recursal/Fanatic-Fandom huggingface dataset:
Chapter 3 Scene 6

Tom and Mike make their way along the passageway they discovered in the northeast corner of the cave. Soon they come to a fork.

"We'll drop a banana here, pointing the way to the blocked entrance," indicates Mike.

"Good idea," answers Tom. A few moments later Tom steps on something. He finds that it is a piece of paper with some writing on it.

"What is that, Tom?" asks Mike.

"Some paper, can you tell what this writing is?"

Mike looks at it. "It could be part of a map. Probably a small part."

"A map of the island?"

"Maybe, or perhaps a map of the caves. We need to find several more pieces to be sure. We will find them faster if we notify the others."

"Right, let's let them know."

Quest 51: Find all the pieces of the map.

They go back, see the banana, and are about to turn right, toward the cave entrance, when Mike sees something move along the cave floor. He adroitly catches a lizard.

"You found an Orange-o!"

They then go back to the entrance.

"We think we found part of a map," announces Mike. "It may be of these caves, but we need to find more pieces. There appear to be many passageways. Are you ready to explore them?"

"I would like to," replies Nicole.

"I'm okay now," says John. "But someone should stay by the entrance in case the natives find a way to break through."

"I think Stefi and I can remain here," says Amy.

"Aww, Mom," is Stefi's answer.

"There may be more spiders and bats deeper in the cave."

Tom has an idea to cheer up Stefi. "Stefi, you have an important role. If we get lost, you may need to call out so we can find our way back here."

Stefi perks up a little. "Okay, Mr. Tom."

Tom. Mike, Nicole, and John go to the northeast passageway. At the fork, Mike goes left, and Mike is about to join him when Nicole says, "Please, let me come with Tom."

It takes a second for Mike to understand, and then he agrees. "Fine, John and I can take the fork to the right. Be careful, everybody."

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Chapter 5 Scene 4

Nicole and Otanve find themselves in the passage leading northwest from the mountain chamber. This is another long, twisting path that definitely leads downhill. To make conversation, Nicole asks,

"What do you want to be when you grow up?"

"I will be a craftsmam. I like building things."

"Oh, an engineer? I'm sure you'll build some nice houses."

"What do you do?"

"I'm a doctor, or healer, especially for children."

"Yadifo wants to be a healer."

"I'm sure she'll be a good one."

A few minutes later Otanve spots an orange mushroom on the floor and picks it up. "We should still collect these," he remarks.

"Right," answers Nicole. "And here is a butterfly. There must be an exit close by."

You found a Yellow Ancestor's Moth!

Soon they can hear the crashing of waves. There is a large opening, but a steep drop of two meters into the water.

"Where are we?" asks Nicole.

"This has to be the north end of the island, toward the west side. That's the Northwestern Forest over there." He points to the left.

"You mean we have to swim there?"

"Yes, except I don't think the water is deep here. But we should do this in daylight."

"I agree."

They step and think about eating some provisions, when Nicole sees something glittering on a ledge above the opening. "Otanve, look! I think that's a statue!"

Otanve looks up. "Yes, it is!"

"That's way up there. How can we reach it?"

"I have the fishing pole."

"How should we do this?"

"You knock it down, and I'll catch it with the crab trap."

"You have both tools?"

"Yes, for some reason I got the tools to catch food. Let's do this!"

They set their torches down, and Otanve holds the crab trap in his arms under the ledge where the statue is. Nicole reaches up with the fishing pole, and after a couple attempts, manages to knock it off and Otanve catches it.

You found the Statue of Ulokun!

As the sun has set, they eat some of their provisions and try to make themselves comfortable leaning on the passage walls a little distance from the exit.

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Chapter 2 Scene 3

## Point of view of Tom:

The castaways all set out for the caves, going around the sanctuary in the center of the island by going across the South Beach, the Southwestern Forest, and the Western Forest. There appears to be an abandoned village in a grassy area between the West Beach and the caves. They set the tools they were allowed to bring in a battered hut.

"We'll need lots of torches," notes Tom.

Quest 35: Make six torches.

"I'll cut off some branches of these gooney trees."

"I'll start a fire," contributes Mike. "The sap in the gooney trees will burn nice and slow once their branches are dipped in the flames."

"I'll gather some fruit," adds Nicole. "We might be in the caves for a long time."

Quest 36: Find five bananas, five grapes, five limes, five oranges, five apples, and five blueberries.

Tom searches the area and finds a gooney tree. He chops off some branches and makes five torches.

Tom has to hunt around for another gooney tree, and while doing so sees a lizard.

You found a Red Croaker!

Tom eventually finds another gooney tree and makes five more torches.

Quest 35 complete!

Tom gives one torch to each of the others and leaves the extra torches in the hut. He puts the Red Croaker into the box for rarities that is also in the hut. He then finds five bananas and enters a cave. Almost immediately he is swarmed by bats.

Quest 37: Make six Protective Potions.

Tom exits the caves and tells the others what happened. Then he sets out to find all the ingredients for the protective potions. This is a long process, so John offers to help. They agree to Tom fishing and hunting crabs, while John will find the necessary plants.

Tom has to dig for worms first, but there are soft ground patches that can be used to grow vegetables in the Abandoned Village, and digging in one of them a meter deep he gets twenty worms. It then takes Tom an hour, but he gets to the west shore of the Northwestern Forest and catches twelve fish and six crabs. He returns to the special pot in the Abandoned Village and waits for John to return with the plants.

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The Island Castaway 3 Fanfic Wikia

## Welcome to the The Island Castaway 3 Fanfic Wikia

Years ago Awem created two wonderful PC games, The Island Castaway 1 and 2. The second was a prequel, and the first promised a sequel, but Awem never delivered and it is apparent they will never make a PC Island Castaway 3 in my lifetime. Therefore I decided to create this. This wiki won't mean anything to you if you are not familiar with the original games.

In Island Castaway 1 the user played as Tom, and in Island Castaway 2 as Yati, a native child. So as not to choose favorites, in this story the user will alternate playing as Tom and his shipmates, and as native children. Some things are taken from “The Island Castaway: Lost World,” I got on my IPhone. The name of the first island character met here is a deliberate misspelling of the only new island character from "Lost World."

Disclaimer: I have nothing to do with Awem and don’t own any of the characters. I renounce any legal claim to anything in this story, so if some future generation of Awem powers wants to use anything in it, highly unlikely as it may be, they may do so for free.

The story begins here.
Chapter 2 Scene 5

## Point of view of Stefi:

Stefi takes one of the torches from Tom and heads toward the caves. On the way she finds five grapes, fulfilling part of the fruit-finding quest. Then she carefully enters one of the caves. There are no bats to be found in this one. After exploring for a little while she spots something scurrying along the cave floor. She chases it, and after a minute catches it.

You found a Purple Nuthatch!

Stefi puts the lizard in her bag. Emboldened, she continues searching, and a few minutes later sees something glittering in the light from her torch. It is one of the golden statues.

You found the Statue of Usanjin!

Excited, Stefi hurries toward it, but stops in her tracks when she hears some growling. She turns around and waves her torch at the unknown beast, which is probably a boar. The boar grunts again, and Stefi backs into a giant spider web. She screams, scaring the boar away, but gets stuck in the web.

Quest 39: Free Stefi from the spider web.

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Chapter 2 Scene 10

## Point of view of Gopumbi:

Gopumbi explores the region of the swamp 200 meters to the south of Bukela. He doesn't find anything interesting for several minutes, and then notices a butterfly fly over a steep hill. It is too slippery to climb directly.

Quest 44: Make a ladder to get up the hill.

Gopumbi scouts around and finds two long branches and several short ones, and he uses several pieces of liana lying on the ground to fashion the ladder. It barely supports his weight as he climbs up the steep hill.

Quest 44 complete!

The reason there was so much liana lying around is that there is a lot of it on the hill. Gopumbi fights his way through it and sees the lizard again. The butterfly flies away to the other side of the hill, but Gopumbi lunges for it, catches it, and puts it in his bag.

You found an Orangeflap!

However, Gopumbi's lunge makes him lose his balance and he tumbles down the hill, getting tangled in liana along the way. When he reaches the bottom he is wrapped up rather tightly. He struggles to stand and sinks in mud up to his knees. He wouldn't sink any further if he didn't struggle more, but he has to in order to get loose from the vines. With a lot of wriggling and writhing, he manages to get loose in half an hour, but his green loincloth is no longer visible as he has sunk up to his waist. Fortunately, some of the liana vines are still anchored to trees, so he uses them to pull himself out, but it takes another half an hour. He collect his bag with the butterfly and heads back to the Village to meet with the other children.

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Chapter 4 Scene 5

The native children enter the cave passage carrying their torches and all their tools. Soon Otanve steps on something squishy. He steps back, and realizes it's a mushroom.

""Watch out for these mushrooms!"

Rogula remembers, "Remember that Keruka said to save all those to make Lightfoot Potions."

There are lots of mushrooms of every color to be found along the passageway, and they find four each that are red, orange, yellow, green, blue, and purple.

After some more walking, the path comes to a steep decline right after a stalagmite.

"Let's tie a rope around this stalagmite so we can climb back up if we have to," suggests Pelubo.

He and Bukela tie a rope as suggested, and Pelubo climbs down into the darkness after handing his torch to Gopumbi. It isn't a long decline before he reaches level ground. "It's only three or four meters long, you can come on down."

The others come down one at a time, careful with the torches and equipment. When they have all reached the level area, they see that they are in a large chamber. Walking around the edge they see six more passageways, and there is also a hole a meter in diameter in the floor by a stalagmite in the middle.

"Which way do we go?" asks Yadifo.

"Why don't we shout into all of the passages and see if anyone answers?" suggests Pelubo.

"Yes," agrees Rogula. "Be careful. Don't go into any of those alone."

They each pick a passage and shout if anyone is there, but there is no answer. They meet up again at the middle, when suddenly a swarm of bats flies through the hole in the floor. They fly around, and after a minute disappear through the passages on the sides.

"The way those bats flew, there could be openings at the end of each of those passages," notes Bukela.

"That is possible," agrees Rogula.

"And they must have come from somewhere," continues Bukela.

It is clear that the next thing to do is to shout into the hole in the floor. They all yell, "Anyone there?"

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Механика

Механика игры состоит из трёх частей — 1.Исследование.2.Поиск.3.Выживание.

## 1.Иследование

Чтобы перейти к следующему пункту нужно знать по крайней мере половину корабля, места, где можно спрятаться и варианты побега с корабля.

## 2.Поиск

Когда вы исследовали корабль (или его часть), переходим ко второму пункту-поиск. Чтобы перейти к последнему пункту нужно найти достаточно вещей для побега на вашем судне (или транспорте). Выберите один вариант побега из всех возможных, загляните в журнал и найдите там то, что нужно починить в этом транспортном средстве.

## 3. Выживание

Как только вы уверены, что вам хватит вещей для побега вам нужно очень аккуратно подойти к спасательному средству и починить его (!Во время починки средства могут прийти враги, так что лучше заранее приготовиться к этому!). Желаю удачи и чтобы вас не убил противник!
Брут

**Сила** | Высокая

```
**Брут** (англ. *Brute*) - один из антагонистов в *Monstrum*, который хочет убить главного героя.

```

## Описание монстра

С виду Брут выглядит как преображённый некоторыми мутациями человек, так как на это намекают его левая рука и правая нога, очень похожие на человеческие. Монстр выглядит как лавовый гигант, покрытый волдырями и магмой. Из его глаз и рта испускается оранжевый свет, распространяющийся, приблизительно, на 2 метра.

## Характеристики

Как следует из его имени, он действительно **брут**ален своей силой и упорству, с которым он ищет игрока.

### Интеллект

Хоть в самой игре разделение монстров по интеллекту довольно условное, Брут считается наименее умным монстром.

### Скорость

Брут очень быстрый. Его шаги можно услышать даже если тот находится далеко от игрока, облегчая определение его местоположения. Также можно заметить, что при погоне если бежать от монстра по лестницам, то это его замедлит, что упрощает скрытие от погони.

Стоит заметить, что при погоне, если игрок находится в длинном коридоре, Брут может ускориться, чтобы догнать игрока, если тот очень близок к монстру. В этом случае стоит знать следующее: если Вы точно знаете, что монстр в игре это Брут, то необходимо разведать локации, чтобы не попасть впросак, либо избегать таких ситуаций, например, стоит воспользоваться лестницей, как уже говорилось ранее.

### Сила

Из-за внешнего вида монстра может показаться, что он может быть сильным. Так и есть: он с лёгкостью может сломать деревянную или металлическую (не у запертой комнаты) дверь, что немного усложняет процесс погони, так как остаётся мало времени, чтобы спрятаться (если монстр был близок, даже пара секунд могут стать решающими в укрытии от монстра).

### Особые способности

Брут неуязвим ко всему термическому урону — огонь и выстрел из сигнальной ракетницы.

## Признаки присутствия

Есть три вещи, которые нужно знать чтобы выжить если монстр - Брут:

### Громкие шаги

Шаги Брута сильно выдают его. Внимательный игрок может понять где он.

### Свет из лица

Лицо Брута излучает яркий оранжевый свет. Это особенно видно в тёмных местах, таких, как грузовой отсек . Если игрок видит движущийся оранжевый свет, ему следует убегать или прятаться.

### Громкий рёв

Громкий рёв обычно указывает на то, что Брут нашёл игрока. Но можно заметить, что иногда монстр издает рёв, но не бежит за игроком. Предположительно, монстр иногда может наткнуться на трубу с паром, что может навредить ему, и тот издаст рёв.

## Советы

* Будьте осторожнее, если вы слышите Брута поблизости. Не дайте ему загнать себя в угол. В тупиковых местах его скорость может попросту не позволить вам успеть спрятаться.
* Если закрытие двери не укроет вас от поля зрения монстра, чтобы спрятаться, то даже не тратьте на это время - Брут выбивает двери за секунду и даже не замедляется в погоне.
* Используйте окружение при погоне: например, если вы, проходя ранее по коридорам, заметили яму-ловушку, то следует её использовать против монстра, что может заставить последнего замедлиться на некоторое время. Также хорошо против него хорошо действует огнетушитель, как и при двух остальных монстрах.
Chapter 4 Scene 3

The native children look at the trail that leads up the mountains.

"We have to go up there," declares Pelubo

"Right, and there's no time to waste, agrees Rogula. "Let's get going."

There is no choice, and the children start climbing up the mountain. It isn't too hard at first, and then gets steeper, and then there is a sudden and intense rainstorm. There is no shelter, and the children have to hold on to rocks for fifteen minutes. The storm ends suddenly, and they find the rainwater has washed them up very well, and they are now clean.

They continue the climb, and in half an hour arrive at the abandoned camp on the flat section Keruka described. It is much better condition than anticipated. There is a chest with a complete set of tools and bags that can be used for rarities or statues. There are also plenty of fruit trees in the area, which is roughly a circle fifty meters in diameter.

Gopumbi announces, "I'm hungry,"

"Yes, we have to eat to stay strong," agrees Bukela. "We should gather enough fruit for everybody."

Quest 55: Find thirty grapes, thirty blueberries, six kiwi, six bananas, six oranges, and six apples.

The islanders scatter and soon collect all the fruit.

Quest 55 complete!

They each eat an apple, orange, banana, kiwi, and five blueberries and grapes. They are then ready to continue the mission, and decide that they have to split up in order to cover the most ground and find the cave entrance. Bukela takes the bow and arrows, Pelubo the machete, Yadifo the shovel, Otanve the crab trap and fishing pole, Rogula the pickaxe, and Gopumbi the axe. Also they each take a bag in case they find more rarities or statues.

Fifteen minutes later, Yadifo has to take a breather after climbing a steep path. She leans against some liana growing against a rock wall, but it gives way. She grabs the liana as she falls and gets tangled up in it.

"I think I found the entrance!" she shouts.

The others come to her voice and get to her as she finishing untangling herself with the help of the shovel.

"This has to be entrance," remarks Pelubo..

"Yes," agrees Rogula. "We must figure out what we need before we go in. We should make ropes out of that liana."

Quest 56; Make six ropes.

"The crab trap is also good if we need rope," adds Otanve.

"It's dark in there. We need torches. Gopumbi holds the axe up. I'll chop down some gooney tree branches; there were some back toward that camp."

Quest 57: Make six torches.

Since he has the machete, Pelubo cuts down lots of liana. He, Bukela, and Otanve twist the vines and tie off the ends to make good ropes.

Quest 56 complete!

Rogula realizes they need fire to make the torches, so she goes back to the campsite where there is a burned-out campfire. She starts a fire using some flint and sticks that were left there while Gopumbi cuts down the branches. He and Yadifo carry them to the fire and they make the torches.

Quest 57 complete!

They all gather at the cave entrance.

"I think we're ready to go," announces Rogula, and they all agree.

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Chapter 2 Scene 12

## Point of view of Yadifo:

Yadifo explores the part of the swamp closet to the Village, 200 meters to the north. For half an hour she finds nothing of interest, and is disappointed, figuring all the interesting things are farther north. Then she sees a lizard run away on a path to the east. She follows it, and stops short when she notices a loop of rope on the ground. Examining it carefully, she sees it is made of liana and is in fact part of a rope trap, set to go off if it or a branch across is it stepped on.

Quest 46: Get past the rope trap.

There are dense bushes for a long way in both directions on either side of the path, so she can't go around the trap, but this is still straightforward as there is no quicksand in the area. Pleased at herself for spotting what is probably one of Bukela's traps set long ago, Yadifo takes a running start and jumps over the rope trap, clearing it easily.

Quest 46 complete!

SPLLOOOOSSHH!

Yadifo doesn't feel nearly so smart after she immediately sinks to the middle of her yellow loincloth. The path didn't look any different from the other side of the rope trap, like plain damp dirt, but on the east side of the trap it was actually soft mud.

The lizard appears to be in shock at this, and Yadifo is able to lean forward, grab it, and put it in her bag.

You found a Yellow Multifaced!

Yadifo stands there for a minute thinking of what to do. She tries to pull one leg up, but the other goes down a centimeter, and the same happens when she tries to pull the other leg up. Then she remembers the rope trap. If she can reach it she can use it to pull herself out of the mud. However, she is facing the wrong way, and can't lean back enough to reach it.

If she can turn around Yadifo should be able to reach the rope. She twists her body in the attempt, and does indeed rotate a few degrees, but sinks in a few more millimeters. Reasoning she has nothing to lose, she gets into a rhythm of twisting her body sharply in one direction, then slowly back and repeating the process. It works, as she manages to turn around to face the rope trap, while sinking a few centimeters over her waist in the process.

Yadifo throws her bag with the lizard to the other side of the rope trap. Then she takes a deep breath and reaches forward to grab the rope and pull. The loop quickly closes over her hands, but not around her wrists, so she has to hold on tight as the rope pulls her up. The other end of the rope is tied to a net holding a bunch of heavy rocks which fall to the ground several meters away. She is slowly pulled up, and just before she is completely pulled out she lets go and falls forward. She can then pull her feet out, and crawl to solid ground. She collects her bag and heads back to the Village to meet up with the other children.

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Chapter 5 Scene 8

Tom and Yadifo wake up at dawn, and are immediately reminded that they are near the Swampy Forest. They eat some of their provisions, and then climb down to the level ground. There is water at the edge, just a couple centimeters deep, but it looks like it quickly gets deeper to the south. There is also a path on solid ground leading to the northeast.

"Do we really have to go that way?" asks Tom, looking at the path heading south, directly toward the Village.

"Actually, there is a good path through the middle of the swamp that we were on two days ago, and maybe that path leads to it."

"It starts off in the wrong direction, but I think it's worth trying."

"Me, too. Let's go."

They head out on the solid path, and fortunately it makes a big right turn and head south. Soon Yadifo recognizes where they are.

"This is the right path! This is where we found Pelubo, and this trail leads right to our Village. Now stay on the path. There is quicksand all over the left side, to the east, and the right side isn't much better, lots of mud and water."

"Sounds good, lets get back to the Village."

They walk a few hundred meters, when suddenly Yadifo drops her bag and the rope she is carrying and bolts off the path to the left. Five steps in she sinks up to her loincloth and reaches out for something. She then endeavors to turn around to face Tom, but that effort causes her to sink farther, up to her waist.

Quest 61: Get Yadifo out of the quicksand.

"What are you doing?" yells Tom.

"Getting this!" Yadifo proudly display a bug she has just caught.

You found a Green Needlerun!

"But ... you're stuck in quicksand!" Tom is quite agitated.

"Will you calm down? You're here to pull me out, so there's no problem."

Tom goes to the edge of the solid ground, and throws the rope to Yadifo. It comes up short.

"The rope isn't long enough," complains Tom. "You shouldn't have run out there."

Yadifo frowns at Tom. "Is there something wrong with you? Don't you remember Keruka telling us that we have to find all the rarities and statues or the Island is doomed? I can wait for you to make a longer rope, but if I didn't catch this bug, we might never get another chance."

Tom is taken aback and is surprised that he is arguing with the native girl stuck in quicksand. He is speechless for a few seconds, and then realizes Yadifo is right. "Uh, sorry, you're right. I'll go find some vines or something and make a longer rope, and be careful I don't get stuck."

"Good." Yadifo is looking at the Needlerun in her hands, showing no concern that she is stuck.

Tom uses the pickaxe to sever some liana from trees along the path. He ties them to the end of the rope and returns to Yadifo, who is still perfectly calm. He throws the lengthened rope to her which she catches. It is a struggle but with their combined efforts she is pulled out after about fifteen minutes.

Quest 61 complete!

They make it back to the Village with no more incidents.

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Introduction

Tom, Nicole, Amy, Steffi, John, and Mike see the ship on which they are sailing suddenly deteriorate, as if aging rapidly. They see the ghost of Agnelo, who cackles, “This is my ship!” Then an image of Corc and Scotty, the little monkey, charge Agnelo from behind. When they collide, there is a burst of light, and then all goes dark for Tom and his crew.

They wake up on a beach of an island similar to the one they had been on, probably one from the same archipelago, but maybe a few decades in the past. Above them is a native woman in a green top and loincloth.

Keruka: 25 years old. With all of the older tribe residents taken ill, she has had to take care of everything.  She is a skilled hunter and has been studying to be a shaman. Recent events have bothered her greatly, and she is constantly seeking advice from the Spirits. She is highly suspicious of strangers, but is fair if they prove themselves worthy.

Keruka: “What are you doing here?”

Tom: “We were on a ship, and … I think we got lost in a storm and washed up here. Can you help us leave and get home?”

Keruka looks at the group warily, and tells them what has happened.
“The Spirits are angry, and it may be because of you. First, a few days ago all twelve of the statues from our sanctuary went missing. Then all the adults became sick, and yesterday all the children went missing. I have been tending to the adults, and cannot find the children. If you want our help, find the children and bring them here before nightfall.”

“How many are there?” asks Amy.

“Six. Now go! You must split up in order to find them all in time. I’ll be at the east end of this beach in front of our Village.”

Quest 1: Find and return all the native children.
Chapter 2 Scene 13

## Point of view of Amy:

Upon hearing Nicole's suggestion to find fruit, Amy roams about the Northwestern Forest. Soon she finds five blueberries.

Quest 36 complete!

On her way back she trips over a shell.

You found a Purple Piper!

Amy puts the shell in her bag and goes back to the Abandoned Village. She soon learns that her daughter Stefi is missing in the caves. She takes a torch from Tom and everyone goes in.

"Stefi! Where are you!" calls out Amy.

A bat flies at Amy's face.

"Here, take this protective potion," offers John. Amy and all the others take a potion and drink it. The bats don't come near any of the castaways after that.

Stefi hears the calls and yells out, "Over here!"

Amy gets there first and tries to pull Stefi off the spider web, but the web is too strong.

"Careful, Mom, don't get stuck too," warns Stefi.

"I'll get the machete," says Tom. He darts back through the cave passages, gets the machete from the toolbox, and re-enters the cave. He carefully cuts the spider web away from Stefi.

Quest 39 complete!

Unseen by the castaways, a red-headed man has been laying dynamite on the ground above the cave entrance. It is Corc, the survivor among the crew from Island Castaway 2. He moves as if he is in a trance, under orders from Agnelo. Corc sets up the fuses, and then pushes the plunger when all the castaways are in the cave. There is a deafening roar as massive boulders tumble down, sealing the cave entrance. Scotty the Monkey screams and runs away toward the mountains to the north.

The castaways are in shock.

"What just happened?" asks Amy.

"That sounded like dynamite," answers John. "But I can't believe that these natives would do this to us, even if they have dynamite which I doubt."

Tom acts like he has a vision. "It wasn't the natives - it was that man, or ghost, or whatever we saw just before our ship wrecked."

"I'm sure you're right," agrees Nicole. "But what do we do now?"

Mike has been inspecting the rockfall. "These boulders weigh tons. We can't move them. We'll have to find another exit. Good thing we have food and light."

Quest 47: Rescue the castaways from the cave.

## Sequence

Next Scene

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Alen

**Alen** (アレン *Aren*) is the incarnation of Alexandrite and alternate version of Nanami.

## Personality

Alen is the mad, unstable yandere. Due to his abnormally strong desire to monopolize and to protect, he shows excessive reactions to anything that might harm or take Michiru away from him. His emotions are unstable. He would tremble, cry and yell before gently hugging her. He is seen as hard to handle by those around him.
Chapter 2 Scene 9

## Point of view of Nicole:

Nicole searches the Abandoned Village and Northwestern Forest, and finds five oranges, part of her fruit-finding quest. During her search she spots an unusual shell.

You found a Yellow Bottom Comb!

She returns to the Abandoned Village and puts the shell in the box for rarities, and then notices that there are a lot of seeds in a shed in the Abandoned Village.

"I think we can grow a lot of vegetables with these seeds."

Quest 43: Grow three cabbages, three turnips, three potatoes, three tomatoes, and three fuki.

Nicole takes the shovel and digs twelve holes in what appears to be a garden plot. She plants the seeds, and the plants grow quickly as they did in the other Village. In an hour, she reaps the harvest.

Quest 43 complete!

Nicole hears the commotion about Stefi missing. She takes a torch from Tom and joins the group heading for the cave, bringing along the newly grown vegetables.

## Sequence

Next Scene

Previous Scene
Adamas

**Adamas** (アダマス *Adamasu*) is the incarnation of diamond. He is one of the jewels residing in Carmina.

## Personality

Adamas is rigid, ruthless, and considers everything around him to be impure and worthless. He really hates emotional behavior, and so he truly despises Ru, who always follows his emotions anytime anywhere.
Seiichirou Sumeragi

**Seiichirou Sumeragi** (皇 征一郎（すめらぎ せいいちろう） *Sumeragi Seiichirou*) is a pastry chef at Felice.

## Appearance

Seiichirou is described to have a "perfect smile." He has light blonde hair and blue eyes.

## Personality

Seiichirou is dazzling and has a sweet, gentle atmosphere. He is indiscriminately kind towards everyone, but seems to avoid becoming intimate with anyone in particular.
Bounty Hunters

Szef
 Wpływy
 Członków
 Wrogów

**Bounty Hunters** - jedna z największych mafii na terenie Utiopii. Stylują się na cowboyi i desperado, a ich znakiem rozpoznawalnym są karty pokerowe - nie bez powodu, posiadają największe i najbardziej rozpoznawalne kasyno w mieście. Zdominowali średnią ekonomicznie część portu i kawałek tej najbogatszej. Główna siedziba, czyli wspomniane kasyno położone jest na sztucznie utworzonej wysepce połączonej z miastem mostem. Oprócz kasyna posiadają parę barów w stylu Dzikiego Zachodu rozłożonych w całym mieście.

Zgodnie ze swoją nazwą nie stawiają na otware konflikty w mieście, a na łowców nagród, którzy likwidują ważniejsze cele. Głównymi źródłami zarobku mafii jest kasyno i fakt, że niezależni łowcy nagród, jeśli nie chcą mieć nieprzyjemności i niespodziewanych wypadków na swojej drodze, muszą płacić 10% swoich zysków. W kasynie znajduje się też sauna, dom publiczny i parę innych atrakcji, przy czym element "dom publiczny" napędzany jest w dużej mierze handlem żywym towarem.

Nienawidzą: Gejów, Dłużników, Członków Mafii Rikiego

Lubią: Łowców Niewolników, Hazard, Bogatych Gołowąsów, Którzy Przychodzą Stracić Hajs Rodziców

## Główni Członkowie

Gondar, Big Boss, "Szeryf"Stachu Jones, Zastępca Gondara, BadassAhri, Lalunia GondaraLina i Rylai, Ulubione Niewolnice GondaraPietrek Kogucik, Alfons, Wywołuje Zakłócenia W KamerachQueen Of Pain, BurdelmamaSnow White, Sekretarka GondaraDesperados, Przyboczni Ochroniarze GondaraSheldon Cooper, NaukowiecTwisted Fate, Szef KasynaOracle, Wiceszef KasynaInvoker, Pianista W Kasynie, Po Części Krupier i OchroniarzAxe, Ściągacz DługówChains, Dallas, Hoxton, Wolf, Szefostwo Ochrony KasynaInżynier, InformatykClaptrap, Główny Komputer, Przywódca (Buntu) Robotów, Władca Minion'ów
## Siedziba

Gobelin W Biurze Big Boss'aElitarny Stół Do PokeraKasyno Od Zewnątrz"Relaksacyjna" Część KasynaFragment Kasyna WewnątrzJedna Z Saun
## Przedstawiciele

Typowi Męscy Przedstawiciele MafiiTypowa Żeńska Przedstawicielka Mafii
Alicia

*"Let me fight by your side."* - **Alicia**

A soldier with an unrivaled love for tea. She also has a good sword arm.

 **Max Rarity** | 4★

 **SP** | 31
 **ATK** | 64
 **DEF** | 56
 **CRIT** | 47

 **Motif Weapon** | [[{{{motifweapon}}}]]

## Quotes

**Selected/Chosen**

*Here I come!*

**Leader**

*I'm ever ready for adventure!*

**Leaving**

*I'm counting on you!*

**Action Skill**

*Evil must be vanquished!*

**Attacking**

*Ha!*

*Hah!*

**Hurt**

*Ow!*

*Mm!*

*Ah!*

**KO'd**

**Idle**

*Wish I had some tea!*

**Victory**

*Now for a cup of tea.*

**When sitting in a Hot Spring**

**When tapped in Town**

*Don't overdo it.*

*Care for some tea?*

*Ah, this tea is divine!*

*It's an honor to meet you!*

*Let's cross swords!*

**Level up**

*Time to forge!*

**Cheer/Highfive**

*Hm hm!*

**Kneel/Worry**
Amalia (Sniper)

*"Let's all sing together!"* - **Amalia**

An elf who wanders the world as a singing bard. All of creation strains to hear her clear voice.

 **Max Rarity** | 5★

 **SP** | 43
 **ATK** | 79
 **DEF** | 41
 **CRIT** | 79

## **Quotes**

**Selected/Chosen**

**Leader**

**Leaving**

**Action Skill**

**Attacking**

**Hurt**

**KO'd**

**Victory**

**Idle**

**When sitting in a Hot Spring**

**When tapped in Town**

*I just adore music!*

*La lala!*

*Do you like music?*

*Smiles are the best!*

*What should I sing?*

**Level up**

**Cheer/Highfive**

**Kneel/Worry**
Chapter 1 Scene 4

## Point of view of Rogula:

Rogula can't wake Stefi, so she drags her into the shade, but does not have the strength to drag her all the way to the village.

Quest 12: Heal Stefi.

Rogula runs to the village with the pickaxe, and just before she gets there, a butterfly lands on her hand.

You found a Yellow Firespray!

Rogula makes it to the village, puts the Yellow Firespray in the box of rarities, and finds Keruka.

"Keruka! That girl, Stefi, got me out of the sandstone, but she collapsed from the heat. I got her into the shade, but we need to do something."

"Calm down." Keruka looks at the girl in the red loincloth. Rogula appears to be none the worse for wear considering her experience. "Tell me what happened to you."

"Yesterday I was standing on the West Beach, looking out over the ocean, when this big wave came over me. The next thing I knew, I was in sand up to here." Rogula points at her navel. "And then the sand turned to rock around me. I couldn't move my legs at all. And then the tide came in and out twice, and the sand covered me deeper, here and here." She indicates on her stomach points five and ten centimeters above her navel. Then Stefi found me, and got the pickaxe, and broke up the sandstone. I had to help, as she isn't used to this heat."

"That's enough.You have a long way to go if you want to become a shaman, but by keeping calm you handled this incident well. Now to attend to your friend, you need a fruit cocktail. Gather four grapes, three apples, two limes, two lemons, and one sugar cane. Then mix them in the pot over the fire."

Quest 13: Make the fruit cocktail.

Rogula goes back into the forest and quickly finds all the fruit. The sesame is harder to find, but she eventually finds one on a small island in the river. She puts the fruit down. With a running start, she jumps over the river to the island, and picks the sugar cane. She tries to jump back, but the island isn't big enough for her to get a good running jump, and she lands in waist-deep water. Before she can take a step, she is swept downstream toward the ocean. She manages to climb out when the river slows down by the beach.

You have won the Bronze Marathoner Trophy for running ten kilometers!

A bronze trophy with a figure that looks like Rogula running appears on the screen, and then fades away.

Rogula goes back to where she put down the fruit, and takes everything back to the village. She mixes the ingredients in the cooking pot.

You have mastered the Fruit Cocktail recipe!

Quest 13 complete!

Rogula takes the fruit cocktail back to where she left Stefi. Stefi is mostly asleep, but Rogula gets her to sip the drink. Then Stefi is recovered enough to drink the whole cup.

Quest 12 complete!

Recovered, Stefi and Rogula go back to the village to help work on the shelters.

## Sequence

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Waffen-SS

Level
 Zagrożenie
 Wytrzymałość
 Występowanie

**Waffen-SS -** Niebezpieczni Niemcy który chcą udupić wszystkich żydów i nie-niemców. Zaleca się ucieczka jeśli zobaczy się jednego z nich. Karabiny są ich ulubioną zabawką a ulubioną grą towarzyską to pościg. Zamieszkują często posterunki i jakieś podejrzane nazistowskie miasta. Często chodzą z obstawą ziomów. Nienawidzą NKWD.

## Wygląd

Niemce w mundurach z II Wojny z szpanerskimi karabinami.

## Ciekawostki

* Nienawidzą żydów
* Lubią napoje gazowane
* Świetnie ścigają
* Strzelają niczym snajperzy
Chapter 4 Scene 2

It is quiet on Mike's watch, as all the other castaways are asleep. To keep from falling asleep himself, he takes a slow walk, and by the light of his torch finds another piece of the map. After two hours, Mike wakes Tom, who is to take the next two-hour shift. Tom also finds a piece of the map while walking around quietly. The next shift is Nicole's She finds one more piece of the map, and then it's John's turn for a shift. John sees a shell stuck in a crack in a corner, and picks it up.

You found a Blue Bottom-Comb!

As John stands up, he bumps his head on the cave wall, and feeling groggy, lies down and falls asleep. He wakes up several hours later, and has lost all sense of time.  Everyone else is waking up at about the same time.

Amy yawns and asks, "What time is it?" She rolls over and feels something crinkle. It is a piece of paper. "Hey, is this a piece of the map?"

"It has to be," answers Tom.

John has a watch, and has to admit, "It's alomst noon.  Hope everyone slept well."

"I'm hungry," is Stefi's comment.

"We must eat, but ration our food," says Mike.

There is no disagreement, and they all eat some of the fruit and vegetables they have with them, but save a good portion.

"The map!" exclaims Tom.  "We found more pieces - let's see if we can make sense of it."

There are nine pieces, and it looks like they can be put in a three-by-three square.

Quest 51 complete!

Quest 54: Assemble the puzzle.

Everyone with a map piece puts it on the cave floor, and Mike holds a torch to illuminate them.

"Stefi is very good with jigsaw puzzles," comments Amy.

"Yes I am," agrees Stefi, and she starts to assemble the pieces.  The edges are slightly ragged but straight, so she has to go by the lines drawn on the pieces. All of the pieces are close to squares about half a meter on a side, so it isn't clear which pieces go in the corners, edges, or the middle, but after ten minutes she thinks she has it. "Does this look right?"

Tom looks at it and says, "I think so,"

John offers, "Yes, that's a map, but it isn't of this cave. At least the ground level we were are. Let me think about some more."

Quest 54 complete!

## Sequence

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Gong

Rasa
 Wiek
 Tytuły
 Broń
 Organizacja
 Stanowisko

**Gong the Hawkeye -** Przywódca organizacji "Czerwone Oko". Świetny dowódca i wojownik, dlatego jest chodzącą legendą w Utiopii. Z niechęcią odnosi się do przestępców i innych im podobnym. Nie rozstaje się ze swą ogromną kosą.

## Wygląd

Gong jest Zigotonem którego wyróżnia charakterystyczny hełm. Zawsze z nim chodzi, nigdy go nie widziano bez niego. Uwagę przyciąga również niezwykle stalowe spojrzenie, dla towarzyszy wygląda łagodnie jednak wielu wrogów boi się go.

## Umiejętności

Gong posiada ogromne umiejętności walki kosą, ogólnie skupia się na silnych atakach by od razu położyć przeciwnika. Nie zna litości dla wrogów przez co błaganie go o litość nie ma sensu. Również zwykle nie walczy z kilku razy większą grupą o ile nie ma do tego bardzo dobrego powodu.

Czymś co umie jako jedyny ze swej organizacji jest bez wątpienia umiejętność tworzenia niewielkich tornad które z łatwością odrzucają wroga, z tej umiejętności jest znany w Utiopii.

## Charakter

Jest niezwykle mściwy i okrutny, będzie mordował nawet dzieci byle by zapewnić bezpieczeństwo jego organizacji, dla wrogów jest bezwzględny a dla sojuszników troskliwy. Również gdy ktoś go wyzwie na pojedynek bez zwątpienie pójdzie go stoczyć by pokazać jak bardzo wróg się mylił wyzywając go na pojedynek.

Bezlitośnie zastrasza również konkurencję byle by zapewnić bezpieczeństwo swym podwładnym.

## Historia

Gong urodził się rzecz jasna w Utiopii, w średnio zamożnej części super miasta. Jako iż mieszkał na początku w bogatej rodzinie Zigotonów nie wiedział o dyskryminacji jego rasy w biedniejszej części, długo żył ze świadomością, że wszystko z jego rasą jest dobrze.

Jego ojciec uczył go patriotyzmu oraz walki a matka kontroli nad wiatrem, było to jego ulubione zajęcie. Był zigotonem niezwykle konsekwentym przez co zawsze dotrzymywał danego słowa, wszystko się posypało gdy ojciec mu wyznał jak traktują Zigotony w biedniejszej części miasta.

Wtedy właśnie Gong uciekł tam chcąc zobaczyć co tam się dzieje, widok go zamurował. Zigotony były niezwykle dyskyminowane, osobne szkoły dla nich i zakaz wstępy dla reszty. Wtedy pokazał swoją silną charyzmę, stworzył organizację walczącą za prawa dla Zigotonów, Czerwone Oko. Wiele do niego dołączało walcząc z siłami korporacji i mafii co dało mu wiele tytułów w mieście.

Swą kwaterę ulokował w swoim domu, jego rodzice umarli więc nie wiedzieli co tam się działo, stamtąd spokojnie planował nad ruchami by pokonać swych wrogów. Jednak szukał również sojuszników co dalej robi, znalazł kilku ale to za mało. Dość często przemawia do swych rodaków mówiąc im o potrzebie równości z innymi rasami, jeśli policja lub wojska paramilitarne próbują go powstrzymać kończy to się ich wybiciem.
Regulamin i Uniwersum

Witam was w tym magicznym miejscu zwanym jako Luźna Gra Fabularna. Na tej wiki jednak obowiązuje regulamin który trzeba przestrzegać.

## Regulamin

1. Zero OP

2. Kultura, jednak nie strzelać fochów jak ktoś w rp obrazi waszą postać.

3. Nie zabijajcie innych postaci graczy bez ich zgody.

4. Możecie mieć maksymalnie 3 postacie.

5. Bawcie się dobrze.

6. Akceptuję tylko historię którą samemu się stworzyło. Bez CTRL + V z internetu.

## Opis gry

Tu będzie krótko. RP toczy się na czacie po nieudanym eksperymencie z sesją na forum. Ogólnie absurd jest dozwolony byle by się stosował do regulaminu. To tyle.

Ogólnie akcja dzieje się w gigantycznej metropolii: Utiopii. W walce o wpływy biorą udział Organizacje przestępcze, Korporacje i wiele innych. To istne państwo-miasto otoczone przez ogromną pustynię.

Tworząc postać róbcie oddzielne artykuły i umieście odnośniki do nich w Liście Postaci.

## Uniwersum

Sami kształtujecie. Jednak poziom technologiczny to na oko 2030 rok. Czyli są jakieś lasery ale bez rewelacji. I nie wybijać się z tego poziomu technologicznego.
Black Knight

A knight who originally served to the darkness. Once meeting Iris, she uses her magic to eliminate the darkness from him. After the event, he ends up on Astora Isle (now known as Red), no longer filled with darkness and trains to become stronger.

 **Max Rarity** | 1★

 **SP** | 9999
 **ATK** | 9999
 **DEF** | 9999
 **CRIT** | 9999
Aoshi Sumihara

**Aoshi Sumihara** (澄原 蒼史（すみはら あおし）*Sumihara Aoshi*) is the middle schooler nephew of the Owner of Felice. His alternate self is Saphy.

## Appearance

Aoshi has a soft and gentle appearance. He has short blue hair with bangs that are longer at the front and blue eyes.

He wears a light purple sweater with a white shirt underneath it and brown pants with blue socks and black shoes. He carries a camera.

## Personality

Aoshi is a young, honest, and cool middle schooler. Aoshi is demure and does things at his own pace, but somehow has a philosophical air to him. He likes to gaze at beautiful things and take photographs and can frequently be found in the park absently looking up at the sky.
Corynn (Waiiha)

A foxgirl who attended to Waiiha to enjoy her time there.

 **Max Rarity** | 5★

## Quotes

**Selected/Chosen**

**Leader**

**Leaving**

**Action Skill**

**Attacking**

**Hurt**

**KO'd**

**Idle**

**Victory**

**When sitting in a Hot Spring**

**When tapped in Town**

*Hey, just fluff it up!*

*Mind if I transform?*

*Not my ears, but if it's my tail, then...*

*I can turn into anything!*

*Maybe I'll surprise you.*

**Level up**

**Cheer/Highfive**

**Kneel/Worry**
Amata Sunrise

*"I can hear the festival music!"* - **Amata**

A hotblooded festival man who goes anywhere whenever there is a festival going on.

 **Max Rarity** | 5★

 **SP** | 49
 **ATK** | 95
 **DEF** | 75
 **CRIT** | 64

## Quotes

**Selected/Chosen**

*Leave it to me!*

**Leader**

*It's a festival!*

**Leaving**

**Action Skill**

*Let's go out with a bang! (AS1)*

*Burning sun! (AS2)*

**Attacking**

**Hurt**

**KO'd**

**Victory**

*The party starts now!*

**Idle**

**When sitting in a Hot Spring**

**When tapped in Town**

*Beat the drums!*

*I'm gonna go get some fish!*

*The festival's about to start!*

*There are different kinds of festivals around the world.*

*Start the parade!*

**Level up**

*Oh yeah!*

**Cheer/Highfive**

**Kneel/Worry**
Amora

*"Let's talk about love!"* - **Amora**

A love devil who simply enjoys the concept of love. Her arrows can pierce through the hearts and make them fall in love.

 **Max Rarity** | 5★

 **SP** | 46
 **ATK** | 72
 **DEF** | 40
 **CRIT** | 77

## **Quotes**

**Selected/Chosen**

**Leader**

**Leaving**

**Action Skill**

**Attacking**

**Hurt**

**KO'd**

**Victory**

**Idle**

**When sitting in a Hot Spring**

**When tapped in Town**

*What's puppy love?*

*Are you totally into me!?*

*Want me to show you how to kiss?*

*Love me!*

*I'm too sexy!*

**Level up**

**Cheer/Highfive**

**Kneel/Worry**
Chimari

*"Thanks, I'll do my best!"* - **Chimari**

A Korpokkur girl who journeys with a squirrel. Although a bit weak-spirited, she tries anything with such optimism.

 **Max Rarity** | 5★

 **SP** | 42
 **ATK** | 149
 **DEF** | 77
 **CRIT** | 34

## Quotes

**Selected/Chosen**

**Leader**

**Leaving**

*Sorry.*

**Action Skill**

*Here I go!*

**Attacking**

**Hurt**

**KO'd**

**Victory**

*This is what Koro and I can do?*

**Idle**

**When sitting in a Hot Spring**

**When Tapped in town**

*I found an acorn!*

*Over here, Koro!*

*Can we help you with something?*

*I'll do my best!*

*Hello there!*

**Level up**

**Cheer/Highfive**

**Kneel/Worry**
Ciara

*"I will cut down my deepest fears!"* - **Ciara**

 **Max Rarity** | 5★

 **SP** | 42
 **ATK** | 161
 **DEF** | 69
 **CRIT** | 30

## **Quotes**

**Selected/Chosen**

**Leader**

**Leaving**

**Action Skill**

**Attacking**

**Hurt**

**KO'd**

**Victory**

**Idle**

**When sitting in a Hot Spring**

**When tapped in Town**

*I shall protect you from now on!*

*It's not safe to go alone.*

*I carry my fears with me.*

*Are you worthy of my ferocity?*

*I will have my revenge!*

**Level up**

**Cheer/Highfive**

**Kneel/Worry**