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Created November 2, 2023 20:25
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Koya - Halloween 2023 🎃

Thank you all for taking part in our Halloween 2023 event!
Here's the complete storyline for this choice-based game. The answers are clickable and will take you to your chosen route.

If you can give us feedback on this survey, it will be a great help in preparing future events 🙏


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Halloween 2023 - Prelude

You make land on the sinister island, a heavy and misty atmosphere lingers around you. The sky is covered with grey clouds, and the tall cliff of a mountain peak adds to the oppressive feeling. You're presented with various options to explore: a foggy forest extends in front of you, to your right a cave with a railroad running into its depths, to your left a misty sea surrounding the island, and in the far distance atop a hill stands an imposing manor.

You disembrak your ship followed by your trusty crew composed of a sailor, a gunner, a navigator and a cook.

You feel the importance of this crucial choice, for there will be no turning back once you head into one of these hostile regions.

You carefully consider your options, knowing that any of them might lead you to that manor and your lost collection of den den mushis. It's now time to decide which way to go.

⚠️ This decision will have a definitive impact on the rest of your story.

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Sea

You decide to go around the island by sea. After some time sailing you enter a thick fog, through which you notice 3 distinct lights, so you decide to follow one of them.

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Forest

You decide to venture into the thick and foggy forest. After exploring for some time you enter a wide clearing, and are faced with three strange phenomena, one of which you decide to approach.

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Cave

You decide to venture into the cave. After walking for a while, you enter a large cavity and are faced with 3 werewolves right in the middle of a poker game, seemingly annoyed by your interruption. Needing to leave now you observe the surroundings, and you notice 3 paths that are open to you.

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Lighthouse

As you approach the lighthouse, a simple shape jumps at you: it's not on top of an island, but seems to rise from the depths of the sea. A silhouette at the top of the lighthouse catches your eye, like that of a woman watching the horizon. At the same time, the lighthouse's beam shines steadily instead of rotating around, as if showing the way to go.

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Wrong answer

As soons as you reach the lighthouse, you decide to follow its beam. After a few minutes of sailing, your ship finally reaches the area illuminated by the lighthouse. However, the navigator suddenly notices two massive eyes in front of the ship, and you realize that you've been trapped inside the hunting territory of the dreaded Kraken.

The sea monster lifts its tentacles in order to immobiliz the ship, but thanks to your skills, you manage to free yourself from its grip. You flee, but the thick fog that surrounds you disrupts your orientation. Gradually, three lights reappear on the horizon, suggesting that you may be back at the start.

↩️ Back to the question

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Ship

You decide to sail towards the mysterious ship drifting in the middle of the sea. The light coming from the boat catches your eye, and as you get closer, you start hearing cries of distress. You decide to sail around the boat to find the source of these cries.

As you get ready to board the ship, you suddenly come face to face with a specter that bears an uncanny resemblance to a Tontatta (a being smaller than a gnome). The ghost beckons you to follow him to the other side of the boat.

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Wrong answer

Determined to resume your exploration, you choose to ignore the distressed Tontatta and climb aboard the ship. Once aboard, however, you discover a scene of horror: two sirens, in their natural yet terrifying form, are feeding on a macabre feast. At the sight of you, they pounce on you, ready to hunt you down relentlessly. Escape is now the only viable option left.

After a moment of frantic running, you once again find yourself facing three lights, visible in the distance, indicating that you have returned to the starting point of this strange sea.

↩️ Back to the question

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Port

You approach the port and despite the prevailing darkness, you notice that some houses are illuminated, yet everything seems abandonned. No one is in sight and the harbor seems deserted. You decide to dock and explore this enigmatic place.

While wandering through the streets of the harbor, you discover signs of a once flourishing life, but it seems that the inhabitants must have fled in a hurry, leaving behind their daily lives and possessions. The mystery of their departure settles in.

Suddenly, a swarm of jelllyfish crosses the sky, each creature emitting warm and shimmering colors. You are amazed at this luminous sight. Your sailor suggests to follow these jellyfish, in the hopes of finding answers to the secrets that surround this mysterious place.

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Wrong answer

Hypnotized by the sight of these luminous jellyfish, you follow their trajectory without realizing that a group of flying whales is closing in, also attracted by the jellyfish. You sense that you too could become their prey, and you have no choice but to flee, hurrying back to your ship.

However, once at sea, confusion prevails as you realize that you are now lost. Scanning the horizon, you once again notice three lights in the distance, signaling that you are back at the entrance to this mysterious sea.

↩️ Back to the question

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Tontatta

You get closer to the Tontattas, and to your surprise they don't seem afraid of you. Quite the contrary, they invite you to visit their village and share a meal with them, presenting you with hunted den den mushis, knowing that you must be starving.

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Wrong answer

After accepting the Tontattas' invitation, you and your crew follow them to their village, guided by the hunted den den mushis. After about an hour's walk, you finally reach the village, which is crowded with hundreds of Tontattas. You are introduced to the village chief, who questions your purpose on this island. You explain that you are looking for your stolen den den mushis.

However, the village chief misinterprets your words and deems your quest a declaration of war. The Tontatta tribe suddenly goes on alert and chases you out of the village. You run for your life and suddenly find yourself back in the clearing, as if you had never left it in the first place.

↩️ Back to the question

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Path

You make your way along the charming path paved with flowers. After walking for a few hours, you face a dilemma: the path splits in half, with one going left and the other going right, yet they are identical. You now have to choose which path to follow.

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Wrong answer

You opt for adventure by taking the left path. After some time, you start to feel a sense of déjà vu and decide to pay close attention to your surroundings. After an hour's walk, you realize that you've passed a pair trees fighting and a few Tontattas tending to their gardens five times each. You then figure out that you're stuck in a time loop.

In the face of this strange situation, you decide to turn back. However, in just five minutes, you find yourself back at the beginning of the path, puzzled by the nature of this phenomenon.

↩️ Back to the question

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Tree

Your cook overhears the tree and asks how much are the cigarettes, since he's used up his entire stock due to the stress caused by this island. After selling him a pack of cigarettes, the tree explains that it sells a variety of other items, such as food, clothes, furniture, books, and even a scroll revealing the way out of the forest and into the manor. Naturally, you buy the scroll.

The navigator wants to buy the book about the island's weather, while the gunner wants to buy a new pair of pants to replace the one he tore. However, you don't have enough money yo buy both items, and so you have to choose which to buy between the two.

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Wrong answer

With the scroll in hand, you resume your exploration, while your navigator gathers information from the book. However, as you read the scroll, doubts arise as to its reliability in leading you to the manor. After some hours walking, you come to face some spiky trees. As you consider turning back, the trees come to life, trapping you. To escape, the cook lights his cigarettes and throws them at the trees, causing them to back away. You head back to the clearing, in front of the tree who sold you the scroll, wondering what will be your next step to reach the manor.

↩️ Back to the question

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Wagon

You decide to jump into a wagon on the iron rails, not knowing where it will take you. You pull the lever to start it up, and you all go down the rail at full speed. The railroad only takes you deeper into the cave. However, after a few minutes of steep descent, the rail splits into two tracks. One indicates an "emerald deposit", while the other bears a sign saying "lapis lazuli deposit". You need to decide which way to go.

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Wrong answer

You decide to head for the emerald deposit, believing that these precious gems are quite rare and worth seeking out. However, you forget a crucial detail: the emerald is a gem that forms in tall mountains, not in the depths of the earth. After some time, the wagon takes you to a dead end, where you find a pile of TNT ready to blow. You hurriedly pull the lever to turn the wagon around.

You're back at the start of the track, in front of the werewolves, with a lessonn earned the hard way. Your adventure continues, and you will need to try new options if you want to keep moving forward.

↩️ Back to the question

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Crevice

You decide to jump into the crevice, and surface on the underground lake. The beauty of the water's reflections on the walls and the silence enchant you. You notice a dozen goblins eating at the edge of the lake, and they ask you to leave them alone and go on your way. They explain that the cave continues inside this luminous lake. You dive down to explore further.

Underwater, you notice two different paths. The first is rather dark, but air bubbles rise up from the floor, giving this area a special glow. On the other side, a path is lit up by a number of glowing fish, and the walls are covered in aquatic plants.

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Wrong answer

The goblins were watching you and quickly pulled you to the surface as you swam towards the air bubbles. They explain that you were about to make a serious mistake, as these were not air bubbles, but a gas that is deadly to humans. They barely manage to save you, and bring you back to the surface. You're now facing the werewolves once again.

↩️ Back to the question

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Mine

You decide to head for the mine, believing it to be the most obvious route to take. As you make your way through the darkness of the mine, you notice torches lining the path. For hours, you follow the path through the mine's seemingly endless winding tunnels.

Suddenly, after a while, you hear an unusual noise and spot two skeletons having fun swapping arms and legs. They notice you and immediately pull out their bows (even though they have legs in place of arms). You're caught off guard, but your gunner is also ready to draw his weapon.

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Wrong answer

Your gunner opens fire, firing two bullets at the skeletons, but the bullets fly between their bones, causing no harm. You then decide to flee, knowing that the odds are not in your favour. Thanks to your advantageous agility, you manage to lose the skeletons. However, you find yourself back at the mine entrance, confronted once again by the fearsome werewolves.

↩️ Back to the question

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Lighthouse

Intrigued, you feel a sense of curiosity and decide to enter the lighthouse to meet this woman, hoping to perhaps obtain some information about how to reach the manor. As you climb the stairs of the lighthouse, your eyes are drawn to a macabre sight: a hanged skeleton, still wearing a dress and with long hair. You scan the surrounding area, but there's not a soul to be seen, apart from these sinister remains.

Nearby, you see two books neatly arranged on a table. One appears to be the lighthouse logbook, while the other looks like a diary belonging to the mysterious woman.

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Wrong answer

After reading the diary, you discover the woman's tragic story and the doomed fate of the Tontatta. The woman's ghost, upset by your intrusiveness, attacks you and alerts the Kraken. You are forced to flee, and mysteriously find yourself back at the entrance to the fog, as if you'd never been there before.

↩️ Back to the question

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Ship

You choose to follow the Tontatta around the boat, and it leads you to an opening in the ship's hull. Inside, you see a second Tontatta, alive but trapped, who asks you to move the piece of wood blocking his little boat. After helping the Tontattas free themselves, they thank you warmly and explain that you can now enter the ship through this opening.

You enter the cabin of the ship and, on the deck, you see two mermaids. One of them is injured, while the other is trying to nurse her back to health.

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Wrong answer

You move instinctively to help the injured mermaid on deck, without realizing that it was a trap. The mermaid had covered herself in the blood of the fish they had just eaten in order to fool you. Trapped, you have no option but to flee, jumping overboard to get back to your boat.

As you flee, confusion prevails and you end up getting lost. You once again see three lights in the distance, indicating that you are back at the entrance to this enigmatic sea.

↩️ Back to the question

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Port

Ignoring your sailor's advice, you explore the harbor further and discover a waterside restaurant bathed in soft light, creating a warm atmosphere in stark contrast to the dark, deserted harbor. Inside, you notice a table covered with dishes. Seeing that no one is present, you decide to quickly devour everything in front of you.

However, as you prepare to leave, you are suddenly confronted by three strange individuals: a sea sponge, a starfish and a squid are staring at you, visibly displeased, and demand compensation for the food that you have devoured.

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Wrong answer

You agree to compensate them and they ask you to catch the fish you have eaten. After numerous hours at sea, you haven't managed to catch a single fish, so you give up and return to port.

Just as you catch sight of the port in the distance, a huge lantern fish jumps from the water, forcing you to run for your life. After some time running, you manage to escape the lantern fish, only to realize that you are once again facing three lights in the distance, indicating that you have returned to the entrance of this mysterious sea.

↩️ Back to the question

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Tontatta

After threatening the Tontattas for information on where to go, you decide to keep the Tontattas by putting them in your rucksack. However, what you don't know is that the Tontattas have given you false directions.

Eventually you come across a group of Tontattas performing a ritual to summon Cerberus, the three-headed dog. Caught in the trap, you realize that you have become the creature's next targets, destined to be his next offering.

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Wrong answer

Your attempt to resist Cerberus proves futile, and you realize that you are not a pirate of great renown. Nevertheless, you manage to escape with the rest of your crew, but the defeat at the hands of the creature leaves you feeling hopeless and with a strong sense of betrayal. Eventually you find yourselves back in the clearing, faced with the uncertainty of what to do next.

↩️ Back to the question

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Path

You decide to try your luck by taking the path on the right, which, like the previous one, is charming, soothing and exudes tranquillity. After walking for a while, you find yourself faced with another dilemma: the path splits in two again, one heading left and the other right.

However, the left-hand path no longer inspires any confidence. The plants and trees around the path are dead, and a thick mist surrounds it. In contrast, the path on the right is even more flowery, colorful and enchanting than the previous path. Rainbows even seem to dance around it. You are faced with a choice between two very different realities.

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Wrong answer

You decide to take the left path, but after a few minutes' walk, you hear some disturbing noises. You begin to make out silhouettes getting closer to you, and realize that they are zombie knights launching an attack. In a panic, you flee as quickly as possible, ending up at the entrance of the path.

It turns out that this path wasn't at all reassuring, and you regret having entered it, as it was far from your smartest decision.

↩️ Back to the question

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Tree

The gunner stows his belongings in his new trousers and discovers a letter in one of his pockets. As he reads the letter, he realizes that the previous parchment pointed in the wrong direction, designed to trick the most naive of pirates. The letter also tells of another direction to follow, so you get moving in a hurry.

After a few hours' walk, you come to a gigantic tree, surrounded by grass perfectly aligned with the flow of the wind, where small stone golems are wandering around. You are in the heart of the forest. The giant tree cordially invites you to approach, eager to chat and get to know each other. It asks you if you need any information about the island.

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Wrong answer

When you ask the tree how to get to the manor, it suddenly seems terrified. It orders its little stone golems to chase and capture you. Thanks to your stamina, you manage to outrun them, but only with considerable effort. However, despite all your efforts, you find yourself back in the clearing at the entrance to the forest. It seems like it's a real challenge to make progress on this mysterious island.

↩️ Back to the question

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Wagon

You choose to follow the path leading to the lapis lazuli deposit, as your gunner has informed you that these gemstones will be very useful for upgrading your equipment, which will be essential for the rest of the adventure.

After an hour of descending into the cave, you finally see some rocky lapis lazuli deposits in the distance. However, a new problem has arisen: your cart is heading straight towards a destroyed bridge, which has collapsed into the abyss.

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Wrong answer

In a desperate move, you all pull as hard as you can on the lever to try and stop the wagon. It slows down just in time, a few metres from the precipice. However, your sailor slips and causes the wagon to reverse, breaking the lever. You have no choice but to wait for the trolley to surface, a wait that lasts for hours, filled with uncertainty and anxiety.

↩️ Back to the question

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Crevice

After narrowly escaping danger in the goblins' cave, you have found refuge in a luminous cave filled with glowing fish, hanging fruit and lush vegetation. Your crewmates are exhausted and soaked, and ask you to take a break to rest and dry off. The calm and beauty of this unexpected place are a surprising relief from the ordeals you've been through so far and the island's peculiar atmosphere.

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Wrong answer

You agree to take a break, realizing that the crew is right: your wet clothes are weighing you down, and the exhaustion is getting to you. Suddenly, some goblins also emerge from the water, demanding that you hurry away. You then realize that you are in fact trapped in a nest of carnivorous plants, and it is imperative that you escape quickly to avoid ending up digested by these voracious plants. The goblins bring you back to the surface, where you find yourself facing the fearsome werewolves once again.

↩️ Back to the question

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Mine

In a last-ditch effort to avoid a confrontation with the skeletons, you decide to try negotiating by offering them milk to strengthen their bones. However, the skeletons refuse your offer and shoot their arrows. Fortunately for you, their shots are clumsy due to the fact that they use their legs to aim, and cause them to fail miserably. Ashamed, the skeletons run away.

You resume your progress through the mine. After a while, you come across a chest. When you open it, you discover an enchanted book and a music disk. You decide to take them with you. An hour later, the atmosphere in the mine becomes less and less reassuring. You are now surrounded by spider webs, so thick and plentiful that they are beginning to slow you down considerably. In the distance, a group of spiders as big as you are approaching quickly.

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Wrong answer

Faced with the relentless advance of these giant spiders, you instinctively retreat, but soon realize that your retreat only leads to facing the werewolves, as if you'd never progressed down the mine in the first place.

The situation seems increasingly intractable, and you're caught between the horror of the giant spiders and the threat of the werewolves. It seems your adventure is destined to get even more complicated.

↩️ Back to the question

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Lighthouse

After reading the logbook, you discover an intriguing secret: the lighthouse is much larger than its appearance suggests, concealing a secret room below sea level. Determined, you decide to explore this mysterious room.

After a meticulous search, your efforts bear fruit. You find a map of this peculiar sea, strangely devoid of geographical detail. However, some coordinates are written on it, piquing your curiosity.

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Wrong answer

You decide to follow the coordinates 31° 46' 5.948" N 35° 12' 49.356" E. After several hours on the water, you get close to the exact location indicated. However, to your great surprise, you find nothing but a deafening noise and the sight of a gigantic gaping hole, with water falling into it. In the face of this situation, you have no choice but to turn back.

Along the way, the navigator recalls a legend about how certain islands mysteriously disappeared overnight, without explanation.

As you return through the fog, confusion prevails and you are once again disorientated. The three lights appear once more, telling you that you have returned to the entrance of this enigmatic sea.

↩️ Back to the question

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Ship

You ignore the mermaids, who realize that you are not naive and, full of frustration, decide to leave the ship, looking for a new victim. As you search the cabin of the ship, you notice some text and coordinates engraved on the cockpit : "Never forget these coordinates : 16° 30' 1.487" S 151° 44' 29.364" W and 64° 12' 5.825" N 149° 29' 32.503" W".

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Wrong answer

You have decided to follow the coordinates 64° 12' 5.825" N 149° 29' 32.503" W. After several hours of sailing, you approach the indicated location. However, you soon realize that the sea is littered with small cubes of ice, presenting nothing of interest. You then decide to turn back.

As you retrace your steps, you are struck by the realization that you have lost your way. Confused, you realize that you are once again faced by the three lights, just as you were at the entrance to this mysterious sea.

↩️ Back to the question

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Port

After you refused to compensate them, the sea creatures laugh at your audacity and salute your bravery. They seem happy to finally have customers after so many years and suggest you join them in a bar a few houses away to digest your meal.

Once you've arrived at the bar, you notice that it's decorated in a similar way, with subdued lighting. Sitting at the counter, you are greeted by two Kappas wearing sheriff's hats. They invite you to have a drink and explain that, depending on the drink ordered, you will be offered navigation coordinates.

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Wrong answer

You order a cup of sake and, after resting and listening to the fascinating stories of the two Kappas for a short while, you decide to set sail towards the coordinates 2° 53' 17.448" N 41° 0' 3.517" E. After a few hours of sailing, you find yourself in the middle of a field of water lilies, where frogs are resting, playing their violins. However, you find nothing else of interest and decide to turn back.

Retracing your steps, you end up getting lost, and once again find yourself faced by the three lights in the distance, just like at the entrance to this mysterious sea.

↩️ Back to the question

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Tontatta

After throwing the den den mushis at Cerberus' head, the creature pauses suddenly and then starts playing ball with the den den mushis, despite the fact that the latter are terrified. Furious at the ambush, you threaten the two Tontattas by offering them as a sacrifice to Cerberus, forcing them to beg for their lives. They then decide to offer you the map of the forest in exchange for their lives.

On the map, you spot a river with a water mill at the edge of the forest, near the manor. You decide to venture in that direction. After a few hours' walk, you finally reach the mill. There you notice a fairy and a black cat tending the garden. The fairy, overcome with fear, rushes inside the mill, while the black cat offers you to make an exchange as to obtain access to the manor, in return for something of value.

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Wrong answer

You accept the exchange with the black cat, who promises you access to the manor and a warm welcome. However, your cook suddenly realizes who you're dealing with: the cat is actually the devil, and you were about to make a pact with terrible consequences. In a panic, the cook throws the cat into the river, and you flee back to the manor as quickly as you can.

Eventually you find yourself back in the clearing at the entrance to the forest, realizing that your sailor has a very poor sense of direction, throwing you into confusion.

↩️ Back to the question

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Path

You decide to venture along the right path, which is a real delight with rainbows, singing flowers and bees dancing around you. After a while, you reach the edge of the forest and discover a water mill beside a river. Smoke billows from the chimney, and the front door is open.

Hungry, you decide to enter the mill in the hope of finding some food. Inside, you see two steaming dishes on the table, which don't seem to have been eaten yet. You also notice an open door at the back of the room, leading to the basement, from which a mysterious glow emanates.

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Wrong answer

Just as you are about to eat, the owners of the house, a fairy and a black cat, return. Furious to find you in their house, they set off in the pursuit of you and your crew. Panicking, you flee as best you can and eventually find yourself back in the clearing, wondering what awaits you in this strange forest.

↩️ Back to the question

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Tree

After simply asking how to get out of the forest, the tree explains the way out, mentioning a stone bridge near a water mill.

After a few hours adventuring, you arrive at the water mill. It's getting dark, and smoke is billowing from the mill's chimney. You decide to knock on the door and enter.

Inside the mill, a fairy and a black cat are having dinner. They invite you to join them and offer you a room for the night. After a delicious meal and pleasant conversation with your hosts, the black cat asks you if you would prefer to sleep with him in a room upstairs with a view of the manor in the distance, or if you would prefer to spend the night in the basement by the fire in the company of the fairy.

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Wrong answer

You choose to sleep upstairs, preferring to be on high ground, which reassures you and lets you observe the manor from the window. As the hours pass, you wake up in the middle of the night. The full moon lights up the room, and you notice the cat drawing a pentagram on the floor. You realize that you are destined to be an offering.

Wasting no time, you flee the mill. As you rush into the forest to escape your doomed fate, you end up getting lost, and find yourself back in the clearing at the entrance to the forest. Your adventure on this mysterious island is far from over.

↩️ Back to the question

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Wagon

The wagon continues to gain speed, and now you're in the air at full speed, but unfortunately the speed you've gained wasn't enough to reach the lapis lazuli deposit. You fall into the void just a few metres from the precious gemstone. However, by a stroke of luck, you land on another railway track that passed under the bridge.

You go down this new track for some time, and the cave begins to widen even more. You enter the ruins of an ancient city, and in the distance you see a gigantic mirror surrounded by many goblins. Your wagon stops near the mirror, and a large iron golem greets you, asking for the secret code. You realize that this is no time to be joking around, as he seems very serious..

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Wrong answer

You hand him the few pieces of lapis lazuli, and the iron golem seems amused by your gesture. He picks you all up and puts the wagon into reverse. You're stuck again, waiting for the cart to surface.

When you emerge, you find yourself facing the werewolves, but you notice that you've taken a railway that you hadn't noticed before. The cave continues to reveal its secrets and mysteries, and you continue your adventure in the underground darkness.

↩️ Back to the question

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Crevice

You refuse to take a break, despite the dissatisfaction of your crew. However, you had a bad feeling about this place. Nothing can be this perfect on such an island. So you continue to make your way through the cave.

After walking for a while, the cave opens out into the abyss. You're standing in front of a precipice, but there are vines hanging down, offering you the option to abseil down. You can see a gigantic cavity below, home to a city in ruins. At the bottom of this cavity, a gigantic mirror catches your eye, surrounded by many goblins. Aware of their rather friendly reputation, you decide to approach the mirror and the goblins.

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Wrong answer

You flee at full speed, overcome by fear, but your haste awakens a terrible monster that rises from the ground. From a distance, you can see the goblins who have now been struck down by this frightening creature. It becomes clear that you have unwittingly awoken a fearsome monster. The goblins start attacking and distracting the monster to give you a chance to escape.

Some of the goblins escort you out of the cave, and you are thrown into the entrance of the cave, directly in front of the werewolves. They insult you because of your action, which almost cost their lives.

↩️ Back to the question

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Mine

The cook lights his cigarette and throws it onto the spider web, causing a rapid fire that sends the spiders fleeing in panic. At last you're free to continue your adventure.

After many hours of walking, you finally reach the end of the mine, opening onto an ancient city in ruins. In the distance, a gigantic mirror catches your eye, surrounded by goblins who seem to be inspecting it. You decide to go down and explore the ancient city.

However, as you approach the mansion, a goblin stops you, telling you that you are not allowed to be here. The confrontation with these strange creatures continues, and you may have to negotiate to continue your exploration.

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Wrong answer

The goblin examines the enchanted book and informs you that it contains a curse. Irritated by your presence and wary of this item, he summons the guards, who are large iron golems, and orders them to expel you to the surface.

Carried by the iron golems, you are transported for several hours until you find yourself back where you started, at the entrance to the cave. The loop seems to have been completed, and you are once again faced with the challenges and dangers that await you.

↩️ Back to the question

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Sea

After sailing to coordinates 16° 30' 1.487" S 151° 44' 29.364" W, you spot something strange on the water: hundreds of mirrors floating on the surface. You decide to stop in the middle of this strange sight. Leaning over, you observe your own reflection in one of the mirrors, but inside of a totally different environment. Each of the mirrors displays a reflection of you in a different place.

Your navigator explains that these kinds of places are known from various myths, and that each mirror is apparently connected to another one, located somewhere on the island. You're now faced with a crucial choice: which mirror will you cross to continue your exploration of this mysterious island?

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Wrong answer

Your choice leads you across the mirror reflecting an image of you next to a bench on a grassy hill, a place that seemed calm and peaceful for a well-deserved break. However, the ground begins to shake violently. Hundreds of human-sized worms emerge from the ground and rush towards you at breakneck speed. In a panic, you jump back into the mirror.

When you emerge on the other side of the mirror, you find yourself back on your boat, but in front of the three lights at the entrance to the sea. Crossing the mirror in the opposite direction seems to have taken you back in time. The mysterious nature of these mirrors adds even more complexity to this island.

↩️ Back to the question

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Wrong answer

You choose to cross the mirror, which reflects an image of you near a vending machine in a swamp. Once you reach the swamp, hundreds of spider-like den den mushis emerge from the water. In a hurry, you quickly jump into the mirror to escape these creatures.

When you reappear on the other side of the mirror, you find yourself back on your boat, in front of the three lights at the entrance to the sea. Crossing the mirror in reverse seems to send you back in time, adding an even more enigmatic dimension to your adventure on this mysterious island.

↩️ Back to the question

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Forest

In this warm basement room, you're surrounded by plants, scattered cushions, a crackling fireplace and a large bookcase. A mirror catches your eye, reflecting your image in a different environment. Next to the mirror, a shelf is lined with numerous hats, and each time you choose one and wear it, the reflection in the mirror changes to show a new environment.

Your navigator explains that this type of mirror is known from various myths, where each reflected environment is linked to another place on the island. You're faced with a crucial decision: which hat you will choose to wear while you cross the mirror to continue your exploration of the mysterious island.

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Wrong answer

You go for the mirror while wearing a frog hat, and when you cross it, you find yourself in an endless hallway covered with yellow flowers. You walk for some time, but the exit never seems to show itself. You start to lose hope and decide to turn back.

However, when you turn around, you're facing a wall, and the mirror you came from is standing right there. You are disoriented by this phenomenon, but decide to walk through the mirror again. You find yourself back at the entrance to the forest, in the middle of the clearing. It seems that this mirror still holds many mysteries.

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Wrong answer

You choose to cross the mirror while wearing a wooden mask on your head, and when you arrive on the other side, you find yourself in a field of grass. In the distance, you spot a child who seems to be having fun on a slide. You decide to approach him in order to ask a few questions and get some information about the island.

However, once you reach him, the child refuses to stop sliding down the slide and asks you why you're there, saying that there's nothing to do here and that you'd better turn around. You decide to take his advice and go through the mirror again. You find yourself back at the entrance to the forest, in the middle of the clearing. It seems that the mysteries of this island continue to elude you.

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Cave

Faced with this giant mirror surrounded by goblins, you realize that these creatures have just recently discovered this mirror hidden in the cave. You've managed to stand in front of the mirror, and you can see your own reflection in it, but in a different environment. What's more, you notice that not everyone has the same environment reflected.

Your navigator explains that this type of mirror is known from various myths, where each reflected environment is connected to another place on the island. Now you have to make a crucial decision: which reflection will you choose to continue your search on this mysterious island?

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Wrong answer

You decide to cross the mirror when the sailor's reflection appears, and suddenly you find yourself in the middle of a desert, with a large building visible in the distance. You decide to explore the building, but inside you find only foundations, with not a soul in sight. Despite this, you persist and climb to the top floor.

When you reach the top floor, you discover a simple mirror in the middle of the room. You have no choice but to pass through it, and once again find yourself back at the cave entrance, facing the three werewolves. It seems that the riddle of the mirrors is far from solved, and that each crossing takes you back to your starting point.

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Wrong answer

You decide to cross the mirror when the navigator's reflection appears, and you suddenly find yourself in the middle of a flower-covered plain, under a sky sprinkled with wooden doors. You walk for some time without encountering anything significant, but suddenly a door opens in the sky, and an object falls to the ground. As you approach, you realize it's another mirror.

Driven by curiosity, you decide to cross it, but once again find yourself at the entrance to the cave, facing the three werewolves. The riddle of the mirrors persists, and it seems that each passage takes you back to your starting point, adding even more mystery to your adventure.

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Mirror

You decide to walk through the mirror reflecting an image of you with a small house in the middle of a vast, empty room.

Finding yourself in this very room, you notice that the walls are covered with mirrors of different shapes and sizes, and that the top of the room is so high up that you can't see it. Light and music emanate from the house in the middle of the room, and you decide to walk inside. As you enter, you see a tall man laying down and rapidly chomping away on donuts, thousands of them stacked around the house. The man notices you, but doesn't pay you any attention.

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Wrong answer

You start eating the donuts on the table, he notices you and goes berserk because you ate his donuts without asking for his permission! He yells at you and starts chasing you, so you have no choice but to run away and wait for him to calm down before trying to bargain for information.

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Mirror

Wearing your den den mushi shell helmet, you decide to step through the mirror. On the other side, you find yourself facing a spiral staircase at the heart of a huge, empty room. The walls of this room are lined with mirrors of various shapes and sizes, and the top of the room is so high up that you can't see it.

As you approach the spiral staircase, you notice that it also goes down, and you are unable to see the end of it. You're faced with a decisive choice: to go up or down the spiral staircase.

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Wrong answer

You decide to climb the stairs. However, after several exhausting hours of walking, you still can't see the end of the staircase. The cook encourages the crew to keep moving, hoping that the end is near.

After another hour of walking, you finally see the end of the staircase, but to your disappointment, it comes to an abrupt, dead-end halt. A sign at the end reads: "Under construction". You have no choice but to turn around and go down the staircase to explore other options.

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Library

By choosing to cross the mirror when you could observe your own reflection, you find yourself in the middle of an immense library, where each book is twice the size of a human being. The library seems never-ending, filled with all kinds of books.

Exploring further, you discover that many people of different races are captured inside some of the still-open books, like plant leaves in a herbarium. It's like a collection of every living race in the world.

The themes of the books are written on panels in each row.

You decide to focus on two rows in particular, but you only have time to learn about one area. Now you can choose which area you'd like to explore in more detail in this mysterious library.

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Wrong answer

You choose to head for the row entitled "Island History and Myths" to learn more about the myths of this enigmatic island. However, as you approach the books, a huge bull-faced spider emerges from the ground and rushes to attack you. Caught off guard, you have no choice but to flee in a hurry to escape this menacing creature.

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Castle

After further exploration, you enter a huge room with walls still lined with mirrors. At the center of this room is a fairytale-like castle, surrounded by flowery grounds and overlooking a pond. You decide to enter this mysterious castle.

Inside, the atmosphere is warm and subdued, and you are greeted by a spider butler. It informs you that they were expecting you and invites you to follow it.

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Library

You choose to head for the row entitled "Bestiary: den den mushis" to find out more about these strange creatures. By removing a book from the shelf, you activate a secret mechanism which reveals a previously hidden passage. You decide to explore this passage and you eventually reach a laboratory of sorts. Inside, you can see many den den mushis, and it seems that experiments are being carried out on these creatures.

Next to the laboratory entrance, you notice a very luxurious-looking elevator. You're now faced with a choice: continue to explore the laboratory and find out what's going on here, or take the elevator and perhaps access other parts.

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Castle

After a while, the spider leads you to a door, and you're about to be introduced to the castle's host. When the door opens, you're greeted by a tall witch with a slender figure, hooked hands and a big nose. You're standing in front of Charlotte Brûlée.

She informs you that you've been under surveillance since your arrival on the island and asks why you've come. You explain that you're looking for your stolen den den mushis. She then tells you that retrieving these creatures will be impossible.

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Wrong answer

After leaving the castle, you tour the surrounding area, but can't find a way out. You're faced with an endless maze of mirrors, and unfortunately, you end up getting lost. After a while of wandering through this confusing, enclosed labyrinth, you realize that you're back facing the mirror from which you had arrived.

You are confronted with a mysterious cycle that keeps bringing you back to your starting point. The situation is getting more and more complicated, and it seems that solving the mystery is becoming more and more elusive.

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Wrong answer

Charlotte Brûlée explains that she's allergic to sweets and refuses your offer. She asks you to leave the castle. After leaving the castle, you explore the surrounding area, but there's no visible continuation. You have no choice but to turn back.

After a while of walking through this enclosed labyrinth of mirrors, you realize you're back facing the mirror you just came from. The mystery of this place continues to elude you, and the quest to recover your den den mushis becomes increasingly complex. You find yourself caught up in a mysterious cycle that keeps bringing you back to your starting point.

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Castle

After pressing the "Castle" button on the elevator, you rise for several long minutes until the doors open. You then find yourself inside a castle, and looking through the windows, you realize that the castle is located in a huge empty room, its walls also covered with mirrors. A spider butler greets you and asks you to follow it.

The spider leads you to an upstairs room. When the door opens, you're greeted by a tall witch with a slender figure, hooked hands and a big nose. You're standing in front of Charlotte Brûlée.

She informs you that you've been under surveillance since your arrival on the island and asks why you've come. You explain that you're looking for your stolen den den mushis. She then tells you that retrieving these creatures will be impossible.

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Wrong answer

After leaving the castle, you tour the surrounding area, but can't find a way out. You're faced with an endless maze of mirrors, and unfortunately, you end up getting lost. After a while of wandering through this confusing, enclosed labyrinth, you realize that you're back facing the mirror from which you had arrived.

You are confronted with a mysterious cycle that keeps bringing you back to your starting point. The situation is getting more and more complicated, and it seems that solving the mystery is becoming more and more elusive.

↩️ Back to the question

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Wrong answer

Charlotte Brûlée explains that she's allergic to sweets and refuses your offer. She asks you to leave the castle. After leaving the castle, you explore the surrounding area, but there's no visible continuation. You have no choice but to turn back.

After a while of walking through this enclosed labyrinth of mirrors, you realize you're back facing the mirror you just came from. The mystery of this place continues to elude you, and the quest to recover your den den mushis becomes increasingly complex. You find yourself caught up in a mysterious cycle that keeps bringing you back to your starting point.

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Laboratory

After negotiating with the spider, you rest briefly in the living room. Meanwhile, the sailor discovers buttons on the side of his armchair. Pressing one of them opens a secret passage in the floor, and the spider begins to attack you. To escape its attack, you jump into the passage, the floor absorbing the shock of the fall, and you're now facing a secret laboratory.

Inside, you discover experiments being carried out on den den mushis. Some are still alive, preserved in liquid-filled capsules, while others have been dissected or locked in cages. As you go through the laboratory, you find a dated notebook, which reveals that the author is the thief of your den den mushis. He plans to use them for an upcoming experiment in another room of the laboratory. Determined to get your creatures back, you search the laboratory for this room.

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Wrong answer

Pulling the lever triggers a screeching alarm, and a coffin opens, releasing a female zombie who starts chasing you and throwing plates at you. You have no choice but to flee from this sinister creature. During your frantic escape, you end up getting lost in the library, and come face to face with the mirror you had previously passed through. The riddle of this mysterious place continues to lead you back to your starting point, further complicating your quest to retrieve your den den mushis.

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Wrong answer

Ringing the bell awakens hundreds of bats who were sleeping peacefully on the laboratory ceiling. Panicked, they fly away in a swirling cloud, forcing you to flee in haste from this sudden horde of creatures. As you flee, you get lost in the library, eventually returning to the mirror you'd passed through earlier. The mystery of this place persists, tirelessly sending you back to your starting point and further complicating your quest to recover your den den mushis.

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Laboratory

Inside the laboratory, you discover experiments being carried out on den den mushis. Some are still alive, stored in liquid-filled capsules, while others have been dissected. Some appear to have been physically transformed and are locked in cages.

As you explore further, you find a notebook containing detailed descriptions of all the experiments carried out, each meticulously dated. The notebook reveals that its author is the thief of your den den mushis, and he plans to use them for a future experiment to be carried out in another room of the laboratory.

Determined to recover your den den mushis, you search the laboratory for this second room, hoping to put an end to this sinister experiment and find your precious creatures.

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Wrong answer

Pulling the lever triggers a screeching alarm, and a coffin opens, releasing a female zombie who starts chasing you and throwing plates at you. You have no choice but to flee from this sinister creature. During your frantic escape, you end up getting lost in the library, and come face to face with the mirror you had previously passed through. The riddle of this mysterious place continues to lead you back to your starting point, further complicating your quest to retrieve your den den mushis.

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Wrong answer

Ringing the bell awakens hundreds of bats who were sleeping peacefully on the laboratory ceiling. Panicked, they fly away in a swirling cloud, forcing you to flee in haste from this sudden horde of creatures. As you flee, you get lost in the library, eventually returning to the mirror you'd passed through earlier. The mystery of this place persists, tirelessly sending you back to your starting point and further complicating your quest to recover your den den mushis.

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Castle

Your gunner opens fire on Charlotte Brûlée, but the bullet passes through her without wounding her, making her laugh. Another door opens, and a second Charlotte Brûlée appears before you. She explains that you've shot an illusion, congratulating you on your courage. However, she informs you that it's now too late to retrieve your den mushis, as they are destined to be used in an experiment to transform them into combat den mushis, used to control future wars.

She also reveals that the person responsible for these experiments is a much more powerful and important person on the island, residing in the island mansion. Your cook explains that this tale appears to be an ancient one, dating back centuries, and has been passed down through time. The quest to recover your den den mushis intensifies, as you realize that you must now face a powerful and mysterious adversary to find them.

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Wrong answer

Confronted by the power of Charlotte Brûlée, you're quickly overwhelmed and pushed back effortlessly. You have no choice but to flee for your lives. After some time of frantic flight, you finally lose your way in the labyrinth that is the strange library. Once again, you come face to face with the mirror you passed through earlier, and the mystery of this mysterious place continues to elude you, invariably sending you back to your starting point. The quest to recover your den den mushis remains a complex and dangerous challenge.

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Manor

Placing the totem back on its stand activates a hidden passageway that reveals a new elevator. You can choose between two buttons: "laboratory" and "mansion". You decide to go up to the mansion. After a long elevator ride, the doors open to reveal the manor's living room. A vampire sits on his throne in front of you, congratulating you on having made it this far and pointing out that it's no easy task.

You explain to the vampire that you've read the lab reports and know that he's the one holding your snail collection. You're determined to get your precious collection back.

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Wrong answer

Your attack on the vampire proves futile, and throwing garlic at him vexes him, provoking his anger. He begins to attack you with his Conqueror's Haki, just like you he is one of the very few to possess this ability, leaving you no option but to flee. You manage to get down the elevator, but once back in the library, you get lost again. You come face to face with the mirror you had passed through to get here earlier, realizing that the mystery of this place keeps bringing you back to your starting point, further complicating your quest to retrieve your den den mushis.

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Castle

Charlotte Brûlée takes a close look at your mochis, and they bring back many memories. She agrees to explain what's happening on the island. For over a century, a mysterious being has settled on the island and taken up residence in the mansion. Thanks to the mirrors scattered all over the island, Charlotte Brûlée can observe and listen to everything that's going on, and her role is to protect the manor's host.

A few years ago, however, she intercepted conversations between the host and the World Government via den den mushi. These conversations revealed a research program aimed at modifying the DNA of den den mushis to physically transform them for use in wars.

During this call she was unexpectedly detected, and she knows that the World Government will come looking for her if the program is a success. She knows the location of your den den mushis and is willing to help you retrieve them if you help her flee the island to escape this imminent threat.

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Wrong answer

As you try to step through the mirror to resume your quest, Charlotte Brûlée catches you and drags you back into her living room. Furious at your decision to leave, she starts attacking you. You try to defend yourself and flee, but aall the running disorients you, and you end up getting lost again in this labyrinth of closed mirrors. You end up facing the mirror you had previously passed through to get here, thus going back several hours in your adventure. The mystery of this place persists, further complicating your quest to retrieve your den den mushis.

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Wrong answer

When Charlotte Brûlée refuses to help you, you decide to try another approach by playing on her feelings with mochi. But she won't be fooled and refuses to cooperate. Enraged by your attempt at manipulation, she starts attacking you. You manage to escape for a while, but end up getting lost again in the maze of closed mirrors. You find yourself back in front of the mirror you had previously passed through to get here, thus going back several hours in your adventure. The complexity of this mysterious place persists, making your quest to recover your den den mushis more complicated than ever.

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Wrong answer

When you decline the offer, Charlotte Brûlée tells you that you'll never find your collection of den den mushis. Angered by your choice, she attacks you. You manage to escape for a while, but end up getting lost again in the maze of closed mirrors. You find yourself once again facing the mirror you had previously passed through to get here, thus stepping back several hours in your adventure. The complexity of this mysterious place continues to make your quest to retrieve your den den mushis increasingly difficult.

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Congratulations !

You've accepted Charlotte Brûlée's agreement, a quick decision despite the short time you've spent together. She explains that she'll be back in 5 minutes with your collection and asks you to prepare the escape route in the meantime. Those precious 5 minutes of preparation were filled with conflicting emotions, between the hope of finding your den den mushis and the worry of time running out.

Finally, Charlotte Brûlée reappears, carrying your collection of den den mushis. You scramble to escape, guiding Charlotte through the mirrors, all the while sensing that you're being pursued. Anxiety prevails, but you remain hopeful thanks to Charlotte Brûlée's determination; you want to turn around to see what's chasing you, but she orders you not to look; you'll end up paralyzed at the sight of the pursuer.

After hours of breathless flight, you arrive at the edge of the island, in front of your boat. The sky lights up at sunrise, symbolizing the end of this nightmarish adventure. You shake hands with Charlotte Brûlée, thanking her for her invaluable help. She then hands you her den den mushi, a means of keeping in touch in the future.

As your boat sets sail, taking this incredible story with it, you take one last look at Charlotte Brûlée, standing alone beside her boat on the shore of this mysterious island. Her silhouette fades further and further into the distance, but the connection you formed will remain etched in your memories. An unforgettable adventure comes to an end, and the gratitude you feel towards your unlikely ally lights up this new day.

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Manor

Your attacks on the vampire prove completely ineffective, and he manages to stop them without the slightest effort, thanks to his Conqueror's Haki, a very rare ability he possesses just like you. He explains that trying to recover your collection of den den mushis is pointless; it's too late now, and their future importance is far greater than your request.

When your cook tells him about the den den mushis incident from two centuries ago: an explosion in a laboratory releasing thousands of physically altered den den mushis that attacked neighboring villages, the vampire confirms that he was behind the incident.

He reveals that this new mission is an order from the World Government, aimed at using these den den mushis to control wars. He also informs you that the World Government is on its way to the island to carry out the first tests. You understand that you must find a solution before the World Government arrives on the island.

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Wrong answer

Your attempt to use holy water on the vampire has no effect on him, apart from wetting him. Enraged, he retaliates using his Conqueror's Haki, forcing you to flee to avoid losing consciousness. You manage to get down the elevator, but once back in the library, you get lost again. You find yourself face to face with the mirror you had previously passed through to get here, thus going back in time to your adventure, but still unable to find a way to retrieve your den den mushis.

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Wrong answer

You can only hold out for a few seconds against the vampire's powerful Haki, and to avoid fainting, you are forced to flee. After taking the elevator down, you return to the library and get lost again. Now you're back in front of the mirror you'd passed through earlier, going backwards in your adventure without having found a way to get your den den mushis back. The complexity of this mysterious island continues to make your quest difficult.

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Wrong answer

Facing the vampire, your offer of chocolate is a failure, and he loses patience, attacking with his Conqueror's Haki. You must flee to avoid fainting. After getting off in the elevator, you return to the library and get lost again. You come face to face with the mirror you had previously passed through, thus going backwards in your adventure without having found a solution to retrieve your den den mushis. The mystery of the island continues to elude you.

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Congratulations !

You managed to unhook the mirror from the wall, and through the reflection, a miracle occurred: rays of sunlight pierced the dark clouds. You quickly pointed the mirror at the vampire, who was about to deliver the final blow. On contact with the sunlight, he instantly turned to stone, then shattered into a thousand pieces on the ground. Amidst the vampire's debris, a golden key gleams. Also, lying on the desk behind it, his den den mushi.

The den den mushi has witnessed the whole scene and, to your surprise, looks sad and fearful, now afraid of ending up alone in this mansion. You approach him and offer him your hand to join the ship. After a moment's hesitation, he agrees to join you, in search of a new adventure. Continuing your exploration of the mansion, you finally find the cold room. Opening it, you finally find your precious collection of den den mushis. However, through a window, you see World Government ships approaching in the distance. You have no time to lose.

After a frantic escape across the island, you've finally returned to your ship, docked on the coast. You pull up anchor and set sail, bringing this terrifying adventure to an end. The sun rises over the horizon, dispelling the last shadows of this nightmarish adventure.

A few days later, you receive a new issue of "News Coo" on your boat. You're surprised to read on the front page that a missing scientist wanted for centuries, King Vamp Opium, has been found mysteriously dead in his mansion. The newspaper reported that his bounty was 6,060,600,666 berries. A new legend was born, thanks to your courage and the luck of fate, and you knew that your den den mushis, though physically freed, were now free to choose their own destinies.

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