from anywhere to learn this skill.)
Go and earn more money: Turn to page 6.
Go and fight some gangsters: Turn to page 95.
Page 99
Your ship rammed into a nearby ship and aboard it. You are lucky you found a merchant's ship with stocks filled to the brim.
If you use a skill that could threaten the merchants to do your bidding yet not harm them: Turn to page 100.
If you use a skill that could threaten the merchants to do your bidding but it harms them: Turn to page 100.
If you do not have any skill or do not want to use any skill: Turn to page 100.
Page 100
If you did not harm the merchants, they gladly provide you with enough provisions for 1 week, do not note it down.
If you harmed the merchants, you entered a fight with them and all of your attribute accessories, whether equipped or in your inventory are stolen during the chaos. You forcefully steal 1 week of provisions from the merchants.
Your crew or yourself embark onto the island of atlantis.
Your crew awaits your command.
If you do not have any companion, you lost your motivation to continue your journey as you realized you had became a pirate, The End.
Ask your crew to find river water for drinking: Turn to page 29.
Ask your crew to setup camp: Turn to page 30.