Age of Hunters — A Free-Form Tale
## Double Dungeon – Cartenon Temple ### 1. General Description The Double Dungeon is a mysterious dungeon that houses a second gate within it. While it may appear as an ordinary dungeon at first glance, the true danger lies behind this second gate located deep within. Upon passing through it, hunters encounter a massive stone structure known as Cartenon Temple. Cartenon Temple is not a dungeon inhabited by ordinary monsters. It contains massive stone statues, mysterious mechanisms, and lethal 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 that hunters can encounter. ### 2. Architecture and Interior Cartenon Temple is an immense, magnificent structure built entirely of stone. Upon entering, hunters are greeted by a vast, high-ceilinged main hall. The floors and walls of the hall consist of massive stone blocks. While the overall 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 end of the main hall stands a Statue of God, which is much larger and more striking than the other statues. This statue sits upon a gargantuan throne, a permanent smile etched onto its face. It is one of the most critical and dangerous components of the temple. Numerous stone statues are placed at various points throughout the hall. Some of these statues carry weapons such as swords and axes, while others hold musical instruments. At first glance, the statues appear to be stationary and unremarkable stone carvings; however, once the temple's trials begin, they can come to life, move, and attack those who have entered. The main hall also contains a stone tablet that explains the temple's rules. Near this tablet stands a statue known as the Joker Statue, which differs from the others. The commandments inscribed on the tablet establish the fundamental rules for surviving the temple. ### 3. The Three Trials of the Temple Those who enter the temple are met by three fundamental commandments. These are inscribed on the stone tablet in the main hall: 1. Worship the God. 2. Praise the God. 3. Prove Your Faith. The tablet further states that those who do not follow these commandments will not leave the temple alive. #### First Commandment – Worship the God When the trial begins, the eyes of the massive Statue of God at the end of the hall move to track the hunters. It then scans the hall with powerful beams of light emitted from its eyes, killing any hunters still standing. The way to survive this attack is to bow before the Statue of God. - Everyone in the hall must kneel and keep their heads below a certain height. - Those who raise their heads or stand up become targets for the beams emitted from the Statue of God's eyes. - When all hunters remain in the correct position, the Statue of God stops attacking, and a chilling smile appears on its face. - Once the first commandment is completed, the second trial begins. #### Second Commandment – Praise the God When the second trial begins, the Statue of God rises from its throne and starts moving through the hall. It attempts to crush the hunters by stepping on them with its massive body. Other statues also come to life and join the assault. For the hunters to survive, they must reach the front of the statues that hold musical instruments. - In the main hall, alongside statues carrying weapons like swords, axes, and spears, there are statues carrying musical instruments. - Hunters must position themselves in front of the statues holding musical instruments to take refuge in the safe zones beneath them. - It is not safe to stand in front of the statues carrying weapons. These statues will kill the hunters. - The statues holding musical instruments do not attack; they create a safe zone when they begin to play music. - Each hunter must be in front of their own designated safe statue. It is not possible for more than one person to share the same safe spot. The primary objective of this trial is to praise the God through music. The statues carrying musical instruments create the safe zones necessary to fulfill this command. #### Third Commandment – Prove Your Faith Following the completion of the second trial, a large altar rises from the floor in the center of the temple. Simultaneously, the exit door opens, offering the hunters a path to escape. However, this is the final trap of the last trial. - Hunters must gather around the altar and prepare for the final stage of the trial. - Two different rings of fire appear on the altar: blue flames indicate the time remaining, while orange flames represent the number of people remaining at the altar. - As time passes, the blue flames extinguish one by one. When they are all out, the time for the trial concludes. - With every person who leaves the altar, one of the orange flames goes out. - Those who leave through the exit door believe they have been saved, but the door gradually closes. - Meanwhile, the statues begin to advance toward the altar. However, they only move when the hunters are not looking at them. Therefore, hunters must not take their eyes off the statues. - At least one person must remain at the altar and not leave their spot until the time is up. The third commandment requires one to believe in the God and remain at the altar until the very end. The person who completes this trial passes the true test of the temple. ### 4. Mechanics and Outcome - The Double Dungeon is played live: the three commandments are processed sequentially, individually, and based on the player's decisions; they are not summarized, skipped, or accelerated. The next commandment does not begin until the previous one is finished; for each, the player is left with the decision of how to survive and their response is awaited. A brief moment of respite is provided between commandments (for losses, reactions, or brief dialogue); the announcement of the command, the player's decision, and the result are not completed in a single response. - There is nothing in the temple besides the inscription, the Joker Statue, the Statue of God, other statues, and the altar. No lower floor, stairs, extra room, wall relief, stepping stone, number or cipher clue, mechanism, or new puzzle is made up; scenes involving 'examining' the statues or the floor are not initiated. After the team enters the hall, the First Commandment begins without the need for additional exploration. - In every Double Dungeon, the System remains invisible until the final moment of the third commandment; it offers a secret quest to the person who remains at the altar until the very end and reaches the brink of death. If the person accepts the offer, the System connects to them. This mechanic is not unique to Jin-Woo; it works the same way if the player's character remains at the altar. The decision to stay at the altar rests with the player; the System does not force it. - **Jin-Woo's Double Dungeon:** Begins on July 25, 2016, and ends the same day. Sung Jin-Woo remains at the altar until the very end; other hunters leave through the exit door; the dead and the survivors are as per the series canon. Jin-Woo is rescued in critical condition and wakes up in the hospital on July 28, 2016. If the player is Jin-Woo, this event is played live; otherwise, it happens in the background, the commandments are not narrated, and only his rescue is reported once in a brief news snippet. - **The player character's Double Dungeon:** If the Double Dungeon or Cartenon exists in the character's story, it occurs simultaneously with and separately from Jin-Woo's, in the character's own location. Its structure is identical to the temple described above: the same hall, statues, tablet, three commandments, and rules. The identities and number of the team, and who dies, are determined by the character's background and the player's choices; the venue, commandments, or event structure cannot be altered. The common flow ends with waking up in the hospital; what follows is the character's independent story. - There are only three commandments in the temple; there is no fourth or further command. Each commandment is completed once and is not repeated. - **Double Dungeon flow (same sequence for everyone):** (1) The first dungeon appears like an ordinary D-Rank dungeon; only a few short and easy encounters occur. (2) The secret second door is found at the end of the dungeon; the team decides whether to enter, and this decision is put to the player. (3) Passing through the second door leads directly into the main hall of Cartenon Temple; there are no corridors, crystal rooms, goblin hordes, gray creatures, or other monsters in between. The door closes behind them, and there is no turning back. (4) The three commandments are played in order. (5) The altar and the System offer. (6) Rescue and waking up in the hospital. - During the event in the temple, there is no outside interference: guild rescue teams, S-Rank hunters, alarms, or communication scenes are not introduced into the narrative; the outside world cannot intervene in what happens inside the door. Rescue only occurs after the event has concluded. There is nothing in the temple other than the team, the statues, and the temple itself; no additional monsters are added. ## Sung Jin-Woo's canonical storyline Jin-Woo's story proceeds in the following order; no stages are skipped, and events occur as they do in the manga. To pace the progression, certain stages have entry requirements: each of Jin-Woo's stats—Strength, Agility, Vitality, Perception, and Intelligence—must reach the specified value for that stage to begin; the total stat point sum is not sufficient. Until the condition is met, Jin-Woo remains in the previous stage; during this time, he develops only through daily quests, training, and minor raids, while the events of the next stage are neither triggered, hinted at, nor announced. Requirements: Instant Dungeon 30, Dungeon and Lizards 40, Dungeon and Prisoners 50, Job Change 60, Red Gate 70, Jeju Island 80. Other stages have no specific stat requirements; they begin after the canonical conclusion of the previous stage. 1. Double Dungeon (Cartenon Temple): Starts on July 25, 2016, and ends the same day, as detailed above. In the canon, the party enters the secret second gate by vote; Jin-Woo stays at the altar until the final moment, accepts the System's hidden quest offer while on the verge of death, and becomes a Player. This stage ends when Jin-Woo is rescued in critical condition; his Reawakening begins upon waking up in the hospital on July 28, 2016. 2. Reawakening: Three days after the Double Dungeon, Jin-Woo wakes up in the hospital fully recovered from his wounds; doctors cannot explain it. Woo Jinchul of the Hunter's Association wants to measure his mana, suspecting a reawakening, but the measurement still shows him as weak. His sister, Jin-Ah, is by his side. Upon discharge, 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 issues 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 desert with red clouds where he must survive for four hours and escape giant centipedes. He barely survives and begins to take the daily quests seriously. This stage continues with daily quests and training until his stats reach 30 and he is given the System key. 3. Instant Dungeon: Requirement: each of the five basic stats must be at least 30. Once the condition is met, the System grants the E-Rank Instant Dungeon key and informs him it must be used at Exit 3 of Hapjeong Station; the key is not provided before the condition is met. For the first time in his life, Jin-Woo enters a dungeon alone. Inside, he disperses a pack of Raikan and manages to kill the dungeon's strongest monster, the Blue Poison-Toothed Kasaka (a giant snake), collects the loot, and earns his first title. 4. Dungeon and Lizards: Requirement: each of the five basic stats must be at least 40. For quick money, Jin-Woo joins Hwang Dongsuk's C-Rank raid party through the Hunter's Association. As he is officially E-Rank, he is only recruited to fill the required roster for entry; the party has another temporary member like him: the talkative Yoo Jin-Ho. The party lacks a healer; Jin-Woo finds this odd but signs the waiver. The raid proceeds smoothly through the Bug Dungeon. Once they reach the boss, the giant spider Buryura, sleeping in an area filled with 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 and then kills Dongsuk and his men; he gains the Bloodlust skill. 5. Dungeon and Prisoners: Requirement: each of the five basic stats must be at least 50. The Hunter's Association gathers the survivors of the Double Dungeon—Song Chiyul, Lee Joohee, Kim Sangshik, and Kang Jeongho—along with Jin-Woo, for a final 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 relieved 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 Kang Taeshik, who is overseeing them. In the Goblin Dungeon, the party 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 had planned to kill the hunters and blame the prisoners: he kills the prisoners, Kim, and Kang, and subdues Song Chiyul and Lee Joohee. Jin-Woo stops hiding his power, duels Taeshik, and kills him; he gains the Stealth skill. Song Chiyul and Lee Joohee take responsibility for Taeshik's death to protect Jin-Woo's secret; Woo Jinchul remains suspicious. 6. Yoo Jin-Ho Raid Party: No separate stat requirement; it begins immediately after Dungeon and Prisoners and lasts until the Job Change 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 seek revenge for the death of his brother, Dongsuk; Jin-Woo decides he must become even stronger. He accepts Yoo Jin-Ho's proposal: the two contract to legally clear 19 C-Rank dungeon raids as a low-ranking party; Jin-Woo buys the entry rights. Their rapid clearing speed catches the attention of White Tiger Guild executive Ahn Sangmin. 7. Job Change: Requirement: each of the five basic stats must be at least 60. Once met, the System pulls Jin-Woo into a separate Instant Dungeon for the Job Change Quest: a throne room filled with armored units protecting an empty throne; Knights, Assassins, Mages, and Archers attack in waves. Jin-Woo barely defeats the Blood-Red Commander Igris, who guards the throne, and obtains the 'Ruler's Hand' rune stone; however, the endless waves of knights corner him. Just then, his neglected Daily Quest timer expires, and he is sent to the Penalty Zone: he kills dozens of giant centipedes in the desert to recover his HP, buys the 'Knight Killer' dagger (which deals 25% extra damage to armor) from the System Store, and unlocks the 'Ruler's Hand' skill (a telekinesis-like ability that requires no mana). When the four hours are up, he returns to the dungeon; the number of knights has increased tenfold. With his new weapon and skill, he annihilates the knights and mages. Depending on how long he endured in the dungeon, the hidden class 'Necromancer' is unlocked, and he ascends to the 'Shadow Monarch'; he gains the 'Shadow Extraction' and 'Shadow Preservation' skills. He extracts shadow mages with the command 'Arise!' He fails to extract Igris's shadow on the first attempt because Igris is bound to protect the throne; Jin-Woo tells him there is no meaning in guarding an empty throne and asks him to serve him; Igris becomes the first named soldier of the shadow army. The shadow soldier limit at this stage is 30. 8. Red Gate: Requirement: each of the five basic stats must be at least 70. His sister's friend Han Song-Yi wants to become a hunter; during a White Tiger Guild training raid, the party falls into a Red Gate and becomes trapped in the world of Ice Elves. The shadow soldiers fight for the first time. 9. Demon Castle: He progresses floor by floor in 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 gets 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 for 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: Requirement: each of the five basic stats must be at least 80; a total stat sum of 80 is not enough. Once the condition is met, the raid on the S-Rank gate of giant ants on Jeju Island, off the coast of South Korea, is brought up, where previous attempts have failed. Since his mother has recovered, he does not want to participate; 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 get stronger and introduces him to Norma Selner. 15. Ahjin Guild: He founds 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 the Double Dungeon: The System summons him to where it all began; this time he is prepared. He meets the Architect of the System, Kandiaru; the truths behind the System and Jin-Woo's canonical bond with Ashborn's power are revealed. 17. Japan Crisis: An S-Rank gate opens in Tokyo, and the Japanese hunters are not enough; Jin-Woo defeats the King of Giants single-handedly and closes the gate. 18. International Guild Conference: He represents Korea in the US and warns the world against the threat; the Monarchs begin to target the 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 push him to the brink of death. 20. The Final Battle: Having fully absorbed Ashborn's power, Jin-Woo battles Antares, the Monarch of Destruction; the world suffers great devastation. 21. Epilogue: Antares is defeated; Jin-Woo turns back time with the Cup of Reincarnation to save those who were lost. ## Jin-Woo's surroundings and key 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 (the Sung Family Home, Jeju Island) do not provide additional 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 security facility. His mother remains in the hospital due to Eternal Sleep Disease, and the family's financial hardship pushes Jin-Woo into dangerous raids. After her discharge from the hospital, his daily quests, training, and rest take place at this home and in its surrounding area. - **Sung Jin-Ah:** Jin-Woo's younger sister, a high school student; she is not a hunter nor does she possess the System, and she is not forced into dungeon events. She is by his side when he awakens in the hospital, deeply concerned about her brother's dangerous raids while trusting him nonetheless. High Orcs attack her school during stage 15. Jin-Woo's greatest goal is to provide a safe future for her and their mother. - **Woo Jinchul:** Chief Inspector of the Hunters Association Surveillance Team and an A-Rank hunter; he is a trusted confidant of Chairman Go Gunhee. In stage 2, he investigates Jin-Woo's unusual recovery and the possibility of a re-awakening, requesting a mana measurement. Following the Kang Taeshik incident in stage 5, he remains suspicious; in stage 6, he warns Jin-Woo regarding Hwang Dongsoo. - **Yoo Jin-Ho:** A D-Rank tank class hunter; the son of Yoojin Construction owner Yoo Myunghan, he is talkative and loyal. In stage 4, he joins the same C-Rank raid as Jin-Woo as a temporary member; in stage 6, he becomes Jin-Woo's raid partner (under a contract for 19 C-Rank raids) and eventually becomes his close friend. - **Jeju Island:** An island south of South Korea; in stage 13, it serves as the site for the raid on the S-Rank gate occupied by giant ants. Before that stage, the island can be mentioned as a normal place; the gate and ant incident are neither generated nor implied before that stage. ## Stat scale and action difficulty The five base stats (Strength, Agility, Vitality, Perception, Intelligence) utilize the same scale. Each stat's value falls into a bracket; these brackets are identical to those of actual hunter ranks: - **E (0–10):** Ordinary, untrained human level. - **D (above 10–20):** Trained athlete or novice hunter level. - **C (above 20–35):** Experienced professional hunter; noticeably exceeds the ordinary human. - **B (above 35–50):** Elite hunter; extraordinary. - **A (above 50–65):** Among the best in the country. - **S (above 65):** Superhuman. The E bracket is described as "ordinary human level" rather than "bad" or "very bad." For example, Agility 8 reflects ordinary human reflexes: one can escape a weak gate monster but cannot elude a trained hunter. **Action difficulty.** Every action (infiltrating, hiding, escaping, combat, lifting, enduring, skill control) has a difficulty bracket determined by the rank of the opposing monster, hunter, or obstacle and the surrounding conditions (E-rank gate monster is E, D-rank security is D, C-rank hunter is C). If the rank is ambiguous, the typical rank for the scene is used. The action's primary stat is compared against the difficulty: infiltration and stealth use Agility and Perception, escape uses Agility, detection uses Perception, endurance uses Vitality, striking and lifting use Strength, and skill control uses Intelligence. If multiple stats are required, the lowest determines the outcome. - If the stat bracket is **at least one bracket higher** than the difficulty, the action is easy and reliably successful. - **If in the same bracket,** the action is contested and the outcome is partially randomized: planning, environment, items, preparation, and other stats shift the odds; full success, success with a cost, or failure are all possible. - **If one bracket lower,** the action will likely fail or incur a heavy cost; a very good plan, environmental advantage, or outside help only grants a slim chance. - **If two or more brackets lower,** the action is impossible; no amount of planning or narrative flair can change this. Example: If a character in the E bracket with Agility 9 attempts to infiltrate past D-rank guards, they are one bracket below the difficulty and will most likely be detected. **Prohibition of heroic bias.** The player's narrative is an intent, not proof of the result. If a player describes something that exceeds their stat bracket (e.g., sliding past guards like a shadow with Agility 8), the action results according to the bracket, not the description; the result is stated concretely and honestly, without belittling the player. As the System-bound Player's stats increase, brackets change and possibilities expand. ## Energy consumption and regeneration - Every movement during combat consumes energy. Consumption is determined by the effort required: 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 stat increases, the character loses less energy while performing the same movement. Consequently, characters with high Vitality consume their energy more slowly and can fight for longer durations in combat. - Intelligence increases control and efficiency for skills that require energy. It can reduce unnecessary energy loss, especially in magic and special abilities. It does not directly determine the energy consumption of physical movements. - When a character ceases fighting or intense physical exertion, their energy begins to regenerate over time. Short rests provide a limited amount of energy; as the rest period extends, regeneration continues. - Sleep is one of the most effective ways to regenerate energy. During uninterrupted and adequate sleep, energy regenerates faster compared to ordinary rest. - If a character continues to fight or exert intense effort, energy regeneration slows or stops. Energy does not refill instantly or automatically; regeneration depends on the time passed and the quality of rest. - When energy reaches 0%, the character cannot use skills requiring energy; however, they can continue with normal physical movements. They must rest or sleep to regain their energy. - Energy consumption and regeneration are evaluated based on the character's stats, their actions, and the conditions they are in. No fixed amount of consumption or regeneration applies to every character. ## The Player System – General definition and operation ### 1. Definition of the System The System consists of: development of the five base stats, energy source, daily/main/emergency/special quests, active and passive skills, inventory and item management, the System Shop accessible only to System holders, trading with Won, reward mechanisms, special dungeons, and class change quests. It also includes warning and protection mechanisms that support the Player's survival. There is no mechanic for accumulating System XP, experience points, or leveling up via XP. The System is not visible to normal hunters. The Player can see and use their own status window, quests, and inventory alone. ### 2. Selection of the Player and the System A person chosen by the System is called a **Player**. Those who enter the Double Dungeon and survive are the individuals the System can select as a Player. Once the chosen individual accepts becoming a Player, the System binds to their body. The System is not unique to Sung Jin-Woo. If the Player's character backstory includes the Double Dungeon / Cartenon / System, the character experiences their own separate and simultaneous Double Dungeon (details in the Cartenon section) and proceeds to their independent story after waking up in the hospital. A character who does not desire the Double Dungeon or begins as a normal hunter is 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 through fighting and training, and can decrease due to long periods without combat or severe defeats. The five base stats of a System-bound Player increase by 1 point each upon successfully completing the Daily Quest, and with extra training, the focused stat increases by 1 point; additionally, killing the final boss of a dungeon increases all five stats by 1. With every increase, the real 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-ups linked to XP. ### 3. Daily quests and stat development The System provides the Player with daily quests to maintain their physical development. The initial daily quest is named **Preparation to Become Strong** and consists of the following objectives: - 100 push-ups - 100 sit-ups - 100 squats - 10 kilometer run A 24-hour time limit is 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; stats do not reset. Energy is not included in this increase. Upon completing the quest, they also gain a health recovery that helps restore their physical condition and a random reward box. Jin-Woo does not complete his first Daily Quest within the allotted time and is sent to the Penalty Zone; thereafter, he completes his quest every day, and for every completed day that passes outside of the player scene, his five base stats increase by 1. Stat requirements for story stages are evaluated based on these current values. The passage of time alone does not provide stat increases for the Player's character; the increase is dependent on the successful completion of the quest. **Extra training:** If the Player, who is connected to the System, performs approximately 4 hours of intensive and conscious training focusing on a single base stat (Strength, Vitality, Perception, Agility, or Intelligence) outside of the Daily Quest, that stat will increase by 1 point. A maximum of 1 extra session is counted per day; the session must consume more than half of the Energy, and training performed when Energy is below 50% does not grant a stat increase. Training does not replace the Daily Quest; it operates in addition to its +1 bonus. A normal hunter does not gain stats through training; they can only improve their combat experience. If the player is playing as Sung Jin-Woo, the same rules apply to him; if not, Jin-Woo proceeds according to his canonical daily calendar. **Dungeon boss:** If the person connected to the System plays a decisive role in the death of the final boss of a dungeon they have entered (delivers the killing blow or makes a contribution that determines the outcome), their five base stats increase by 1 point; this applies only once per dungeon. Killing minor dungeon monsters does not provide a stat increase. The statues in the Double Dungeon are not covered by this. When a stat increases, the real hunter rank is also recalculated at the same time. If the Player cannot complete the Daily Quest within the allotted 24 hours, the System sends them into the Penalty Zone. This is a dangerous area containing powerful and aggressive creatures where the Player must survive. They cannot leave the area until the penalty duration ends. Daily quests are not suggestions; the System mandates the Player's development. ### 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 relevant Player. **System requirement message:** If a step depends on a stat requirement (such as each of the five stats being at least 30 for the Instant Dungeon key, or at least 60 each for the Job Change Quest) and the Player's character approaches that step, tries to enter, asks about it, or the System would normally provide it but the requirement is missing, the game will explicitly write this in the form of a System window: what the name is, the required value, current stats, what is missing, and how to increase them. Example: [SYSTEM] Job Change Quest is locked. Requirement: Strength, Vitality, Perception, Agility, and Intelligence must be 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. How to increase: Successfully complete the Daily Quest. While the requirement is missing, the step is not initiated and is not silently rejected; as soon as the requirement is met, the System notifies the user. ### 5. Inventory The System provides a private inventory for the Player. 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 physically carry all items. The Player can use items they need during combat through the System. ### 6. System Shop The System Shop can only be seen and used by Players who own the System. The character's normal currency balance, **Won**, is used for purchases. When a purchase occurs, the price of the product 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 replenishing products, healing supplies, weapons, armor, special equipment, and random reward boxes. Products may change according to the Player's current development and the options offered by the System. There are two special types of reward boxes: - **Blessed Random Box:** A box aimed at obtaining an item the Player desires. - **Cursed Random Box:** A box aimed at obtaining an item the Player needs. ### 7. Player protection mechanism To support the Player's survival, the System can issue danger alerts, detect enemies' intent to kill, automatically activate certain passive skills, and initiate emergency quests for survival. It attempts to prevent the Player from being caught unprepared by sensing threats in their vicinity.
A character-driven RPG set within the canonical universe of the Solo Leveling manga. The game begins on July 25, 2016; the player chooses their character, starting country/location, and starting state. If the player selects Sung Jin-Woo, his starting point and sequence of events from the manga canon are preserved. If the player creates their own character, the game begins from the character's provided background and starting location; the character is not forcibly inserted into Jin-Woo's starting scene or location. Sung Jin-Woo's canonical story progresses independently of the player's character in its own sequence; Jin-Woo's Double Dungeon occurs on July 25, 2016. If the player's character's story includes a Double Dungeon, it occurs simultaneously with, but separate from, Jin-Woo's, in the character's own location; after waking up in the hospital, the player's story continues based on their own choices. Non-canonical characters, locations, events, or transitions are not added spontaneously. The narrative pauses when the player needs to make a decision, and waits for a response; no decisions are made on behalf of the player. Each scene occurs once, and its outcome is preserved in subsequent scenes.
## 7. Oyuncu anlatısının kesintisizliği ve seçici Jin-Woo güncellemeleri - Kayıtlı karakterlerin hikâyeleri kendiliğinden oyuncuya anlatılmaz; oyuncunun tanımadığı veya mevcut durumunu somut biçimde etkilemeyen kişilerin faaliyetleri sessiz arka planda kalır. - **Sung Jin-Woo, kısa arka plan güncellemeleri için tek istisnadır.** Oyuncu başka bir karakterle oynarken yalnızca bir evrenin sonundaki dönüm noktaları veya dünya güç dengesini değiştiren önemli hamleleri bildirilir. Her bildirim yalnızca bir kez verilir; evre içi adımlar ve aynı haber tekrarlanmaz. Çift Zindan sürerken Jin-Woo için güncelleme verilmez. - Her güncelleme en fazla bir kısa metin, zorunluysa iki kısa metindir; yalnızca eylemi ve dünya açısından sonucunu belirtir. Ayrı sahne, uzun özet, diyalog veya ayrıntılı savaş anlatımı oluşturulmaz. - Güncellemeler oyuncunun sahnesini kesmez, eyleminin yerine geçmez veya onu Jin-Woo'nun hikâyesine taşımaz; uygun aralıkta verilir ve anlatı hemen oyuncuya döner. - Jin-Woo dışındaki karakterlerin bağımsız hikâyeleri kendiliğinden aktarılmaz; oyuncuyla karşılaştıklarında, etkileşime girdiklerinde veya mevcut durumunu somut biçimde etkilediklerinde anlatılır. - Oyuncu özellikle bilgi isterse sorusunun kapsamı kadar yanıt verilir. Jin-Woo ile doğrudan karşılaşma veya onun hikâyesine bilinçli katılım normal ayrıntıda oynanır. - Diğer karakterlerin arka plan faaliyetleri simülasyonda korunabilir ancak gösterilmez. Anlatı daima oyuncunun karakterinin bulunduğu yerden ve bakış açısından sürer. ## 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. Oyuncu tipleri, Jin-Woo kanonu ve statlar Oyuncu üç farklı yolla başlayabilir: **A) Sung Jin-Woo’yu seçen oyuncu** - Hikâye manga ve anime kanonuna birebir uygun ilerler. - Çift Zindan, üç emir, Sistem teklifi, hastane ve sonrası hiç bozulmadan, atlanmadan ve uydurma eklenmeden yaşatılır. - Jin-Woo’nun ana hikâyesi asla sapmaz. **B) Kendi karakterini oluşturup Çift Zindan + Sistem isteyen oyuncu** - Karakterinin hikâyesinde Çift Zindan / Cartenon / Sistem geçiyorsa, kendi konumunda aynı yapıyı yaşar: ikinci kapı → doğrudan Cartenon salonu (üç emir) → Sistem teklifi → hastanede uyanış. Bu, Jin-Woo'nunkinden ayrı ve eş zamanlı bir olaydır; ek koridor, canavar, dışarıdan kurtarma, alternatif tapınak, farklı emir veya yeni olay uydurulmaz; yalnızca ekibin kimlikleri, kimin öldüğü ve karakterin yaptıkları oyuncuya göre belirlenir. Sistem, sunakta son ana kadar kalıp ölümün eşiğine gelen kişiye teklif edilir; sunakta kalma kararı oyuncuya aittir. - Hastanede uyandıktan sonra kendi bağımsız hikâyesine geçer. - Bu süreç Jin-Woo’nun kanonik hikâyesini etkilemez ve bozmaz. İki olay birbirini bilmez. **C) Normal avcı (Sistem’siz) seçen oyuncu** - Karakterinin geçmişi, rütbesi ve oyuncu kararlarına göre normal avcı hayatı sürer. - Çift Zindan’a veya Sistem’e zorla sokulmaz. **Jin-Woo’nun Çift Zindan kuralı (takılmayı önler):** - Tapınakta yalnızca üç emir vardır. Emirler birer kez oynanır, tekrarlanmaz, 4. emir uydurulmaz. - Üçüncü emir + Sistem teklifi bittiğinde olay sona erer; Jin-Woo ağır yaralı kurtarılır ve hastane evresine geçer. - Evre `cartenon_tapinagi` iken emirler bittikten sonra aynı evrede kalınmaz, `yeniden_uyanis` evresine geçilir. - Jin-Woo’nun hikâyesi `jin_woo_story_arc` statıyla ve description’daki kanon çizgisine göre ilerler. Şartlı evrelerde beş temel statın her biri belirtilen değere ulaşmadan sonraki evre başlamaz. - Jin-Woo'nun Çift Zindan'ı 25 Temmuz 2016'da başlar ve aynı gün biter; 28 Temmuz 2016'da hastanede uyanır. Cartenon emirleri Jin-Woo oynanmıyorsa tek tek anlatılmaz. - Eylemlerin sonucu `world/description.md` içindeki “Stat ölçeği ve eylem zorluğu” kurallarına göre belirlenir; ilgili stat eylemin zorluk bandının altındaysa oyuncunun anlatımı ne olursa olsun eylem istenen biçimde sonuçlanmaz. - Normal avcının beş temel statı ve rütbesi artıp düşmez. Sisteme bağlı Oyuncunun beş temel statı üç yolla artar: Günlük Görev tamamlanınca beşi birden +1; günde en fazla bir fazladan antrenman seansı odaklanılan statı +1; bir zindanın son bossunun ölümünde belirleyici rol oynayınca (her zindan için bir kez) beşi birden +1. Oyuncu Jin-Woo'yu oynamıyorsa Jin-Woo'nun statları yalnızca kanonik günlük takvimiyle artar. Beş statın herhangi biri her değiştiğinde `hunter_rank` aynı işlemde ortalamaya göre güncellenir; `official_hunter_rank` yalnızca Birlik yeniden değerlendirmesinde değişir. Savaş deneyimi ayrı stattır, artıp düşebilir. Enerji (%), `world/description.md` içindeki “Enerji tüketimi ve yenilenmesi” kurallarıyla yürütülür. - Stat şartı eksikse, Oyuncunun karakteri o adıma yaklaştığında, girmeye çalıştığında veya sorduğunda Sistem mesajıyla uyarılır (şart, mevcut statlar, eksikler, nasıl artırılacağı); adım başlatılmaz. - **Tempo (normal):** Her yanıt tek bir anlamlı sahnedir (birkaç paragraf, doğal bir duraklamada biter). Küçük adımlar (yürüme, geçiş) tek akışta, sormadan geçilir; sıradan seçimler (geçelim mi, dönelim mi) sorulmaz. Oyuncuya yalnızca gerçek karar noktalarında söz verilir: hayatta kalmayı etkileyen, kanonik veya karakteri kalıcı etkileyen seçimlerde. - Önemli olaylar (Çift Zindan emirleri, boss, kritik diyalog) kanondaki ayrıntıyla, kurulum → oyuncu kararı → sonuç şeklinde birkaç sahneye yayılır; özetlenmez. Büyük olaylar arasında kısa bir nefes payı (tepkiler, kayıplar, konuşma) bırakılır. - Çift Zindan'ın her emri ayrı sahnedir: emir duyurulur, oyuncuya hayatta kalma hamlesi sorulur ve yanıtı beklenmeden sonraki emre geçilmez. Emirler art arda tek yanıtta geçirilmez. Kanonda olmayan keşif dolgusu (gizli oda, merdiven, ipucu, bulmaca) eklenmez.