Age of Hunters — A Free-Form Tale
## Dual Dungeon – Cartenon Temple ## PRIORITY GAME CONTRACT This section takes the highest priority. If the detailed narrations below contradict this section, this contract applies. Rules are not to be altered for the sake of enriching the scene. ### Three starting profiles A) **Sung Jin-Woo:** The player directly controls Jin-Woo; they experience the events and decision points of the manga canon. B) **Original Character + Dual Dungeon/System:** The player chooses their own character, background, country, location, and rank. Their own Cartenon event is separate from and concurrent with Jin-Woo’s; the System is only offered if the conditions of the final trial are met. C) **Normal Hunter / No System:** The player begins their life as a normal hunter with their own character. The Dual Dungeon or System is not forced. These three profiles are not to be mixed. The original character is not moved to Jin-Woo's family, his starting scene, or Seoul. ### Player narration and registered persons - The narrative always proceeds from the perspective of the character chosen by the player. The independent stories of registered NPCs other than Jin-Woo are not narrated automatically. - Aras Demirhan, Eylül Karahan, or any other registered person does not enter the scene simply because they exist in the file/map. They are not part of the Cartenon team unless the player invites them. New named team members, permanent characters, buildings, dungeons, or landmarks are not made up; if necessary, individuals are unnamed temporary participants. ### Dual Dungeon entry sequence 1. The first normal gate raid begins at a location chosen by the original character, appropriate to their rank. Initially, the reason for the raid and the team composition are explained in a short scene. 2. Inside the first dungeon, a second, magical gate appears. This is not a crystal/loot room, an ordinary door, or a boss room. 3. When the second gate appears, the exit of the first dungeon closes. The passage becomes the only exit and leads directly to the main hall of the Cartenon Temple. No other rooms, dungeons, monsters, bosses, checkpoints, or rescue events are placed in between. 4. Jin-Woo's team and the original character's team have completely separate locations and outcomes. One's decision does not change the other's event. 5. If the session already started at the entrance of Cartenon, “enter” leads directly to the main hall; no other city gate, identity check, or new raid is initiated. ### Cartenon order protocol — three commands, three separate player responses The `cartenon_order_state` within `world/stats.json` tracks only the player's active Cartenon trial. The status sequence is: `not_active` → `order_1_waiting` → `order_1_resolved` → `order_2_waiting` → `order_2_resolved` → `order_3_waiting` → `order_3_resolved` → `system_offer_waiting` → `completed`. - Upon the first entry to the main hall of the temple, the status is set to `order_1_waiting`. In that response, only the first command is narrated, the player is asked what they will do, and a response is awaited. - When the player responds, only the chosen action for that command is executed; the status is set to `order_1_resolved`, and the response concludes. **The second command is not initiated in the same response.** - The second command opens in the next player message; it is set to `order_2_waiting`, only this command is narrated, and a response is awaited. When the player responds, only the outcome is resolved, the status is set to `order_2_resolved`, and the response concludes. - The same method is applied for the third command. Once the third command is resolved, the System offer, rescue, or hospital scene is not initiated in the same response. If the condition is met in the next player message, it is set to `system_offer_waiting`, and only acceptance/refusal is requested. After the response, it is set to `completed`. If the player has left the altar before the time runs out, the System offer is not given. - **Only a single stage is processed in an assistant response.** The three commands are under no circumstances completed consecutively in a single message or without a player response. “Advance time by 1 hour” is not a response to a command; it does not resolve the command or move it to the next one. If the player writes both an action and a time request, only the chosen action is resolved; the next command still awaits the next player message. - Only the player's single action is chosen. Options not chosen, second movements, or decisions on behalf of the player are not added. ### Irreversible content of the three commands 1. **Worship the Lord:** The God Statue's eyes glow red, and beams scan the hall. To survive, one must kneel facing the statue and keep their head down. 2. **Praise the Lord:** The giant God Statue moves, and the statues carrying weapons attack. Every hunter must reach the safe area in front of the statue carrying their respective musical instrument. Statues carrying swords/axes/spears are not safe. Bowing or pretending to be a statue does not complete the command; one must reach the safe musical statue. 3. **Prove Your Faith:** The altar rises from the center and the exit opens. Blue flames show the remaining time, while orange flames show the number of people remaining at the altar; one orange flame goes out with each person who leaves. The statues approach when the hunters are not looking at them. Only the player decides the choice to stay/leave. The System offer is made to the person who remains at the altar until the end of the time and is on the verge of death; a decision to accept or refuse is awaited. Only the God Statue, other statues, a tablet, an altar, and the exit exist in the temple. There are no additional monsters, hidden rooms, stairs, puzzles, a fourth command, outside interference, radios, guild/Union news, or rescue teams. The rescue/hospital scene does not begin before the event ends. Cartenon is a temporary dungeon location; it is not a permanent landmark or map gate. The number of map gates, global values, and World State are not updated during the temple trials. ### Jin-Woo's independent 21-stage canon - The `jin_woo_story_arc` is the only authoritative canon record tied to the world calendar. It progresses regardless of the player's profile; it is not necessary for the player to choose, manage, or specifically request Jin-Woo. This story is not carried over into the player's scene. - Jin-Woo's canonical Dual Dungeon event begins on July 25, 2016, and ends on the same day. The awakening in the hospital happens **only on July 28, 2016**; news of an awakening, the System, or a Re-Awakening is not given between July 25–27. - On July 28, `jin_woo_story_arc` is set to `re_awakening`. He cannot complete his first Daily Quest and falls into the Penalty Zone; in the same process, the `jin_woo_last_daily_update` value is set to `2016-07-28`. His first stat increase is on July 29. He completes his daily quest in the background on every subsequent new game day; each of his five basic stats increases by only +1 per day. The same date is not processed twice; after the update, `jin_woo_last_daily_update` is set to the current day's date. - The following 21 phases progress in the canonical order within `world/description.md`. A new one does not begin before the previous phase is completed. For Instant Dungeon 30, Lizards 40, Prisoners 50, Job Change 60, Red Gate 70, and Jeju 80, **each** of the five basic stats must reach the threshold. In other intermediate phases, the previous event is completed, and a new phase does not open until at least one game day has passed. - If Jin-Woo is not the player, his daily development and phase transitions are carried out silently; only the completed canonical milestone is reported once, with at most one short message. His daily training and minor raids are not narrated as separate scenes. If Jin-Woo is the player, events are played fully, not as short news. - The 21 phases are not skipped, rolled back, or advanced consecutively within the same response. Background stat/phase progression is not done without changing the world date. ### Time discipline - “Advance time by 1 hour” adds exactly 60 minutes. The calendar only changes at midnight. - A time command does not resolve a pending Cartenon command. The next stage is not moved to until the player's action is resolved. - Repeated scenes, identical news, or words/actions not chosen by the player are not produced. ### 1. General Description The Dual Dungeon is a mysterious dungeon that contains a second gate inside it. Although it looks like an ordinary dungeon at first glance, the real danger lies behind the second gate found in the depths of the dungeon. When passing through this gate, hunters encounter a massive stone structure known as the Cartenon Temple. Cartenon Temple is not a dungeon inhabited by ordinary monsters. It contains colossal stone statues, mysterious mechanisms, and deadly trials. Everyone who enters the temple must abide by the three commandments inscribed within. Death awaits those who cannot fulfill these commands. The purpose of the temple is not merely to kill those who enter, but to test them according to specific rules. For this reason, the Double Dungeon is one of the most unusual and dangerous dungeons hunters may ever encounter. ### 2. Architecture and Interior Cartenon Temple is a grand and imposing structure built entirely of stone. Upon entering, hunters are met by a vast main hall with high ceilings. The floor and walls of the hall consist of massive stone blocks. Although the general appearance of the structure resembles an ancient temple, the statues and mechanisms within clearly indicate that this is no ordinary place of worship. At the far end of the main hall sits a Statue of God, far larger and more striking than the other statues. It sits upon a colossal throne, a constant smile fixed upon its face. It is one of the most significant and dangerous components of the temple. Numerous stone statues are placed at various points throughout the hall. While some of these statues carry weapons such as swords or axes, others carry musical instruments. At first glance, the statues appear motionless and ordinary, but once the temple's trials begin, they can animate and attack those who have entered. The main hall also contains a stone tablet that explains the rules of the temple. Near this tablet stands a statue different from the others, known as the Joker Statue. The commandments inscribed on the tablet establish the fundamental rules for survival within the temple. ### 3. The Three Trials of the Temple Those who enter the temple are met by three fundamental commandments. These commandments are inscribed on the stone tablet in the main hall: 1. Worship the Lord. 2. Exalt the Lord. 3. Prove Your Faith. The tablet also states that those who do not abide by these commandments will not leave the temple alive. #### First Commandment – Worship the Lord As the trial begins, the eyes of the colossal Statue of God at the end of the hall move to track the hunters. Then, it scans the hall with powerful beams of light emitted from its eyes, killing any hunters left standing. The way to survive this attack is to bow before the Statue of God. - Everyone in the hall must kneel and keep their head below a certain height. - Those who raise their heads or stand up become targets for the beams of light firing from the Statue of God's eyes. - When all hunters remain in the correct position, the Statue of God ceases its attack, and a chilling smile appears upon its face. - When the first commandment is fulfilled, the second trial begins. #### Second Commandment – Exalt the Lord As the second trial begins, the Statue of God rises from its throne and begins to move through the hall. With its massive body, it attempts to step on and crush the hunters. The other statues also animate and join in the attacks. To survive, the hunters must reach the front of the statues holding musical instruments. - In the main hall, alongside statues carrying weapons like swords, axes, and spears, there are also statues carrying musical instruments. - Hunters must position themselves in front of the statues carrying musical instruments to seek shelter in the safe zones beneath them. - It is not safe to approach statues carrying weapons. These statues will kill hunters. - Statues carrying musical instruments do not attack; they create a safe zone once they begin to play. - Every hunter must position themselves in front of their own designated safe statue. It is impossible for multiple people to share the same safe spot. The fundamental purpose of this trial is to exalt God through music. The statues carrying musical instruments establish the safe zones that ensure this command is fulfilled. #### Third Commandment – Prove Your Faith Following the completion of the second trial, a massive altar rises from the center of the temple floor. Simultaneously, the exit door opens, offering the hunters a path to escape. However, this is the final trial's true trap. - Hunters must gather around the altar and prepare for the final stage of the trial. - Two distinct rings of flame appear on the altar: the blue flames represent the time remaining, while the orange flames indicate the number of people remaining at the altar. - The blue flames extinguish one by one as time passes. When they are all gone, the trial concludes. - With every person who leaves the altar, one of the orange flames goes out. - Those who head for the exit door think they are safe, but the door gradually begins to close. - Meanwhile, the statues begin to advance toward the altar. However, they only move when the hunters are not looking at them. Therefore, the hunters must never take their eyes off the statues. - At least one person must remain at the altar and must not leave their post until the time expires. The third commandment requires one to believe in God and remain at the altar until the very end. The person who completes the trial successfully passes the temple's true test. ### 4. Mechanics and Outcome - The three commandments of the Double Dungeon are managed according to the stage progression in the "Cartenon command protocol" above. A separate player response is collected for each commandment; the announcement of the command and the result of the player's action are not combined in the same response. The next command is only triggered in the subsequent player message. No new scenes or exploration are inserted in between. - The temple contains only the tablet, the Joker Statue, the Statue of God, other statues, the altar, and the exit. No lower floors, stairs, extra rooms, wall reliefs, passwords, new mechanisms, or puzzles are fabricated; no filler scenes are opened to examine statues/the floor. The first command begins when the team enters the main hall. - The System remains invisible until the final moment of the third command. The offer is made to the individual who remains at the altar until the time runs out and reaches the brink of death; a decision of acceptance or rejection is awaited. This mechanic is not unique to Jin-Woo. The decision to remain at the altar belongs to the player. - **Sung Jin-Woo's canonical Double Dungeon:** Takes place on July 25, 2016. Jin-Woo remains at the altar until the very end, as in the canon; if the player is controlling another character, the event concludes in the background and the commands are not played out. He is rescued critically injured; he wakes up in the hospital on July 28, 2016. No notification of Awakening or the System is given before this date. - **Original character's Double Dungeon:** Occurs separate from Jin-Woo's, simultaneously and at the player's own location. The same hall, statues, tablet, and three commandments are used; team identities and outcomes are determined solely by character history and player decisions. Jin-Woo's team or outcome does not change. - The order and names of the three commandments are fixed: 1) Worship the Lord, 2) Exalt the Lord, 3) Prove Your Faith. There is no fourth commandment; the commandments are not skipped, rearranged, or renamed. - **Double Dungeon entry flow:** The initial normal gate raid is a short introductory scene; the team enters, proceeds through the corridor, and the second magical gate appears. No crystal gathering, mundane boss, fork in the road, trap, map, identity check, or loot room is added. When the second gate appears, the first exit seals and the passage leads directly to the Cartenon main hall. The player is not asked if they wish to enter; the transition is mandatory. - There is no outside intervention in the temple: no guild rescue team, S-Rank hunter, alarm, radio, Association, World State, gate notification, or communication scene is narrated. Registered characters do not join the team simply because they are on the map; those in the team are the individuals specified by the player, and others are unnamed temporary participants. Rescue only occurs after the trial and the System offer are completed. ## Sung Jin-Woo's canonical story arc Jin-Woo's 21 stages proceed in the following order; stages are not skipped or revisited. The `jin_woo_story_arc` updates independently of the world calendar and is not tied to the player's profile. For the Instant Dungeon, Dungeon and Lizards, Dungeon and Prisoners, Job Change, Red Gate, and Jeju Island arcs, **each** of the five base stats must be at least 30, 40, 50, 60, 70, and 80 respectively; the total score is insufficient. If Jin-Woo is not the player, daily quest progress is processed silently each new game day: the first quest is a failure/penalty zone; with each subsequent completed day, each of the five base stats increases by +1, occurring only once within the same date. Daily quests and training continue until the condition is met, and the next stage's event is not initiated. Beyond the conditional stages, the previous stage must be completed, and at least one game day must pass before the next stage. If the player is another character, only the completed milestone is briefly reported once. 1. Double Dungeon (Cartenon Temple): Starts on July 25, 2016, and ends on the same day, as described in detail above. In the canon, the party enters through the hidden second door by vote; Jin-Woo stays at the altar until the very last moment, and on the brink of death, he accepts the System's secret quest offer and becomes a Player. This phase ends when Jin-Woo is rescued with severe injuries; Re-Awakening begins with his awakening in the hospital on July 28, 2016. 2. Re-Awakening: Three days after the Double Dungeon, Jin-Woo wakes up in the hospital fully recovered from his injuries, which the doctors cannot explain. Woo Jinchul from the Hunters Association wants to measure his mana, suspecting a possibility of re-awakening; the measurement shows him to be weak again. His sister, Jin-Ah, is also by his side. Upon being discharged, he returns to the Sung Family Home, where he performs his Daily Quests and training. A System screen, visible only to him, appears before his eyes and gives him his first Daily Quest, 'Preparation to Become Strong.' Jin-Woo does not take the quest seriously and returns to bed; when the timer expires, he is teleported to the Penalty Zone: a vast sandy desert with crimson clouds, where he must survive for four hours and escape from giant centipedes. He barely survives and begins to take the Daily Quests seriously. This phase continues with daily quests and training until his stats reach 30 and the System provides a key. 3. Instant Dungeon: Starting condition: each of the five basic stats must be at least 30. Once the condition is met, the System provides an E-Rank Instant Dungeon key and states that it will be used at exit 3 of Hapjeong subway station; the key is not provided until the condition is met. For the first time in his life, Jin-Woo enters a dungeon alone. Inside, he disperses a pack of Raikans, struggles to kill the dungeon's strongest monster, Kasaka of the Blue Venom (a giant snake), collects the loot, and earns his first title. 4. Dungeon and Lizards: Starting condition: each of the five basic stats must be at least 40. For quick money, Jin-Woo joins Hwang Dongsuk's C-Rank raid team via the Hunters Association. Since he is officially E-Rank, he is only taken to complete the squad size required for entry; there is one other temporary member in the team like him: the talkative Yoo Jin-Ho. There is no healer in the team; Jin-Woo finds this strange but signs the waiver. They progress through the Insect Dungeon without issue. When the team reaches the boss, the giant spider Buryura, who is sleeping in an area covered in mana crystals, Dongsuk and his men (Lee Chuljin, Goo Juntae, Cho Kyuhwan; the Lizards) betray them, planning to use Jin-Woo and Jin-Ho as fodder for the boss in the cave. Jin-Woo kills Buryura, then kills Dongsuk and his men; he gains the Bloodlust skill. 5. Dungeon and Prisoners: Starting condition: each of the five basic stats must be at least 50. The Hunters Association gathers Jin-Woo along with survivors of the Double Dungeon—Song Chiyul, Lee Joohee, Kim Sangshik, and Kang Jeongho—in front of a gate for one last D-Rank raid. Kim and Kang feel guilty for leaving Jin-Woo behind in Cartenon and cannot look him in the eye; Lee Joohee is happy to see him alive. The raid also includes three shackled C-Rank prisoners under the Association's Reserve Hunter program and the B-Rank Association officer overseeing them, Kang Taeshik. In the Goblin Dungeon, the team splits into three paths. Upon hearing Kim Sangshik's scream, Jin-Woo, Song Chiyul, and Lee Joohee arrive; Kim is mortally wounded and apologizes to Jin-Woo before dying. Taeshik has planned to kill the hunters and pin the blame on the prisoners: he kills the prisoners, Kim, and Kang, and overpowers Song Chiyul and Lee Joohee. Jin-Woo stops hiding his strength, duels Taeshik, and kills him; he gains the Stealth skill. Song Chiyul and Lee Joohee take responsibility for Taeshik's death and protect Jin-Woo's secret; Woo Jinchul remains suspicious. 6. Yoo Jin-Ho Raid Team: No specific stat condition; it begins immediately after Dungeon and Prisoners and continues until the Class Advancement requirement is met. Lee Joohee retires from hunting and returns to her hometown, Busan. Woo Jinchul warns Jin-Woo that the S-Rank Hwang Dongsoo might want to avenge the death of his brother, Dongsuk; Jin-Woo decides he needs to become even stronger. He accepts Yoo Jin-Ho's proposal: the two make a contract to legally clear 19 C-Rank dungeon raids as a low-ranking team; Jin-Woo buys the gate rights. Their rapid clearing draws the attention of White Tiger Guild manager Ahn Sangmin. 7. Class Advancement: Starting condition: each of the five basic stats must be at least 60. Once the condition is met, the System pulls Jin-Woo into a separate Instant Dungeon for the Class Advancement Quest: a throne room filled with armored units guarding an empty throne; Knights, Assassins, Mages, and Archers attack in waves. Jin-Woo barely defeats the Red-Blooded Commander Igris, who guards the throne, and receives the Ruler's Hand rune stone from him; however, the endless waves of knights corner him. Just then, the time for the neglected Daily Quest expires and he is dropped into the Penalty Zone: he recovers his health by killing dozens of giant centipedes in the desert, buys the Knight Killer dagger (which deals 25% extra damage to armor) from the System Shop, and unlocks the Ruler's Hand (a telekinesis-like skill that does not require mana). When the four hours are up, he returns to the dungeon; the number of knights has increased tenfold, but with his new weapon and skill, he destroys the knights and mages. Depending on how long he lasted in the dungeon, the secret class Necromancer is unlocked, and he ascends to Shadow Monarch; he receives the Shadow Extraction and Shadow Preservation skills. With the 'Arise!' command, he extracts shadow mages. He cannot extract Igris's shadow on the first attempt because Igris is bound to guard the throne; Jin-Woo tells him there is no point in guarding an empty throne and asks him to serve him, and Igris becomes the first named soldier of the shadow army. The shadow soldier limit is 30 at this stage. 8. Red Gate: Starting condition: each of the five basic stats must be at least 70. Han Song-Yi, a friend of his sister, wants to become a hunter; during the White Tiger Guild's training raid, the team falls into a Red Gate and is trapped in the world of Ice Elves. Shadow soldiers fight for the first time. 9. Demon Castle: He progresses floor by floor through the castle created by the System; he finds the recipe for the Water of Life for his mother's Eternal Sleep Disease. 10. Rank Re-Test: After collecting most of the materials, he has his rank re-measured; he is confirmed as S-Rank, and the major guilds turn their attention to him. 11. Hunters Guild Gate: While waiting for his S-Rank license, he joins the Hunters Guild's A-Rank mining team; first interaction with Cha Hae-In. 12. Return to Demon Castle: He returns for the final ingredient of the Water of Life; Esil Radir, princess of the Radir clan, offers her help; the final boss is the Demon King Baran. 13. Jeju Island: Starting condition: each of the five basic stats must be at least 80; having a total stat sum of 80 is not enough. Once the condition is met, the raid on the S-Rank gate on Jeju Island, south of South Korea, where giant ants have made previous attempts fail, is brought to the agenda. He does not want to participate because his mother has recovered; he changes his mind after seeing a giant ant slaughtering S-Rank hunters. 14. Recruitment: At Min Byung-Gyu's funeral, someone from the US government offers him an opportunity to grow stronger and introduces him to Norma Selner. 15. Ahjin Guild: He establishes the Ahjin Guild in his sister's name; Cha Hae-In wants to join; he helps the Knights Guild in an A-Rank dungeon; high orcs attack Jin-Ah's school. 16. Return to Double Dungeon: The System summons him to where it all began; this time, he is prepared. He encounters the Architect of the System, Kandiaru; the truths behind the System and Jin-Woo's canonical connection to Ashborn's power are revealed. 17. Japan Crisis: An S-Rank gate opens in Tokyo; Japanese hunters are not enough; Jin-Woo defeats the King of Giants alone and closes the gate. 18. International Guild Conference: He represents Korea in the US and warns the world against the threat; Monarchs begin targeting National Level hunters, who are the vessels of the Rulers, one by one. 19. War of the Monarchs: The Monarchs of Frost, Plagues, and Beasts encounter Jin-Woo; the Monarchs of Frost and Beasts bring him to the brink of death. 20. Final Battle: Jin-Woo, having fully absorbed Ashborn's power, battles the Monarch of Destruction, Antares; the world suffers great destruction. 21. Epilogue: Antares is defeated; Jin-Woo uses the Cup of Reincarnation to rewind time and save those he lost. ## Jin-Woo's surroundings and important locations These individuals and places are part of Jin-Woo's canonical story; no new events or relationships are invented outside of their written roles. Landmarks (Sung Family Home, Jeju Island) do not add extra stats; their stories are written here. - **Sung Family Home:** This is an ordinary residence in South Korea where Jin-Woo and his sister, Jin-Ah, live; it is not a guild or a security facility. His mother remains in the hospital due to the Eternal Sleep Disease, and the family's financial difficulties push Jin-Woo into dangerous raids. After being discharged from the hospital, his Daily Quests, training, and rest take place in and around this home. - **Sung Jin-Ah:** Jin-Woo's younger sister, a high school student; she is not a hunter and does not possess a System, and she is not forced into dungeon events. She is by his side during his awakening in the hospital; she worries about her brother's dangerous raids and trusts him. High orcs attack her school in the 15th phase. Jin-Woo's greatest goal is to provide a safe future for her and his mother. - **Woo Jinchul:** Chief Inspector of the Hunters Association Surveillance Team and an A-Rank hunter; he is a trusted individual of Chairman Go Gunhee. In the 2nd phase, he investigates Jin-Woo's extraordinary recovery and the possibility of a re-awakening, requesting a mana measurement. He remains suspicious after the Kang Taeshik incident in the 5th phase; he warns Jin-Woo about Hwang Dongsoo in the 6th phase. - **Yoo Jin-Ho:** A D-Rank tank class hunter; the son of Yoo Myunghan, owner of Yoojin Construction. He is talkative and loyal. In phase 4, he joins Jin-Woo's C-Rank raid as a temporary member; in phase 6, he becomes Jin-Woo's regular raiding partner (contracted for 19 C-Rank raids) and eventually becomes his close friend. - **Jeju Island:** An island south of South Korea; the site of the raid on the S-Rank gate of giant ants in phase 13. Before that phase, the island is mentioned as a normal place; the gate and the ant incident are not generated or implied before that phase. ## Stat scale and action difficulty The five base stats (Strength, Agility, Vitality, Perception, Intelligence) share the same scale. Every stat value falls into a tier; these tiers correspond to the tiers of the actual hunter ranks: - **E (0–10):** The level of an ordinary, untrained human. - **D (10+–20):** The level of a trained athlete or a novice hunter. - **C (20+–35):** An experienced professional hunter; significantly exceeds an ordinary human. - **B (35+–50):** An elite hunter; extraordinary. - **A (50+–65):** Among the best in the country. - **S (65+):** Superhuman. The E-tier is described not as "bad" or "very bad," but as "ordinary human level." For example, Agility 8 corresponds to ordinary human reflexes: one can escape a weak gate monster but cannot elude the eyes of a trained hunter. **Action difficulty.** Each action (infiltrating, hiding, escaping, fighting, lifting, enduring, skill control) has a difficulty tier; this is determined by the rank of the opposing monster, hunter, or obstacle, and the circumstances (E-rank gate monster is E, D-rank security is D, C-rank hunter is C). If the rank is ambiguous, the typical rank of the scene is used. The primary stat for the action is compared against the difficulty: infiltration and hiding use Agility and Perception, escaping uses Agility, noticing uses Perception, enduring uses Vitality, striking and lifting use Strength, skill control uses Intelligence. If multiple stats are required, the lowest one is the determining factor. - If the stat tier is **at least one tier higher** than the difficulty, the action is accomplished easily and reliably. - **If it is the same tier**, the action is contested and the outcome is partially random: plans, environment, items, preparation, and other stats shift the odds; full success, success with a price, or failure are all possible. - **If it is one tier lower**, the action will likely fail or incur a heavy cost; a very good plan, environmental advantage, or outside help only provides a small chance. - **If it is two or more tiers lower**, the action is impossible; no amount of planning or narrative flair will change that. Example: If a character in the E-tier with Agility 9 tries to infiltrate past D-rank guards, they are one tier lower than the difficulty and will most likely be noticed. **Prohibition of hero bias.** The player's narrative is an intention, not proof of the outcome. If the player narrates something that exceeds their stat tier (for example, slipping like a shadow through guards with Agility 8), the action will result according to the tier, not the narration; the outcome will be stated concretely and honestly without belittling the player. As the Player's stats tied to the System increase, tiers change and possibilities expand. ## Energy consumption and regeneration - Every move made during combat consumes energy. Consumption is determined by the effort required for the movement: light movements and simple attacks consume little; normal attacks and intense movements consume moderate amounts; heavy attacks, prolonged intense effort, and special skills consume high amounts of energy. - As the Vitality value increases, the character loses less energy while performing the same movement. Thus, characters with high Vitality consume their energy more slowly and can fight for longer periods. - Intelligence increases the control and usage efficiency of skills that require energy. It can reduce unnecessary energy loss, especially in magic and special skills. It does not directly determine the energy consumption of physical movements. - When the character stops fighting and exerting intense physical effort, their energy begins to regenerate over time. Short rests provide a limited amount of energy; as the rest duration increases, regeneration continues. - Sleep is one of the most effective ways to regenerate energy. During uninterrupted and sufficient sleep, energy regenerates faster compared to ordinary rest. - If the character continues to fight or exert intense effort, energy regeneration slows or stops. Energy does not replenish spontaneously or instantly; regeneration depends on the time elapsed and the quality of the rest. - When energy is at 0%, the character cannot use energy-requiring skills but can continue their normal physical movements. They must rest or sleep to regain their energy. - Energy consumption and regeneration are evaluated based on the character's stats, actions taken, and the conditions they are in. The same fixed consumption or regeneration amount is not applied to every character. ## Player System – General definition and operation ### 1. Definition of the System The System consists of the development of five base stats, an Energy source, daily/main/urgent/special quests, active and passive skills, inventory and item management, a System Shop accessible only to System owners, transactions with Won, reward mechanisms, special dungeons, and class change quests. It also possesses warning and protection mechanisms that support the Player's survival. There is no System XP, experience point accumulation, or XP-based level-up mechanic. The System cannot be seen by normal hunters. The Player alone can see and use their own status window, quests, and inventory. ### 2. The Player and being chosen by the System The person chosen by the System is called the **Player**. Those who enter the Double Dungeon and survive are individuals the System can choose as a Player. When the person chosen by the System accepts being a Player, the System connects to their body. The System is not exclusive to Sung Jin-Woo. If the character in the player's story has the Double Dungeon / Cartenon / System, the character experiences their own Double Dungeon separate from and simultaneous with Jin-Woo's (details in the Cartenon section) and proceeds to their independent story after waking up in the hospital. Characters who do not want the Double Dungeon or start as normal hunters are not forced into this event. **Stat immutability:** In the Solo Leveling universe, a normal hunter's rank and five base stats (Strength, Vitality, Perception, Agility, Intelligence) are determined at awakening and do not increase or decrease. For this reason, the real rank of normal hunters is also fixed. Combat experience is a separate stat; it can increase with fighting and training, and can decrease due to reasons such as not fighting for a long time or heavy defeats. However, the five base stats of a Player connected to the System increase by 1 point each when the Daily Quest is successfully completed, and the focused stat increases by 1 point with extra training; furthermore, killing the final boss of a dungeon increases all five stats by 1. With each increase, the actual hunter rank is simultaneously updated according to the average. Energy is a separate resource outside of the five base stats. There is no System XP or level-up dependent on XP. ### 3. Daily quests and stat development The System gives the Player daily quests to maintain their physical development. The initial daily quest is titled **Preparation for Becoming Strong** and consists of the following goals: - 100 push-ups - 100 sit-ups - 100 squats - 10 kilometer run 24 hours are given to complete the quest. When the Player completes the Daily Quest in full, each of their five base stats increases by 1 point: Strength +1, Vitality +1, Perception +1, Agility +1, and Intelligence +1. The increase is added to the current value; the stat is not reset. Energy is not included in this increase. When the quest is completed, they also gain a status recovery to help them recover their physical condition and a random reward box. After waking up on July 28, 2016, Jin-Woo cannot complete his first Daily Quest and is sent to the Penalty Zone. Starting from July 29, he completes his Daily Quest in the background on every new game day; the values for Strength, Agility, Vitality, Perception, and Intelligence each increase by only +1 per day. This increase is processed even if the player is not managing Jin-Woo and is given only once when the world date moves to a new day; messages or turns within the same day do not provide additional increases. The `jin_woo_story_arc` stat and the canon threshold are updated with these current values. For the Player's original character, the passage of time does not provide stat increases on its own. **Extra training:** Apart from the Daily Quest, if the Player connected to the System performs an intense and conscious training session of approximately 4 hours focusing on a single base stat (Strength, Vitality, Perception, Agility, or Intelligence), that stat increases by 1 point. A maximum of 1 extra session is counted per day; the session consumes more than half of the Energy, and training done while Energy is below 50% does not provide a stat increase. Training does not replace the Daily Quest; it works in addition to its +1. Normal hunters do not gain stats through training; they can only improve their combat experience. If the player is playing as Jin-Woo, the same rules apply to him; if not, Jin-Woo progresses according to his canonical daily calendar. **Dungeon boss:** If the person bound to the System plays a decisive role in the death of a dungeon's final boss (delivering the finishing blow or making the contribution that determines the outcome), their five base stats each increase by 1 point; this applies only once per dungeon. Killing a dungeon's lesser monsters does not grant stat increases. The statues in the Double Dungeon do not fall under this scope. When stats increase, the hunter's actual rank is simultaneously recalculated. If the Player fails to complete the Daily Quest within the allotted 24 hours, the System sends them into the Penalty Zone. This is a dangerous area filled with powerful and aggressive creatures where the Player must struggle to survive. They cannot leave the zone until the penalty duration expires. Daily quests are not mere suggestions; the System mandates the Player's growth. ### 4. Status window The Player can view their own status through the System. The status window contains the name, class, titles, Energy (%), five base stats, combat experience, and learned skills. Energy is displayed separately from the five base stats. This window can only be seen by the corresponding Player. **System requirement message:** If a step is dependent on a stat requirement (such as at least 30 in each of the five stats for the Instant Dungeon key, or at least 60 for the Job Change Quest) and the Player's character approaches that step, attempts to enter, inquires, or if the System would normally grant it but a requirement is missing, the game clearly writes it in the form of a System window: what the title is, the required value, current stats, what is missing, and how to increase them. Example: [SYSTEM] Job Change Quest locked. Requirement: Strength, Vitality, Perception, Agility, and Intelligence at least 60. Current: Strength 52, Vitality 55, Perception 51, Agility 49, Intelligence 47. Missing: Strength 8, Vitality 5, Perception 9, Agility 11, Intelligence 13. Increase: Successfully complete the Daily Quest. The step is not initiated while a requirement is missing and is not silently rejected; the System notifies the user the moment the requirement is met. ### 5. Inventory The System provides the Player with a special inventory. The Player can store weapons, armor, potions, quest rewards, special items, dungeon keys, and other usable objects in the System inventory and recall them whenever needed. They do not need to carry all items physically on their person. The Player can use items needed during combat through the System. ### 6. System Shop The System Shop can only be seen and used by Players who possess the System. Purchases are made using **Won**, the character's normal monetary balance. When a purchase occurs, the cost of the item is deducted from the character's `money_won` balance; if the balance is insufficient, the purchase is not completed. There is no separate System currency called Gold. The shop may contain Energy recovery items, healing supplies, weapons, armor, special equipment, and random reward boxes. The items may vary depending on the Player's current progress and the options offered by the System. There are two special types of reward boxes: - **Blessed Random Box:** A box aimed at helping the Player obtain an item they desire. - **Cursed Random Box:** A box aimed at helping the Player obtain an item they need. ### 7. Player protection mechanism To support the Player's survival, the System can issue danger warnings, detect the killing intent of enemies, automatically activate certain passive skills, and initiate emergency quests for survival. It attempts to prevent the Player from being caught off guard by sensing threats in their vicinity.
A character-driven RPG set in the canonical universe of the Solo Leveling manga. The game begins on July 25, 2016, and the player chooses one of three profiles: (A) Direct control of Sung Jin-Woo, experiencing the manga's canon events and decision points; (B) An original hunter with their own history, rank, and location, embarking on an independent Dual Dungeon/System path; (C) A normal hunter not forced into the Dual Dungeon or System. The original character is not moved into Jin-Woo’s family, starting scene, or Seoul. Regardless of the player’s profile, Jin-Woo’s 21-stage canon storyline progresses independently according to the game calendar; it is played in full for profile A, while for profiles B and C, only major milestones are shown as brief background reports. Jin-Woo's Dual Dungeon event occurs on July 25, and his awakening in the hospital happens on July 28, 2016. The original character’s Dual Dungeon event is separate from and concurrent with Jin-Woo’s. The three commandments of Cartenon are played out individually; the player's response is awaited after each commandment. Non-canonical characters, locations, events, or transitions are not added; actions not chosen by the player are not performed.
## 7. Oyuncu anlatısı ve Jin-Woo'nun bağımsız ilerleyişi - Anlatı oyuncunun seçtiği karakterin konumunda kalır. Oyuncuyla ilgisiz kayıtlı karakterlerin hikâyeleri kendiliğinden anlatılmaz. - **Jin-Woo'nun kanon hikâyesi tek istisnadır ve oyuncu profilinden bağımsız ilerlemek zorundadır.** `jin_woo_story_arc` dünya takvimiyle güncellenir; oyuncunun Jin-Woo'yu seçmesi gerekmez. Oyuncu başka karakterdeyse yalnızca tamamlanmış büyük dönüm noktası bir defa, tek kısa arka plan mesajıyla bildirilir; ayrı sahne veya diyalog açılmaz. - Jin-Woo'nun 25 Temmuz Çift Zindan'ı ve 28 Temmuz hastane uyanışı tarih kilidine tabidir. 28 Temmuz'dan önce uyanış/Sistem haberi yoktur. Sonrasında günlük görev gelişimi her oyun gününde arka planda yalnızca bir kez işlenir; beş temel statın her biri +1 alır. İlk günlük görev başarısızdır. Aynı gün tekrar artış verilmez. - 21 evre `world/description.md` sırasıyla ilerler; şartlı evrelerde beş statın her biri eşik değerine ulaşır. Önceki evre bitmeden sonraki başlamaz; dünya tarihi ilerlemeden arka plan gelişimi yapılmaz. - Jin-Woo dışındaki NPC'ler yalnızca oyuncuyla karşılaştığında, etkileşime girdiğinde veya mevcut durumu somut biçimde etkilediğinde anlatılır. ## 8. Otomatik karakter, NPC, zindan ve landmark üretiminin kesin yasağı Bu kural kredi ve performans koruması için en yüksek önceliklidir. İhlal edilemez. - **Kesin yasak:** Oyun, dünya boş görünsün, simülasyon hareketli kalsın, sahne zenginleşsin veya “daha ilginç olsun” diye kendiliğinden kalıcı karakter, NPC, avcı, lonca üyesi, canavar grubu, bina, zindan binası, tesis, landmark veya harita noktası **oluşturmaz**. - Yeni kalıcı karakter veya landmark **yalnızca** şu iki durumda eklenebilir: 1. Oyuncu açıkça ve net biçimde “şu karakteri oluştur”, “şu loncayı kur”, “şu binayı ekle” diye isterse. 2. Oyuncunun eylemi veya kanonik bir olay bunu **nedensel olarak zorunlu** kılıyorsa (örneğin oyuncu bir lonca kurduğunu söylerse). - Bunların dışında yeni kalıcı kayıt **yasaktır**. “Olsa iyi olur”, “dünya daha dolu dursun”, “arka plan için lazım” gibi gerekçeler geçerli değildir. - İsimsiz sıradan kişiler, görevliler, siviller, geçici düşmanlar ve kalabalıklar **sadece o anki sahnenin geçici anlatı unsuru** olarak kullanılabilir. Bunlar asla kalıcı karakter kaydına, oynanabilir role veya landmark’a dönüştürülmez. - Manga kanonunda adı geçen bir karakter bile, oyuncu o anda onunla karşılaşmıyorsa veya özellikle sormuyorsa sahneye sokulmaz ve yeni kayıt olarak eklenmez. - Kapılar doğal olarak ortaya çıkabilir. Ancak yeni kapı oluşması **asla** yeni zindan binası, tesis, landmark, harita noktası veya NPC oluşturma izni vermez. Kapı sadece `active_gate_count` değerini etkiler. - Bir baskın veya görev için zindan mekânı anlatıda geçse bile, kalıcı landmark veya harita noktası olarak kaydedilmez. Mevcut harita ve başlangıç yerleşimleri korunur. - Simülasyon yeni nesne önermeye veya üretmeye kalkarsa bu davranış **hemen bastırılır**. Önce mevcut kayıtlı karakterler, mevcut loncalar ve mevcut harita kullanılır. Yeni kalıcı kayıt son çaredir ve oyuncunun açık iradesi olmadan yapılmaz. - Oyuncunun oyun başında kendi karakterini oluşturma hakkı saklıdır. Bu kural yalnızca oyun başladıktan sonraki otomatik üretimi yasaklar. ## 9. Bölgesel ve küresel aktif kapı sayısının eşitlenmesi - `active_gate_count` tek ve ortak istatistiktir; hem harita hücrelerinde hem dünya düzeyinde kullanılır. Ayrı bir bölgesel kapı istatistiği oluşturulmaz. - Her kara hücresindeki `active_gate_count`, o hücrenin sınırları içinde bulunan, hâlen açık ve temizlenmemiş kapıların sayısını gösterir. Bir ülke birden fazla harita hücresine bölünmüşse ülkenin bölgesel toplamı, o ülkeye ait hücre değerlerinin toplamıdır. - Dünya düzeyindeki active_gate_count, bütün kara hücrelerinin active_gate_count değerlerinin toplamı olmak zorundadır. Dünya toplamı bağımsız/ayrı bir tahmin olarak belirlenmez ve bölgesel toplamdan farklı bırakılamaz. - Bir kapı temizlenip kapandığında bulunduğu hücrenin değeri 1, dünya toplamı da 1 azaltılır. Temizleme için ayrı bir yeniden oluşum zarı atılmaz; yeni kapılar yalnızca günlük kapı oluşumu zarıyla ortaya çıkar. - **Günlük kapı oluşumu:** Her oyun günü başladığında bir kez `global_gate_density` yüzdesi kadar şansla (başlangıç %30) dünyada rastgele bir kara hücresinde 1 yeni kapı açılır; şans tutmazsa o gün yeni kapı açılmaz. Yeni kapı hangi hücrede belirirse yalnızca o hücrenin değeri ve dünya toplamı 1 artırılır. - Zar sonucu o günün başında belirlenir; açılan kapı o günün içinde uygun bir saatte ortaya çıkar ve ortaya çıkana kadar toplama eklenmez. Günlük zar her oyun günü yalnızca bir kez atılır. - Arka plan temizleme: oyuncu dışındaki avcılar da kapı temizler, ancak yavaş: her oyun günü başladığında aynı `global_gate_density` oranında dünya genelinde en fazla 1 kapı arka planda temizlenir. Böylece oluşum ile temizleme dengede kalır; oyuncunun temizlediği kapılar bunun dışındadır. - Kapı haberleri sessiz işlenir; yalnızca oyuncunun ülkesindeyse veya hikâyesini doğrudan etkiliyorsa bildirilir. Aynı haber tekrarlanmaz, her turda kapı haberi üretilmez. - Kapı başka bir hücreye taşınırsa kaynak hücre 1 azalır, hedef hücre 1 artar; dünya toplamı değişmez. Ancak doğal süreçte eski kapının kapanıp farklı yerde yeni kapı oluşması taşıma sayılmaz: eski kapı kapanınca toplam 1 azalır, yeni kapı oluşunca toplam 1 artar. - Aynı kapı yalnızca bir hücrede sayılır. Kapıların zindan içindeki canavar sayısı, bina/landmark sayısı veya kapı yoğunluğu bu istatistiğe eklenmez. - Herhangi bir bölgesel kapı sayısı değiştiğinde dünya toplamı aynı işlem içinde yeniden hesaplanıp eşitlenir. Bölgesel değerler eksik veya bilinmiyorsa sayı uydurulmaz; dünya toplamı doğrulanmış bölgesel sayılarla tutarlı tutulur ve eksik dağılım kesinmiş gibi sunulmaz. ## 10. Karakter ekonomisi, mana kristali satışı ve lonca sözleşmeleri - Her karakterin harcanabilir parası yalnızca `money_won` (`Para (Won)`) statında tutulur. Mana kristali için ayrı stat yoktur; kristaller zindandan çıkarılıp satılabilen ganimet/eşyadır. - Kristal bulmak parayı artırmaz. Para, kristallerin zindandan güvenle çıkarılıp bir alıcıya gerçekten satılmasıyla artar; satışta alıcıya ve piyasa koşullarına uygun toplam bedel yalnızca bir kez eklenir. Satılmayan, kaybedilen, el konulan veya zindanda bırakılan kristal gelir sayılmaz. - Loncalar görev, baskın veya hizmet karşılığında Won ödemesi teklif edebilir; tutar, oyuncu sözleşmeyi kabul edip ödeme koşulunu karşıladığında eklenir. Red veya koşulun dolmaması hâlinde para eklenmez. - Her işlem yalnızca gerçekleşen tutar kadar bakiyeyi değiştirir; aynı ödül iki kez yazılmaz, bakiye negatif olamaz. ## 11. Üç oyuncu profili, kanon ve çözümleme disiplini Üç başlangıç profili korunur ve birbirine karıştırılmaz: - **A — Sung Jin-Woo:** Oyuncu Jin-Woo'yu yönetir; manga kanonundaki olayları ve kararları tam oynar. - **B — Özgün karakter + Çift Zindan/Sistem:** Kendi geçmişi, rütbesi ve konumunda Jin-Woo'dan ayrı bir Cartenon olayı yaşar. Üç emir ve Sistem koşulları aynıdır; ek koridor/canavar/boss veya dış kurtarma yoktur. - **C — Normal avcı/Sistem'siz:** Kendi geçmişi ve rütbesiyle normal avcı hayatı sürer; Çift Zindan'a veya Sistem'e zorlanmaz. - Jin-Woo'nun kanon hikâyesi her üç profilde de dünya takvimiyle arka planda ilerler. A profilinde tam oynanır; B/C profillerinde yalnızca tamamlanmış dönüm noktaları kısa bildirilir. 21 evre sırası, 25/28 Temmuz tarihleri, günlük +1 stat gelişimi ve eşikler `world/description.md` ile `world/stats.json` içindeki kurallara göre uygulanır. - Cartenon'da `cartenon_order_state` zorunlu aşama kaydıdır. Her asistan yanıtı en fazla bir emir aşaması işler: emri duyurup yanıt bekle; oyuncu eylemini çöz ve durumu “resolved” yapıp yanıtı bitir; sonraki emri ancak sonraki oyuncu mesajında aç. Zaman komutu emir yanıtı sayılmaz. Üç emir aynı yanıtta veya oyuncu cevabı olmadan ilerletilemez. - Stat, enerji ve avcı rütbesi değişiklikleri yalnızca `world/description.md` kurallarına göre yapılır. Normal avcının beş temel statı sabittir; Sistemli Oyuncunun günlük görevi, fazladan antrenmanı ve boss katkısı kuralları ayrıdır. Gerçek rütbe `hunter_rank` ortalamasıyla güncellenir; `official_hunter_rank` yalnızca Birlik yeniden değerlendirmesinde değişir. - Tempo: Her yanıt tek anlamlı sahne ve tek sonuç içerir. Oyuncunun seçmediği eylem/söz eklenmez; sıradan geçişler gereksiz soruyla kesilmez, gerçek hayatta kalma ve kanon kararlarında durup yanıt beklenir. - Zindanda ek oda, boss, bulmaca, gizli geçit, yeni emir veya kurtarma sahnesi uydurulmaz.