You avoid helping Hall and predictably he becomes sick with malaria from mosquito bites while retrieving the boat and quickly dies. Bligh has also become sick with malaria and just five days after Hall’s death he books passage aboard the Dutch ship Vlydte bound for Portsmouth. By this point hostility against him is so widespread that only two men, his clerk John Samuel and his servant John Smith are willing to travel with him, the remaining thirteen prefer to wait under Fryer's command for another ship.
> You remain on Java waiting for another ship
When Bligh and his two companions depart there remains fourteen of the Loyal Bounty crew in Java under the command of Sailing Master John Fryer. He finally finds a ship willing to take you all home but they require you all to do some labor first, either moving supplies from the island’s interior upriver or by the docks loading them on. A party of four: Midshipman William Elphinstone, Quartermaster Peter Linkletter, Acting Surgeon Thomas Ledward and Seaman Robert Lamb volunteer to move supplies down river while the rest work with Fryer to load the ship.
> You help move the supplies by river
You help the other group move the supplies by river and quickly realize you have made a mistake. All five of you are seriously bitten by mosquitoes and quickly develop malaria. You are the first to die just ten days after getting the illness, the others die either on Batavia or on the ship on the way home. Your companions return to England safely where they join Bligh in reporting the Mutiny on the Bounty.


When Bligh and his two companions depart there remains fourteen of the Loyal Bounty crew in Java under the command of Sailing Master John Fryer. He finally finds a ship willing to take you all home but they require you all to do some labor first, either moving supplies from the island’s interior upriver or by the docks loading them on. A party of four: Midshipman William Elphinstone, Quartermaster Peter Linkletter, Acting Surgeon Thomas Ledward and Seaman Robert Lamb volunteer to move supplies down river while the rest work with Fryer to load the ship.
> You help load the supplies on the ship
You sensibly stay with the ship while the others contract malaria from mosquito bites obtained while working on the river. Elphinstone and Linkletter die before even leaving Bavaria while Lamb and Ledward succumb on the journey home. Your ship is finally ready to depart on the first day of December and you reach Cape Town in February of 1790. You stay there for one month before sailing on, finally arriving back to England in the summer after two and a half years away. It seems like a lifetime… but your trials are not over yet.


Early the next morning you are woken from your sleep by wild and confused shouting that seems to come from all around the ship. You and the other sailors spring from your hammocks and rush out on deck to see a bizarre sight. Christian and several other men armed variously with bayonets, cutlasses and muskets are herding a loudly protesting and threatening Bligh out onto deck. His hands are tightly bound behind his back.

Christian seems half-crazy, he is alternately yelling at Bligh and talking to his fellow mutineers and has a heavy sounding plummet hanging from his neck (you later learn it was so he could jump overboard and drown if the mutiny failed).

“Knock Christian down men,” Bligh is shouting. “Knock Christian down!”

“Hold your tongue or you are a dead man!” Christian screams in his face.

John Fryer emerges on deck at cutlass point.

“Fletcher, you must stop this,” he calls out.

“I have been in hell for weeks past!” Christian shouts at him. “Commander Bligh has brought this on himself!”

You are not sure what is going on but Christian and at least a dozen of the crew seem to have taken control of the ship and no one is really opposing him, the only person arguing against him is the vitriolic Bligh. Christian has decided to cast Bligh and his loyal companions adrift and orders the jolly boat lowered but it found to have several leaks so he orders the cutter lowered instead. It soon becomes apparent that the cutter is too small for all the loyal crew who want to leave with Bligh.

“You are all pirates!” Bligh shouts at Christian. “Any man who stays on this ship is a pirate and will be hunted down and hanged by the Royal Navy!”

“Get him away!” men shout loudly.

The launch, a twenty-three-foot-long boat designed for fifteen men is soon in the water and Bligh is roughly thrown in. Several other crew members starting with Fryer join him, not so much because they like him but because they don’t want to stay on the ship and be labelled as pirates, a crime which carries the death penalty. Soon there are more people in the boat than there is room for and still others want to get in, the ship seems almost equally divided between Bligh Loyalists and Mutineers.

You stand by the rail looking down at the crowded boat. The island of Tofua is visible nearby and as Christian is throwing a sextant, compass, charts, tools and even four cutlasses (!) down into the boat it seems the nineteen, loyal people in the boat have a good chance of reaching it in safety. It seems that the twenty-five mutineers or pirates remaining on the Bounty (including at least four people who want to go with Bligh but who there is no room for) are planning to return to Tahiti.

You must choose whether to go with Bligh or remain aboard the Bounty, a decision that will affect the rest of your life.
> You remain abouard the Bounty with the Mutineers and Christian
You remain aboard the Bounty with the twenty-five Pirates and watch as the boat containing Bligh and his companions fades away into the distance. Christian quickly assumes command of the ship and the navigating, realizing quickly that Tahiti will be the first place that the Royal Navy will look for you all but that Bligh will not get back to England, if he gets back to England, for at least one year and a ship from England would not arrive at Tahiti at least until the summer of 1791.

Christian sets course for an island called Tubai hundreds of miles south of Tahiti which was sighted once twelve years ago but never visited. On arrival the Bounty is attacked by hundreds of warriors in canoes firing arrows at the ship. You and the other sailors return fire killing twelve of the Natives and forcing the rest to scatter. After three days off the island Christian decides to return to Tahiti to seek supplies and support from among the friendlier Natives there. You return to the welcome shores of Tahiti that June.
> The Battle for Tubai
Christian lets you all stay on Tahiti just ten days, long enough to pick up fresh supplies and twenty-eight Tahitians before sailing back to Tubai to try and seize control of it from the Natives. He builds a Fort which he calls Fort George and tries to man it against all comers. When the Natives attack they are repulsed again and again and sixty-six of them were killed, the only casualty on your side being Seaman Thomas Burkett who is speared through the side. Finally, Christian allows a vote between returning to Tahiti or staying on Tubai. The Pirates vote 16-9 to return to Tahiti. Christian sighs.

“Gentlemen, I will carry you and land you wherever you please. I desire none to stay with me but I have one favor to request: that you will grant me the ship, tie the foresail, give me a few gallons of water and leave me to run before the wind and I shall land upon the first island the ship drives to. I have done such an act that I cannot stay on Tahiti. I will never live where I may be carried home to be a disgrace to my family.”

“We shall never leave you Mr Christian,” Midshipman Edward Young promises him. “Go where you will!”

After just three months in Tubai Christian sails the Bounty back to Tahiti. There the sixteen men who voted to remain there disembark the ship while Christian remains aboard with eight other companions. You have a decision to make now: you can remain on Tahiti knowing that it will probably be the first place the Royal Navy looks for you and your companions (if they look for you) or you can join Christian in sailing into the unknown to find the most obscure island possible, knowing you will probably never see England again.
> You remain on Tahiti
You remain on Tahiti and in the autumn of 1789 you watch the Bounty sail away for the last time. There is little left to do now but settle down to living among the Tahitians and hope that the first ship to visit the island will be a friendly one. Like many of the Mutineers you get into a long-term relationship with a beautiful Tahitian woman and enjoy long days spent relaxing on the beautiful island and nights of hard-drinking and partying with the locals. Seven months after the Bounty leaves violence erupts, threatening to destroy your peaceful existence.

The problem is Matthew Thompson, a middle-aged and brutal man who alone out of all of you doesn’t have a romantic partner as the Native women avoid him. One day there is chaos in the village and you learn that Thompson, drunk on strong spirits, has tried to rape a Tahitian woman but was fought off when her screams brought her brother and other men running to her aid.

You go out of your hut and walk towards Thompson’s, as do several of your companions, to find him outside his hut shouting at a small crowd of angry Tahitians to go away. He has a musket in his hands and without warning he raises it and fires it at a man. The bullet passes through a baby the man is holding in his arms and into his chest, killing them both. Reversing the musket Thompson swings it in a wild arc, cracking a woman in the head and knocking her unconscious to the ground. The rest of the crowd flees.

Thompson sensibly flees to the shoreline, steals a canoe and paddles away to a small nearby island called Taiarapu. The rest of you have a meeting with the Tahitians where you emphasize that Thompson’s actions had nothing to do with the rest of you and you all condemn his cruelty. The Tahitians accept your explanations, largely because Quartermaster Charles Churchill has been adopted by a local chief and is gaining considerable status among the Natives.

After some talk you decide on what to do: you will send a messenger to Thompson telling him he can safely return to Tahiti and when he comes back one or two of you will steal his muskets and cutlasses from his hut and give him no more to prevent him doing anymore harm. It is a risky thing to do as Thompson is a violent man but Churchill volunteers for the task.
> You join Churchill in stealing Thompson's weapons
You send a Native to Thompson telling him all is forgiven and he can return and a suspicious Thompson dutifully returns to Tahiti. About a week after his return when Thompson is elsewhere you and Churchill sneak into his hut, take his weapons and hide them in your own huts. Thompson is absolutely furious when he discovers the theft unfortunately for you a Native man with a grudge against Churchill tells him who stole the weapons.

You are standing talking to Churchill one day when, without warning Thompson, comes up behind you and shoots you in the back of the head with the musket he has recovered from your hut. You fall instantly dead to the ground and a moment later Thompson shoots and kills Churchill with a second weapon. It might be some consolation for you that your Tahitian friends avenge your death and beat Thompson to dead with rocks later that same day.


You remain on Tahiti and in the autumn of 1789 you watch the Bounty sail away for the last time. There is little left to do now but settle down to living among the Tahitians and hope that the first ship to visit the island will be a friendly one. Like many of the Mutineers you get into a long-term relationship with a beautiful Tahitian woman and enjoy long days spent relaxing on the beautiful island and nights of hard-drinking and partying with the locals. Seven months after the Bounty leaves violence erupts, threatening to destroy your peaceful existence.

The problem is Matthew Thompson, a middle-aged and brutal man who alone out of all of you doesn’t have a romantic partner as the Native women avoid him. One day there is chaos in the village and you learn that Thompson, drunk on strong spirits, has tried to rape a Tahitian woman but was fought off when her screams brought her brother and other men running to her aid.

You go out of your hut and walk towards Thompson’s, as do several of your companions, to find him outside his hut shouting at a small crowd of angry Tahitians to go away. He has a musket in his hands and without warning he raises it and fires it at a man. The bullet passes through a baby the man is holding in his arms and into his chest, killing them both. Reversing the musket Thompson swings it in a wild arc, cracking a woman in the head and knocking her unconscious to the ground. The rest of the crowd flees.

Thompson sensibly flees to the shoreline, steals a canoe and paddles away to a small nearby island called Taiarapu. The rest of you have a meeting with the Tahitians where you emphasize that Thompson’s actions had nothing to do with the rest of you and you all condemn his cruelty. The Tahitians accept your explanations, largely because Quartermaster Charles Churchill has been adopted by a local chief and is gaining considerable status among the Natives.

After some talk you decide on what to do: you will send a messenger to Thompson telling him he can safely return to Tahiti and when he comes back one or two of you will steal his muskets and cutlasses from his hut and give him no more to prevent him doing anymore harm. It is a risky thing to do as Thompson is a violent man but Churchill volunteers for the task.
> You stay out of the whole business
You all send a Native to Thompson telling him all is forgiven and he can return and a suspicious Thompson dutifully returns to Tahiti. About a week after his return when Thompson is elsewhere Churchill sneaks into his hut, takes his weapons and hides them in his own hut. Thompson is absolutely furious when he discovers the theft and unfortunately a Native man with a grudge against Churchill tells Thompson who stole his weapons. Thompson recovers his musket, walks up behind Churchill one day and shoots him dead.

Thompson again flees into the jungle interior and again you all meet to decide what to do. The Tahitians are furious over the death of their friend and intend to tell Thompson all is forgiven before jumping on him and beating him to death with rocks. It is a cold-blooded plan.
> You warn Thompson about it
You hurry out of the village to warn Thompson of the Natives’ intentions but you are spotted. Quickly realizing what you are intending to do the Natives give chase and run you down after a few hundred meters. A spear stab in the back knocks you down and then the Natives beat you to death with rocks. They then go on and kill Thompson anyway.


You all send a Native to Thompson telling him all is forgiven and he can return and a suspicious Thompson dutifully returns to Tahiti. About a week after his return when Thompson is elsewhere Churchill sneaks into his hut, takes his weapons and hides them in his own hut. Thompson is absolutely furious when he discovers the theft and unfortunately a Native man with a grudge against Churchill tells Thompson who stole his weapons. Thompson recovers his musket, walks up behind Churchill one day and shoots him dead.

Thompson again flees into the jungle interior and again you all meet to decide what to do. The Tahitians are furious over the death of their friend and intend to tell Thompson all is forgiven before jumping on him and beating him to death with rocks. It is a cold-blooded plan.
> You stay out of the whole affair
You stay in the village while a large band of Tahitians leave and return later with Thompson’s bloodied and battered body. After the killings of Churchill and Thompson things settle down and the remaining fifteen of you live peaceful lives on this island paradise for one more year. The calm is broken again one spring morning by the terrifying sight of a large Royal Navy vessel sailing steadily towards the island. It anchors offshore and several boatloads of heavily-armed sailors are soon rowing towards shore.

Some of your companions, notably the Bligh Loyalists who were detained against their will, are in favour of surrendering at once while others propose hiding out in the island interior and on other nearby islands in the hope of eluding capture. You know if captured all of you will be taken back to England and tried for piracy: if found guilty you know you will dance on the end of a rope.
> You surrender to the sailors
You and three other men promptly surrender yourselves to the first sailors who reach the shore, clapped in irons you are swiftly brought back to the ship where, to your surprise, former Bounty shipmate Midshipman Thomas Hayward is waiting to identify you. You are imprisoned in a makeshift prison on the ship’s quarterdeck and over the next month all of your remaining companions are captured.

You learn that after the Mutiny Bligh sailed his overcrowded boat to safety and returned to England with eleven surviving companions out of the eighteen who were in the boat with him. He reported the Mutiny to the Admiralty who dispatched this ship, the HMS Pandora, to Tahiti to arrest you all. You and your fourteen companions are questioned on the whereabouts of the other nine Mutineers and the Bounty but you can only tell them that you last saw them sail away in the autumn of 1789.

The Pandora leaves Tahiti that May and spends the next three months scouring the Pacific for your remaining companions but finds no trace of them. One day the Pandora suddenly runs aground off the Great Barrier Reef. Despite desperate efforts that go on for twenty hours the damage is too severe to be repaired and the ship starts to sink increasingly fast. Finally, in desperation the order if given to abandon ship.

For a few moments it seems that you and your fellow prisoners will all be left shackled to the quarterdeck to drown but as water washes over the main deck a sailor remembers you all and runs up to unlock your leg irons. He gives the keys to you and orders you to unlock the rest. You have managed to free ten of your fourteen companions when the Quarterdeck vanishes beneath your feet into cold clear seawater. Your remaining trapped companions shout for help.
> You work underwater to free the remaining men
Waist-deep in water you wade across the deck and taking a deep breath you plunge underwater to try and untie more leg irons. In the strange underwater world you can barely see and are unaware when the Pandora’s mainmast gives way, breaks and falls on you, pinning you to the deck beneath its vast weight. You desperately try to free yourself but there is nothing you can do: the last bubbles escape your lips and you share the watery grave of the four comrades you died trying to save.


You and three other men promptly surrender yourselves to the first sailors who reach the shore, clapped in irons you are swiftly brought back to the ship where, to your surprise, former Bounty shipmate Midshipman Thomas Hayward is waiting to identify you. You are imprisoned in a makeshift prison on the ship’s quarterdeck and over the next month all of your remaining companions are captured.

You learn that after the Mutiny Bligh sailed his overcrowded boat to safety and returned to England with eleven surviving companions out of the eighteen who were in the boat with him. He reported the Mutiny to the Admiralty who dispatched this ship, the HMS Pandora, to Tahiti to arrest you all. You and your fourteen companions are questioned on the whereabouts of the other nine Mutineers and the Bounty but you can only tell them that you last saw them sail away in the autumn of 1789.

The Pandora leaves Tahiti that May and spends the next three months scouring the Pacific for your remaining companions but finds no trace of them. One day the Pandora suddenly runs aground off the Great Barrier Reef. Despite desperate efforts that go on for twenty hours the damage is too severe to be repaired and the ship starts to sink increasingly fast. Finally, in desperation the order if given to abandon ship.

For a few moments it seems that you and your fellow prisoners will all be left shackled to the quarterdeck to drown but as water washes over the main deck a sailor remembers you all and runs up to unlock your leg irons. He gives the keys to you and orders you to unlock the rest. You have managed to free ten of your fourteen companions when the Quarterdeck vanishes beneath your feet into cold clear seawater. Your remaining trapped companions shout for help.
> You abandon the sinking ship and swim for one of the nearby boats
Recognizing it would be suicide to remain on the ship any longer you dive into the sea and wade towards one of the four boats the sailors of the Pandora have succeeded in launching. You are hauled aboard and watch as the last of the HMS Pandora vanishes from sight. It takes with it four of your companions were still manacled to the ship: Midshipman George Stewart and Sailors Henry Hillbrant, Richard Skinner and John Sumner.

Together with your ten surviving companions you join the other survivors in a three-week open boat voyage, not unlike that Bligh endured two years before) to Coupang in Timor with no mishap. From there you travel on to Batavia on Jakarta and from there take passage aboard the HMS Gorgon, arriving back in England in June of 1792, nearly five years after you left her aboard the Bounty.

It is good fortune for you that William Bligh is not in England at the moment, having left the previous year to fulfil his mission of taking breadfruit from Tahiti to the slave plantations in Jamaica. Many of your former comrades are in England however and seven (Sailing Master John Fryer, Boatswain William Cole, Gunner William Peckover, Carpenter William Purcell, Midshipmen John Hallett and Thomas Haywood and Seaman John Smith) have been recruited to testify against you and your companions in your trials that August.

For four of your companions the trials are an easy affair: Carpenter’s Mates Thomas McIntosh and Charles Norman, Armourer Joseph Coleman and Seaman Michael Byrne are acquitted when letters are produced written by Bligh confirming they wanted to join him in the boat but were unable to due to lack of space. For you and six of your companions things look much more dangerous and all of you are keen to argue you took no active part in the mutiny but need to explain your failure to act.

Your companions intend to do this in two ways. Midshipman Peter Heywood, Boatswain’s Mate James Morrison and Seaman William Muspratt intend to claim they were too confused by what was happening to act. Seamen Thomas Burkett, Thomas Ellison and John Millward intend to claim they were too intimidated by the Mutineers and that they intended to recapture the Bounty at a later date if they could find support among the crew. You need to choose which defense line you go with.
> You too confused to act
You decide to go with the claim that you were too confused by what was happening to act. Somewhat surprisingly this defense works with the Judges: though sentenced to death you, Heywood, Morrison and Muspratt are pardoned for your part in the Mutiny. Burkett, Ellison and Millward are executed by hanging a few months later. You and your companions all feel the most incredible relief at your very narrow escape, Muspratt is so affected by his brush with death he rarely speaks again.

The following year Bligh returns to England after a successful voyage which brought breadfruit from Tahiti to Jamaica, only to discover the slaves there would not eat it. He is furious that you and your companions escaped death and writes an account roundly condemning you all. Withstanding his fury you are one of the eight Bounty mutineers that survived to return to England. Not a day goes by when you do not wonder what happened to Fletcher Christian and his eight companions who vanished that autumn afternoon so long ago aboard the Bounty.

You now have a decision to make: whether you return to the sea or retire to the land. McIntosh, Coleman and Byrne have all already turned their backs on the sea and drifted out of touch while Peter Heywood, James Morrison, Charles Norman and William Muspratt are all intended to resume a life on the ocean’s waves. You need to decide whether you too will retire ashore or return to the sea.
> You retire from the sea
The years go by and as you age you read about what befalls your former comrades.

Carpenter’s Mate Charles Norman dies of a disease, probably brought on by his experiences, in 1793. Seaman William Muspratt also dies at sea of a disease in 1797. Boatswain’s Mate James Morrison drowns when the HMS Blenheim sinks in 1807. Midshipman Peter Heywood serves honorably in the Navy for twenty-two more years, retiring from the Navy in 1816 with the rank of Captain. He dies in 1831, his former status as a Pirate and Mutineer hidden behind a long and distinguished service. You live on, well into your sixties and in your later years you finally learn what happened to the Bounty and its missing nine Mutineers, including Fletcher Christian.

In 1808 an American ship, the Topaz, happens upon isolated Pitcairn Island. There the sailors are astonished to discover a thriving Tahitian Community ruled over by one man: John Adams. He is the sole survivor of the nine Mutineers and six Natives who landed on that island and variously killed each other or died of illness leaving Adams patriarch of a thriving community of forty-six people. The Admiralty decides against taking any action.

John Adams, the King of Pitcairn Island, dies in 1829.


You decide to go with the claim that you were too confused by what was happening to act. Somewhat surprisingly this defense works with the Judges: though sentenced to death you, Heywood, Morrison and Muspratt are pardoned for your part in the Mutiny. Burkett, Ellison and Millward are executed by hanging a few months later. You and your companions all feel the most incredible relief at your very narrow escape, Muspratt is so affected by his brush with death he rarely speaks again.

The following year Bligh returns to England after a successful voyage which brought breadfruit from Tahiti to Jamaica, only to discover the slaves there would not eat it. He is furious that you and your companions escaped death and writes an account roundly condemning you all. Withstanding his fury you are one of the eight Bounty mutineers that survived to return to England. Not a day goes by when you do not wonder what happened to Fletcher Christian and his eight companions who vanished that autumn afternoon so long ago aboard the Bounty.

You now have a decision to make: whether you return to the sea or retire to the land. McIntosh, Coleman and Byrne have all already turned their backs on the sea and drifted out of touch while Peter Heywood, James Morrison, Charles Norman and William Muspratt are all intended to resume a life on the ocean’s waves. You need to decide whether you too will retire ashore or return to the sea.
> You return to the sea
You decide to return to the sea and need to decide where you serve. You can join Midshipman Peter Heywood aboard the HMS Queen Charlotte or you could join Boatswain’s Mate James Morrison aboard the HMS Blenheim or you could join Carpenter’s Mate Charles Norman aboard the HMS Duke or you can join Seaman William Muspratt aboard the HMS Bellerophon.
> You join Heywood
You serve with Heywood for twenty-two years on various ships, watching him rise to the rank of Captain. You are with him on the Glorious First of June when the French fleet is defeated off Ushant and in the Invasion of the River Plate in 1806. After a long and distinguished service you both retire from the sea in 1816. Fifteen years later your friend dies in London. By that time you have learned what happened to the Bounty and its missing nine Mutineers, including Fletcher Christian.

In 1808 an American ship, the Topaz, happens upon isolated Pitcairn Island. There the sailors are astonished to discover a thriving Tahitian Community ruled over by one man: John Adams. He is the sole survivor of the nine Mutineers and six Natives who landed on that island and variously killed each other or died of illness leaving Adams patriarch of a thriving community of forty-six people. The Admiralty decides against taking any action.

John Adams, the King of Pitcairn Island, dies in 1829.


You decide to return to the sea and need to decide where you serve. You can join Midshipman Peter Heywood aboard the HMS Queen Charlotte or you could join Boatswain’s Mate James Morrison aboard the HMS Blenheim or you could join Carpenter’s Mate Charles Norman aboard the HMS Duke or you can join Seaman William Muspratt aboard the HMS Bellerophon.
> You join Morrison
You serve with Morrison in the Navy for thirteen years, Morrison rising to the rank of Chief Gunner. Your long and distinguished careers end aboard the Blenheim one terrible winter’s day in the Indian Ocean when the Blenheim and her accompanying ship HMS Java are caught in a storm while under the command of Admiral Thomas Troubridge. Both ships capsize and sink quickly sending nearly nine hundred men to their watery graves.

The sea is a cruel and unforgiving mistress.


You decide to return to the sea and need to decide where you serve. You can join Midshipman Peter Heywood aboard the HMS Queen Charlotte or you could join Boatswain’s Mate James Morrison aboard the HMS Blenheim or you could join Carpenter’s Mate Charles Norman aboard the HMS Duke or you can join Seaman William Muspratt aboard the HMS Bellerophon.
> You join Norman
You join Norman aboard the HMS Duke but your mutual experiences in Tahiti and the trial have weakened you both. Just three months after joining the ship an outbreak of cholera decimates the crew and both of you quickly catch the disease and weakened. You die of the illness just one year after the execution of your companions and are just one of the several anonymous bodies cast into the sea that day.


You decide to return to the sea and need to decide where you serve. You can join Midshipman Peter Heywood aboard the HMS Queen Charlotte or you could join Boatswain’s Mate James Morrison aboard the HMS Blenheim or you could join Carpenter’s Mate Charles Norman aboard the HMS Duke or you can join Seaman William Muspratt aboard the HMS Bellerophon.
> You join Muspratt
You serve with Muspratt aboard the Bellerophon for three years. Your narrow escapes from death have had a great effect on both of you and in all your service you hardly speak a word, just quietly and diligently working together. Cholera spreads through the crew one winter and both of you quickly catch the disease and weaken. You die of the illness just five years after the execution of your companions and are just one of the several anonymous bodies cast into the sea that day.


Recognizing it would be suicide to remain on the ship any longer you dive into the sea and wade towards one of the four boats the sailors of the Pandora have succeeded in launching. You are hauled aboard and watch as the last of the HMS Pandora vanishes from sight. It takes with it four of your companions were still manacled to the ship: Midshipman George Stewart and Sailors Henry Hillbrant, Richard Skinner and John Sumner.

Together with your ten surviving companions you join the other survivors in a three-week open boat voyage, not unlike that Bligh endured two years before) to Coupang in Timor with no mishap. From there you travel on to Batavia on Jakarta and from there take passage aboard the HMS Gorgon, arriving back in England in June of 1792, nearly five years after you left her aboard the Bounty.

It is good fortune for you that William Bligh is not in England at the moment, having left the previous year to fulfil his mission of taking breadfruit from Tahiti to the slave plantations in Jamaica. Many of your former comrades are in England however and seven (Sailing Master John Fryer, Boatswain William Cole, Gunner William Peckover, Carpenter William Purcell, Midshipmen John Hallett and Thomas Haywood and Seaman John Smith) have been recruited to testify against you and your companions in your trials that August.

For four of your companions the trials are an easy affair: Carpenter’s Mates Thomas McIntosh and Charles Norman, Armourer Joseph Coleman and Seaman Michael Byrne are acquitted when letters are produced written by Bligh confirming they wanted to join him in the boat but were unable to due to lack of space. For you and six of your companions things look much more dangerous and all of you are keen to argue you took no active part in the mutiny but need to explain your failure to act.

Your companions intend to do this in two ways. Midshipman Peter Heywood, Boatswain’s Mate James Morrison and Seaman William Muspratt intend to claim they were too confused by what was happening to act. Seamen Thomas Burkett, Thomas Ellison and John Millward intend to claim they were too intimidated by the Mutineers and that they intended to recapture the Bounty at a later date if they could find support among the crew. You need to choose which defense line you go with.
> You too intimidated to act
You decide to go with the claim that you were too intimidated by the Mutineers to act but the Judges refuse to believe it. You, Burkett, Ellison and Millward are all sentenced to death while Heywood, Morrison and Muspratt win pardons. Your sentences is scheduled to be carried out aboard the HMS Brunswick in Portsmouth Harbour soon after the trial.

On the scheduled morning you and your companions march out in silence onto the ship's deck. Some of your companions insist on their innocence or beg for mercy but as the noose is slipped over your neck you remain silent. On the word of command all four of you are hoisted into the air and after a few seconds of frantic kicking it is all over: you have paid the ultimate price for your part in the Mutiny on the Bounty.


You stay in the village while a large band of Tahitians leave and return later with Thompson’s bloodied and battered body. After the killings of Churchill and Thompson things settle down and the remaining fifteen of you live peaceful lives on this island paradise for one more year. The calm is broken again one spring morning by the terrifying sight of a large Royal Navy vessel sailing steadily towards the island. It anchors offshore and several boatloads of heavily-armed sailors are soon rowing towards shore.

Some of your companions, notably the Bligh Loyalists who were detained against their will, are in favour of surrendering at once while others propose hiding out in the island interior and on other nearby islands in the hope of eluding capture. You know if captured all of you will be taken back to England and tried for piracy: if found guilty you know you will dance on the end of a rope.
> You hide in the island's interior
You and most of the others scatter into the island’s interior and hide. You avoid the others, steal a Native canoe one night and paddle to an isolated little volcano jutting out of the sea to the east called Mehetia. You manage to hide out here for nearly a month, surviving on nothing more than rainwater and a few fish you manage to catch in the sea and eat raw, as the island has no vegetation.

Eventually, on 16 April a party of sailors lands on the island and searches it in detail, finally finding you hiding under a rock, too weak to resist capture. You are taken aboard the ship where you find you are the last of the mutineers on Tahiti to be captured, the others all having been found at least a week before. You are clapped in irons and secured in a makeshift prison on the ship’s quarterdeck.

You learn that after the Mutiny Bligh sailed his overcrowded boat to safety and returned to England with eleven surviving companions out of the eighteen who were in the boat with him. He reported the Mutiny to the Admiralty who dispatched this ship, the HMS Pandora, to Tahiti to arrest you all. You and your fourteen companions are questioned on the whereabouts of the other nine Mutineers and the Bounty but you can only tell them that you last saw them sail away in the autumn of 1789.

The Pandora leaves Tahiti that May and spends the next three months scouring the Pacific for your remaining companions but finds no trace of them. One day the Pandora suddenly runs aground off the Great Barrier Reef. Despite desperate efforts that go on for twenty hours the damage is too severe to be repaired and the ship starts to sink increasingly fast. Finally, in desperation the order if given to abandon ship.

For a few moments it seems that you and your fellow prisoners will all be left shackled to the quarterdeck to drown but as water washes over the main deck a sailor remembers you all and runs up to unlock your leg irons. He gives the keys to you and orders you to unlock the rest. You have managed to free ten of your fourteen companions when the Quarterdeck vanishes beneath your feet into cold clear seawater. Your remaining trapped companions shout for help.


Christian lets you all stay on Tahiti just ten days, long enough to pick up fresh supplies and twenty-eight Tahitians before sailing back to Tubai to try and seize control of it from the Natives. He builds a Fort which he calls Fort George and tries to man it against all comers. When the Natives attack they are repulsed again and again and sixty-six of them were killed, the only casualty on your side being Seaman Thomas Burkett who is speared through the side. Finally, Christian allows a vote between returning to Tahiti or staying on Tubai. The Pirates vote 16-9 to return to Tahiti. Christian sighs.

“Gentlemen, I will carry you and land you wherever you please. I desire none to stay with me but I have one favor to request: that you will grant me the ship, tie the foresail, give me a few gallons of water and leave me to run before the wind and I shall land upon the first island the ship drives to. I have done such an act that I cannot stay on Tahiti. I will never live where I may be carried home to be a disgrace to my family.”

“We shall never leave you Mr Christian,” Midshipman Edward Young promises him. “Go where you will!”

After just three months in Tubai Christian sails the Bounty back to Tahiti. There the sixteen men who voted to remain there disembark the ship while Christian remains aboard with eight other companions. You have a decision to make now: you can remain on Tahiti knowing that it will probably be the first place the Royal Navy looks for you and your companions (if they look for you) or you can join Christian in sailing into the unknown to find the most obscure island possible, knowing you will probably never see England again.
> You sail on into the unknown
Fletcher Christian sets sail with the ten of you Mutineers, twelve women and six Tahitian men (including three discovered hiding on board) and spends three months trying to find an island isolated enough to avoid discovery. He finally settles on Pitcairn Island, an isolated little island spotted once twenty-three years ago. Best of all you discover the island has been mis-plotted by around two hundred miles making it impossible to find until a ship sailing outside the usual routes actually comes upon it.

You like the island, a pleasant little grassy spot with a few hills, and begin unloading the Bounty Just eight days after arriving a very drunk Matthew Quintal sets fire to the ship to prevent any of you from changing your minds and leaving. The twenty-eight of you gather on the shore and watch the ship burn and sink beneath the waves. For better or worse you are on Pitcairn Island for good now.
> A New Life
Three years pass quietly on the island but a few accidents mar the peace.

Soon after you arrive one of the women falls to her death while gathering eggs from the clifftops, soon after Fletcher Christian’s wife gives birth to the first child born on Pitcairn. The year after a second woman dies of an illness. Previously each of the Mutineers had one female partner each while the six Tahitian men had just two women to have sexual relations with. In the summer of 1793 you and the other Mutineers decide to take the two remaining women from the Tahitian men and give them to John Adams and William Brown respectively, the two men whose wives have died.

Trouble erupts when four of the Tahitians take the two women and go to live elsewhere on the island. You and the other Mutineers give one of the remaining Tahitians, a tough character called Menalee a musket and send him off to kill the leader of the rebellious Tahitians, a man called Talaloo. On the first day of August Menalee finds him and shoots him dead. The following day he is sent off again and kills a second man called Oho. The two remaining men return and for a time it looks like all has settled down: Adams and Brown have their wives and the four remaining Tahitian men seem suitably chastised.

One day in September you are in your hut when you hear a few gunshots somewhere nearby. You think nothing of it and a short time later you hear more gunshots. You assume someone is hunting. A short while later you hear loud and excited yells followed by even more gunshots and prolonged shouting. You are now growing concerned and step warily out of your hut. You wonder what to do.
> You go down and investigate the gunshots
You stroll down through the village to see what is happening and encounter the four Tahitian men coming the other way. Each are armed with a musket and others weapons such as axes and rocks. You call out to them, asking what the noise was. In response the Natives raise their muskets and fire a volley of shots at you. Two bullets hit you in the chest and knock you down, before you can rise they beat you to death with axes.

You are one of the six mutineers to die on what will ever after be known as Massacre Day.


Three years pass quietly on the island but a few accidents mar the peace.

Soon after you arrive one of the women falls to her death while gathering eggs from the clifftops, soon after Fletcher Christian’s wife gives birth to the first child born on Pitcairn. The year after a second woman dies of an illness. Previously each of the Mutineers had one female partner each while the six Tahitian men had just two women to have sexual relations with. In the summer of 1793 you and the other Mutineers decide to take the two remaining women from the Tahitian men and give them to John Adams and William Brown respectively, the two men whose wives have died.

Trouble erupts when four of the Tahitians take the two women and go to live elsewhere on the island. You and the other Mutineers give one of the remaining Tahitians, a tough character called Menalee a musket and send him off to kill the leader of the rebellious Tahitians, a man called Talaloo. On the first day of August Menalee finds him and shoots him dead. The following day he is sent off again and kills a second man called Oho. The two remaining men return and for a time it looks like all has settled down: Adams and Brown have their wives and the four remaining Tahitian men seem suitably chastised.

One day in September you are in your hut when you hear a few gunshots somewhere nearby. You think nothing of it and a short time later you hear more gunshots. You assume someone is hunting. A short while later you hear loud and excited yells followed by even more gunshots and prolonged shouting. You are now growing concerned and step warily out of your hut. You wonder what to do.
> You head away from the village and up into the hills
You wisely flee up into the hills and are startled to meet a panting William McCoy there, he has run all the way from the village after witnessing the Natives shoot and kill his friend John Mills. Soon after you are joined by a breathless Matthew Quintal, who has likewise escaped the village. He has shocking news to tell you, five of your friends: Fletcher Christian, John Mills, William Brown, Isaac Martin and John Williams are dead. Your remaining two companions, John Adams and Edward Young remain in the village, protected by the Native women.

You and your two unarmed companions remain hiding up in the mountains for two weeks, sometimes receiving messages from your wives still in the village. You learn that Menalee has killed another Native man called Timoa after an argument. Scared of his companions Menalee himself joins you two in the mountains saying he would be safer hiding with you. That night when Menalee falls asleep McCoy picks up his musket and shoots him dead.

Three days later Adams and Young succeed in persuading the Native women they should kill the two remaining Tahitian men Nehow and Tetaheite. Young shoots Nehow in the back of the head while a woman called Susan kills Tetaheite with an axe. Your friends quickly send word to you all that it is safe to come back to the village. There are now five of you men left with ten Native women and a few small children.

Peace returns to the island once more.
> You alcohol
Four years pass by peacefully on the island, you live with the women, begin raising a child and live a good life. William McCoy and Matthew Quintal are more restless characters than you, John Adams and Edward Young and McCoy, who once worked in a brewery in Scotland, spends a long time trying to brew alcohol out of various things. He finally succeeds in creating an incredibly strong alcohol from the ti-root and he and Quintal quickly become addicted to it, despite the fact it seems to trigger hallucinations. Adams and Young refuse to drink any.
> You join in the drinking
You and McCoy soon develop a heavy dependency on the dangerous drink and have many hallucinations. After one particular bout to celebrate the beginning of 1798 you and McCoy decide in your drunken states that you want to swim back to England. You run to the edge of a cliff and plunge down into the sea below. You disappear beneath the waves forever, victims of the terrible alcohol you have created.


Four years pass by peacefully on the island, you live with the women, begin raising a child and live a good life. William McCoy and Matthew Quintal are more restless characters than you, John Adams and Edward Young and McCoy, who once worked in a brewery in Scotland, spends a long time trying to brew alcohol out of various things. He finally succeeds in creating an incredibly strong alcohol from the ti-root and he and Quintal quickly become addicted to it, despite the fact it seems to trigger hallucinations. Adams and Young refuse to drink any.
> You refuse to drink
You refuse to drink and it seems a sensible decision, McCoy throws himself off a cliff in a drunken fit of depression, plummeting to his death. With his friend gone Quintal becomes more depressed also, drinking more and becoming more violent. In one incident he bites the ear off his wife Tevarua when she fails to catch enough fish one day. Tevarua, herself a heavy drinker, imitates McCoy in throwing herself off a cliff to her death.

Deprived of his wife Quintal takes another one and when Adams and Young protest Quintal threatens to kill them both. He is now moody and unpredictable and Adams and Young confer with you in a secret meeting and tell you that the next time Quintal is passed out drunk they intend to kill him with an axe. You consider whether to join them in this plot or warn Quintal of what is happening.
> You join Adams and Young in killing Quintal
That night when Quintal is passed out you, Adams and Young sneak up on him and Adams decapitates him with one swing of the axe. Quintal’s death finally restores peace to the island which lasts another year until Young dies of asthma on Christmas Day of 1800. All that is left now is for you and John Adams to rule over a Pitcairn Island inhabited exclusively by women and children...
> You discovery
The next thirty or so years are peaceful ones for you and Adams, raising your many children and taking care of the island. A ship was spotted out to sea in 1795 and another in 1801 but it is not until February of 1808 that an American ship called the Topaz finally visits the island. You and Adams cautiously meet with the sailors who come ashore and finally learn what has happened on the outside world.

After the Mutiny on the Bounty in 1789 Bligh and his surviving companions made it back to England and reported the Mutiny. A ship called the Pandora was sent to Tahiti where she captured your remaining companions, while searching for you the Pandora sank off the Great Barrier Reef. The survivors eventually made it back to England where some more of your companions were executed. The search for the Bounty and the rest of you was eventually abandoned.

You are nervous of what effect the news that you and Adams (after all, still wanted pirates) are living on Pitcairn Island will have but it is not until 1814 that a pair of Royal Navy ships finally visit the island. Twenty-five years after the Mutiny on the Bounty the men aboard report that the Admiralty has decided to grant you both amnesty for your parts in the Mutiny and allow you to continue living on the island. Relieved you continue your peaceful lives.

Your great friend John Adams dies in 1829 at the age of sixty-one leaving you the sole King of Pitcairn Island.


You refuse to drink and it seems a sensible decision, McCoy throws himself off a cliff in a drunken fit of depression, plummeting to his death. With his friend gone Quintal becomes more depressed also, drinking more and becoming more violent. In one incident he bites the ear off his wife Tevarua when she fails to catch enough fish one day. Tevarua, herself a heavy drinker, imitates McCoy in throwing herself off a cliff to her death.

Deprived of his wife Quintal takes another one and when Adams and Young protest Quintal threatens to kill them both. He is now moody and unpredictable and Adams and Young confer with you in a secret meeting and tell you that the next time Quintal is passed out drunk they intend to kill him with an axe. You consider whether to join them in this plot or warn Quintal of what is happening.
> You 1 January 1799: Pitcairn Island, Pacific Ocean
You warn Quintal of what is happening and both of you are on your guard. It doesn’t take Adams and Young long to learn what you have done and a few nights later they confront both you and Quintal with muskets. Before you can defend yourselves your former friends shoot both of you dead, finally bringing peace to the island. They throw your bodies in the sea for the fish to eat.


By the beginning of 1789 the crew have had enough of Bligh and his ways.

Charles Churchill, a middle-aged Manchurian and the Master-at-Arms (the man nominally in charge of discipline on the ship) gathers you, the recently flogged Muspratt and another sailor called John Millward, a young and reasonably well-educated fellow, into a secret meeting a short way from the shore party.

“I will tell you plainly boys I don’t care a damn for our Commander,” he whispers. “He deserves nothing better than to be shark bait for all I care. But this place is the closest thing to heaven on each I have ever clapped eyes on in all my years of sailing. I say tonight we take a boat and sneak away, Haywood has the watch with us tonight, he is ever sleeping on duty and besides was up most of last night at cards in the wardroom. I will get us a brace of guns each, we can take the cutter and sail round to Matavai Bay and from there light out to one of the smaller islands. After our shipmates have left on the Bounty we can return and live here forever.”

It is a bold but extremely dangerous plan, desertion can be punished with hanging. Millward and Muspratt quickly agree to it and all three turn their gazes on you. You know if you refuse you must promise to keep silent about the plan.
> You remain aboard the Bounty
You refuse to have anything to do with such a dangerous plan and the deserters swear you to silence. That evening, while Midshipman Thomas Haywood is sleeping over the arms chest Churchill, Millward and Muspratt sneak into the ship’s cutter and desert. That morning Bligh is furious when he discovers the missing men’s absence, suspecting you and Haywood of being involved he orders you both clapped in irons for a week.

Bligh pursues the deserters to Matavai Bay where he learns from Natives that the trio of fugitives traded for a canoe and paddled north in the direction of a small island called Tetaroa. Bligh is set to pursue but the weather turns nasty and for two weeks a storm rages (Bligh has a rage of his own when he discovers the spare sails have rotted into uselessness). Finally, it clears and Bligh sails north to the small island accompanied by dozens of Native canoes.

You and Haywood are still under suspicion so you are not part of the party Bligh leads ashore which succeeds in recapturing the fugitives without trouble. Between the three deserters Bligh sentences them to one hundred and twenty lashes and steers the Bounty back to Toaroa. By now the crew are all seething with quiet discussion about Bligh’s disciplinary methods and a week after the recapture of the fugitives you are chatting ashore about the matter with Isaac Martin, a good-natured American sailor.

While you are talking a Tahitian man wanders over to your boat to have a look, a fairly common occurrence. You both ignore him until the man suddenly grabs an iron hoop that has come loose from a barrel and starts running off. Martin yells at you to get him as you both know Bligh is fond of flogging sailors who let Natives steal things from the ship, no matter how small. You both race after the Native and get close to him but there seems to be no way of stopping him short of violence.
> You crash-tackle the man to the ground
You make a flying leap, manage to grab the man’s legs and bring him down. Martin is on him in a moment and as the man tries to squirm free he punches him in the face. This calms the Native who lies there clutching his broken nose while Martin picks up the iron hoop and returns to the boat. You are both feeling rather good about your successful protection of Bounty property until you hear that familiar, hated, yelp from the trees.

“What do you infernal creatures think you are doing?” Bligh exclaims running towards you.

“Stopping that man stealing our things,” you tell Bligh irritably. “As you ordered.”

“As I ordered you insolent cur?” Bligh exclaims. “I also ordered no violence towards Natives, both of you twenty-four lashes each!”

That evening you are both lashed to trees and whipped by the quartermasters and it is only the intercession of the local Natives, who accept responsibility for the crime, that Bligh reluctantly stops the punishment at nineteen lashes. Regardless, by the time you are cut down you feel completely and utterly exhausted.


You refuse to have anything to do with such a dangerous plan and the deserters swear you to silence. That evening, while Midshipman Thomas Haywood is sleeping over the arms chest Churchill, Millward and Muspratt sneak into the ship’s cutter and desert. That morning Bligh is furious when he discovers the missing men’s absence, suspecting you and Haywood of being involved he orders you both clapped in irons for a week.

Bligh pursues the deserters to Matavai Bay where he learns from Natives that the trio of fugitives traded for a canoe and paddled north in the direction of a small island called Tetaroa. Bligh is set to pursue but the weather turns nasty and for two weeks a storm rages (Bligh has a rage of his own when he discovers the spare sails have rotted into uselessness). Finally, it clears and Bligh sails north to the small island accompanied by dozens of Native canoes.

You and Haywood are still under suspicion so you are not part of the party Bligh leads ashore which succeeds in recapturing the fugitives without trouble. Between the three deserters Bligh sentences them to one hundred and twenty lashes and steers the Bounty back to Toaroa. By now the crew are all seething with quiet discussion about Bligh’s disciplinary methods and a week after the recapture of the fugitives you are chatting ashore about the matter with Isaac Martin, a good-natured American sailor.

While you are talking a Tahitian man wanders over to your boat to have a look, a fairly common occurrence. You both ignore him until the man suddenly grabs an iron hoop that has come loose from a barrel and starts running off. Martin yells at you to get him as you both know Bligh is fond of flogging sailors who let Natives steal things from the ship, no matter how small. You both race after the Native and get close to him but there seems to be no way of stopping him short of violence.
> You keep running
You continue to run but Martin springs ahead of you and brings the native down with a fierce punch to the back of the head. Martin forces the hoop from his grip and begins returning it to the boat when you both halt at the sound of a familiar, and despised, yelp from nearby.

“What do you infernal creatures think you are doing?” Bligh exclaims running towards you.

“Stopping that man stealing our things,” Martin tells Bligh irritably. “As you ordered.”

“As I ordered you insolent cur?” Bligh exclaims. “I also ordered no violence towards Natives. You, Martin, twenty-four lashes!”

That evening you watch angrily as Martin is lashed to a tree and whipped by a quartermaster and it is only the intercession of the local Natives, who accept responsibility for the crime, that Bligh reluctantly stops the punishment at nineteen lashes. Regardless, by the time Martin is cut down you nothing but searing anger and hatred towards Bligh.


Word soon spreads among the crew that Muspratt has found what amounts to a brothel in Toaroa, though actually many of the Native women seem happy to perform sexual services in exchange for gifts. One of your fellow seamen Robert Lamb, who often cuts the meat for the cook, decides to sneak off the next time he is in one of Christian’s work parties and give away his cleaver in the hope of getting two women at the same time. You have a knife and wonder if that would be worth the same.
> You avoid the risk
You remain with Christian’s work party while Lamb heads off and he returns that evening looking utterly exhausted but grinning from ear to ear. His good feeling lasts until he returns to the Bounty to find an angry Bligh waiting for him.

“Impertinent dog!” he screams in Lamb’s face. “You think a cleaver is not as valuable as your disgusting perversions? Quartermaster, twelve at once!”

By now whippings have become so depressingly commonplace that the crew feel nothing but a dull hostility towards Bligh.


After the death of Surgeon Huggan Bligh orders the Bounty sailed from Matavai Bay to Toaroa, a small bay and village further round the island. The reason Bligh gives is that there are more breadfruit trees there but the crew suspect it is to move them further from the scene of Huggan’s death and the temptations of alcohol and women. If that is the intention it is unsuccessful, there are even more of both at Toaroa.

The women are, if possible, even more free with their affections and breath-takingly beautiful, here and one of your fellow sailors, a friendly, bearded man called William Muspratt, comes up to you one day with an excited whisper as you are moving breadfruit trees as part of a party under Bligh. He tells you he has found some exceptionally affectionate Native women who will apparently trade sex in exchange for odd trinkets such as coins, utensils like cutlery or other odds and ends. He tells you he is going to sneak away now and offers to show you where they may be found.
> You remain at work on the breadfruit trees
You know your place and continue to unearth breadfruit trees, pack them carefully into pots and leave them ready to return to the ship. Bligh soon notices Muspratt’s absence and takes his two quartermasters in search of him. They return with Muspratt a few hours later, the latter having to be helped to walk after having received a dozen lashes for neglect of duty. You are tempted to ask him if it was worth it but fight the urge away.


The Bounty remains anchored in Matavai Bay for the next month while every day Bligh, Christian or Fryer lead a party of men ashore to gather breadfruit trees. You get the impression that the men are working deliberately slowly to prolong their stay on Tahiti, as often as they are able the men contrive to spend time with the Tahitians in their villages. All of the Natives are extremely friendly and the women remarkably so. Christian and, surprisingly, Bligh are fairly relaxed about these interactions between the crew and the women but after a year at sea it would have been very unwise to try to restrain the men.

Bligh inevitably tries however. One day you are a part of a party that is working even more slowly than usual and Bligh is becoming irritable and orders you all to work faster. Repeatedly a sailor called Matthew Thompson, an older and extremely tough man keeps demanding, increasingly more insistently that he be allowed to go into the village. Bligh continues to refuse him. Finally, Thompson has had enough.

“Damn you sir,” he growls. “If you were any sort of officer you would know better than to deny your men what they want.”

There is stunned silence following this outburst.
> You keep quiet
Bligh has gone very pale.

“Damn you Thompson for a mutinous dog,” he growls. “Quartermaster, twelve lashes each!”

The lash is fetched, the blows are landed and another sailor’s back is transformed into ruin. Sullen and muttering the crew return once more to the Bounty.


You are all relieved when the beautiful tree-lined round island of Tahiti is spotted. Bligh has been getting on everyone’s nerves: he is no longer on speaking terms with Sailing Master Fryer, Surgeon Huggan or the Carpenter William Purcell and he has been grating the nerves of most of the rest of the crew. It is with relief that Tahiti is sighted and within hours hundreds upon hundreds of canoes packed with scantily clad but cheering Tahitian men and women surround the Bounty. The women are a particularly lovely sight.

After a week anchored offshore Bligh sends Christian to lead a party of nine ashore in the ship’s cutter to begin setting up tents and making a camp for the crew to use while they gather the breadfruit. You are part of this group and are left with another sailor called John Adams to guard the boats. Adams is a clever young fellow and the two of you are chatting when you notice a pair of young ladies eying you from behind some nearby huts. When they see you looking they glance at each other and giggle.

Like all Tahitians they are dark skinned and wear nothing above the waist, their full breasts and brown nipples peep out shyly between the strands of their long black hair. They seem to have more than a casual interest in you and Adams nudges you in the side and points at the women grinning. He suggests you go over, introduce yourselves and keep the young ladies company for a while.
> You think of England and continue guarding the boats
Steadfast, British and sex-less to the last you resist the temptation of attractive women and stolidly remain in the boats while Adams goes off to try and get laid. You are still in the boat when Christian and his party return. After hearing where Adams is from you Christian laughs and calls him out of the hut, he emerges hastily buckling up his trousers. With many a light-hearted jibe you all return to the Bounty.

Bligh is not so amused, when you return he curses Adams for a scoundrel and orders him lashed twelve times for interfering with the Natives. Immediately the previously cheerful mood evaporates and you all stand around stone-faced as Adams is mercilessly whipped .You help him back to his hammock that evening and all around you can hear angry mutterings about Bligh.


Valentine’s death sends the crew’s spirits plunging low and Bligh decides to raise morale by instructing the crew to dance a jig to the tunes of a half-blind fiddler he has brought on board. The last thing the crew feel like doing is dancing but the sailors obligingly force themselves to their feet and dance wearily to the tunes the fiddler plays. You are dancing when you notice two men are remaining seated.

William Brown, a mild scientific man who Bligh brought on board as a botanist to take care of the breadfruit plants is talking quietly to John Mills the Gunner’s Mate, a tough and unfriendly older man. You see Fletcher Christian go over and encourage them to dance but Mills shakes his head emphatically and Brown lowers his head. Christian shrugs and walks away.
> You keep dancing
You continue to dance but moments later Bligh shouts for the music to stop and storms towards the seated men.

“Why are you not dancing like the others?” he demands.

“It does not seem like an appropriate time for that,” Brown says quietly.

“Damn you for contemptible rascals,” Bligh cries. “Both of you will have your grog stopped from now until we reach Tahiti.”

Mills glares back at him with a half-smile on his face as Bligh turns, returns to his former position near the helm and orders the fiddler to keep playing. The punishment is a harsh one but not as bad as it could have been: a week later you reach Tahiti.


After the lashing of Quintal you and the rest of your crew go about your duties quietly and you soon come upon Cape Horn in atrocious weather. For over four weeks Bligh tries to sail the Bounty into the face of a terrible wind, tacking into the face of a gale. You and several other sailors come down with fevers, brought on by constant exertion in freezing rain and tiredness, and finally Bligh admits defeat and turns the ship east.

You will sail to Tahiti east, around the southern tip of Africa instead. Despite the storm damage the Bounty makes good speed and arrives off Cape Town on the tip of South Africa after a month of sailing. Bligh steers the Bounty carefully into the busy harbor and you and another sailor called John Williams are sent to sound the depths with a lead line. You are both feeding the rope out when the lead snags on some rocks far below. Because the Bounty is still going pretty fast the rope starts sliding rapidly through your hands cutting them badly.
> You let go
You are not going to get your hands sliced open for a lead and line and you and Williams both release the rope. Like a demented snake it zooms across the deck and over the rail, landing in the sea below with a splash. You are both standing there blowing on your burnt hands and cursing when you hear a familiar high-pitched cry and look up to see Bligh striding towards you both.

“You incompetent mongrels!” he snarls at you both. “You think that losing that lead is a small thing? Six lashes each for neglect and dereliction of duty!”

The lash is fetched again, you and Williams are roped to the mast and the Quartermasters begin whipping you both, drawing blood. Bligh watches emotionlessly until it is all over and then he turns on his heel and returns to his cabin.


After leaving the English Channel the weather does indeed improve and you stop off at the Canary Islands for a week. Spirits are high as you sail onto the southwest bound for Tahiti, an island which you have heard of but have no idea where it is. You gather Bligh intends to sail around Cape Horn, the southernmost tip of South America, to get there. The ship is sailing so well Bligh decides to promote a protégé of his called Fletcher Christian from Master’s Mate to Acting Lieutenant, effectively making him Bligh’s deputy.

Like everyone else on board the ship you like Christian. He is a cheerful and very likable young man, though a slightly sensitive soul who takes a solicitous interest in everyone’s welfare. His promotion comes at the expense of the Sailing Master John Fryer, a professional man, whose strong, independent opinions seem to irritate Bligh. He takes Christian’s promotion without a word but some of the crew are not so subtle.

Matthew Quintal is one of your fellow seamen, a young Cornishman and a natural-born trouble-maker, always looking for an opportunity to make a little mischief. One morning he is scrubbing the deck close to where Fryer is sighting the sun with a sextant and begins to mock Fryer about Christian’s promotion, lightly at first and then more harshly when Fryer shows no response. Some of the other sailors standing nearby are exchanging glances and grinning.
> You stay quiet
You stay silent as Quintal continues to jeer Fryer, who largely ignores him, replying with brief, disdainful sentences. Suddenly you all jump as a bizarrely high-pitched cry rings out from further up the deck and you all glance up to see the comical form of Bligh striding towards you.

“You infernal scoundrels!” he roars. “How dare you cowardly rascals show such insolence and contempt for Mr Fryer! Mr Fryer, how came you to permit such a thing to happen sir? Twenty-four lashes sailor to remind you of the proper way of addressing your superiors! Master-at-Arms, fetch the lash! Quartermaster, prepare this man!”

Quintal is seized, the shirt torn from his back and he is lashed to the mast. The Master-at-Arms approaches with the cat o’nine tails and begins flaying Quintal’s back. Soon blood is pouring down his backside and legs as the flesh is stripped from his back but Quintal takes it all in silence. The crew also watch in grim silence until the punishment is complete.

“May that be a lesson to you all!” Bligh declares.


The thug is right in front of me, picking on people weaker than himself. The very definition of a coward. Attacks unarmed people, specifically chooses those that cannot defend themselves. It's people like this that make project: Eden sound like a good idea. He hasn't spotted me yet. He probably wouldn't if I glowed in the dark, dimwitted asshole. He has a knife, but it's not like that's much of a challenge, not for a Homo Perfectus.

REMAINING HEALTH: 100%
> You attack the thug from behind.
I come at the thug from the shadows and punch him across his face. I seem to have forgotten to increase my strength, so the hit doesn't take him out. Panicing, he swiftly swipes the knife at me, and barely manages to slash my arm. I then deliver a second hit, and this one takes him out. The fact that a punk like him managed to get a hit at me is more painful than the actual wound.

REMAINING HEALTH: 85%
> You talk to the victim.
I approach the civilian, who is still cowering on the ground.

"Are you alright?"

He looks up and sees who I am.

"I...yeah. Did you..."

"You should be safe now. I hope this reminds you that Gorgon city is not safe during the night."

"Right, yeah. Thank's again."

REMAINING HEALTH: 85%
> You leave.
I've done what I can here. Best I go back home. It takes time, since most of it is just walking as I don't have the necessary speed to run across the rooftops, but I get there eventually.

REMAINING HEALTH: 85%
> You enter the apartment.
I press the key into the slot and open the lock. I then push the door open, wobble towards the couch and hurl myself into it. I intentionally placed the couch there, I am always so tired after a ten-hour Shade marathon, which I take almost every day. The city is just as dark as before. Adam gave the scum of the Earth a second chance, and this is how they use it. Stealing and killing anyone or anything they can think of! After a few minutes of resting I decide to close the door. I don't want anyone in the building to see Shade sitting on the couch placed directly in front of the front door, do I? That would be inconvenient for me as Eve. Now, I should probably take care of this wound. Damn bastard getting a lucky shot.

REMAINING HEALTH: 85%
> You stop the bleeding.
I immediately enter the bathroom and remove my jacket. Some blood has stained it, and it was slightly cut as well, but it has seen worse. I cover the wound with bandages and apply pressure onto it. Soon the bleeding has stopped. The wound is still there, but this fixes a majority of the problem.

REMAINING HEALTH: 85%


The thug is right in front of me, picking on people weaker than himself. The very definition of a coward. Attacks unarmed people, specifically chooses those that cannot defend themselves. It's people like this that make project: Eden sound like a good idea. He hasn't spotted me yet. He probably wouldn't if I glowed in the dark, dimwitted asshole. He has a knife, but it's not like that's much of a challenge, not for a Homo Perfectus.

REMAINING HEALTH: 100%
> You wait and see what transpires.
I decide to wait for a better opportunity  to strike. After all, if he was closer and did not see me, I could take him down quickly, silently and painlessly. However, he starts circling around his victim, and doing that, he spots the pair of red glowing eyes staring at him from the depts of the alley.

"Shade!?!"

Just as I though, this guy is a coward. As soon as he sees someone who could fend him off and bite back, he turns around and runs away.

REMAINING HEALTH: 100%
> You sprint after him.
Trying to catch him without any speed enhancement proves challenging, but in the end, without any Homo Perfectus enhancements, I prove to be the faster individual and catch up with him. I grab him and throw him at a wall, which he bounces off and lands on the ground, knocked out. He was even more of a whimp than I thought. Typical of a thug like him.

REMAINING HEALTH: 100%
> You talk to the victim.
I approach the civilian, who is still cowering on the ground.

"Are you alright?"

He looks up and sees who I am.

"I...yeah. Did you..."

"You should be safe now. I hope this reminds you that Gorgon city is not safe during the night."

"Right, yeah. Thank's again."

REMAINING HEALTH: 100%
> You leave.
I've done what I can here. Best I go back home. It takes time, since most of it is just walking as I don't have the necessary speed to run across the rooftops, but I get there eventually.

REMAINING HEALTH: 100%
> You enter the apartment.
I press the key into the slot and open the lock. I then push the door open, wobble towards the couch and hurl myself into it. I intentionally placed the couch there, I am always so tired after a ten-hour Shade marathon, which I take almost every day. The city is just as dark as before. Adam gave the scum of the Earth a second chance, and this is how they use it. Stealing and killing anyone or anything they can think of! After a few minutes of resting I decide to close the door. I don't want anyone in the building to see Shade sitting on the couch placed directly in front of the front door, do I? That would be inconvenient for me as Eve.

REMAINING HEALTH: 100%


I decide to wait for a better opportunity  to strike. After all, if he was closer and did not see me, I could take him down quickly, silently and painlessly. However, he starts circling around his victim, and doing that, he spots the pair of red glowing eyes staring at him from the depts of the alley.

"Shade!?!"

Just as I though, this guy is a coward. As soon as he sees someone who could fend him off and bite back, he turns around and runs away.

REMAINING HEALTH: 100%
> You throw something at him.
I grab a nearby chunk of rock and throw it at the thug. However, he is not only moving, but getting further and further away, so the throw misses. Perhaps if I had a more pinpointed vision, I would have gotten him. Regardless, he escaped.

REMAINING HEALTH: 100%


I decide to wait for a better opportunity  to strike. After all, if he was closer and did not see me, I could take him down quickly, silently and painlessly. However, he starts circling around his victim, and doing that, he spots the pair of red glowing eyes staring at him from the depts of the alley.

"Shade!?!"

Just as I though, this guy is a coward. As soon as he sees someone who could fend him off and bite back, he turns around and runs away.

REMAINING HEALTH: 100%
> You let him go and attend to the victim.
I decide not to pursue him any further and let him run off. He'll have learned not to give me a reason to kick his ass anyway.  Instead, I turn my attention towards the civilian.I approach the civilian, who is still cowering on the ground.

0VOCALS%=%0%"Are you alright?"%%

VOCALS%=%0%He looks up and sees who I am.%%

"I...yeah. Did you..."

"You should be safe now. I hope this reminds you that Gorgon city is not safe during the night."

"Right, yeah. Thank's again."

REMAINING HEALTH: 100%


Click.

“…well I still say a compromise can be achieved if we all just sat down and talked things out. I mean at the core, we aren’t really so different. I mean we’re human beings, for God’s sake; we shouldn’t be killing each other like animals! I mean...”

Click.

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Click.

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Click.

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Click.

“…about peace? Oh gimme a fuckin’ break! You think that pussy ass we are the world shit’s gonna fly? You can’t teach those fuckin’ people nothing! You want my solution to the goddamn problem? BLOW IT ALL THE FUCK UP! We can clean up later and…”

Click.

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Click.

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Click.

“…you think genocide is the answer? I can’t believe you just advocated that on national TV! I suppose you think Hitler was right too huh? Its people like you that…”

Click.

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Click.

“…the radioactive fuckin’ wasteland that the whole goddamn Earth is going to become! You think any of this shit matters? All the fuckin’ talk in the world ain’t changing shit now! We’re on the fast train to nukesville and I for one ain’t gonna worry about it! Y’know what I’m gonna do? I’m gonna quit this stupid ass job, and spend the rest of my savings on fuckin’ hookers! Yeah that’s right, I fuckin’ said it and I don’t care because when you think about it…”

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> You zzzzzzzzzzzzz
Monday 8:00 AM

You groggily wake up from the sofa like you always do, dreading to have to go to work at your pointless job. You haven’t been sleeping well lately, you don’t know what the hell the problem is, and all you know is you’re going to be tired for work again. As you go through your routine of getting ready, the TV can be heard; as usual you left it on from the night before.

“…And peace talks broke down today, as several ambassadors engaged in a physical fight at the UN…Neo-Communist party gaining favor in Russia… more terrorist bombings in European Union cities…US troops won another victory in the Middle East…mysterious epidemic in China, several million dead…skirmishes on the Indian-Pakistan border…world wide tensions at an all time high…”

Same old doom and gloom on TV; you wonder why you even bother watching the news anymore. Still it does seem like things are getting worse, late at night when you’re suffering from your usual insomnia, you’ve been catching infomercials attempting to sell bomb shelters, like something out of a 1950s propaganda film. It seems silly, but you do wonder if it’s only a matter of time before someone presses the button.

Then again you live out in the boonies, you’ve always thought that if the world ever did blow up; you’d doubt you’d even notice until you drove to work the next day and saw the ruins of the city. Speaking of which you better get going or you’ll be late.
> You head to work
You turn off the TV and head to work, no point in worrying about things you can’t do shit about. You have other real everyday problems to deal with.

You go about your mundane life, doing mundane tasks at your mundane job, talking to your mundane co-workers about mundane things. Not much changes.

One month later...

Monday 8:00 AM

You groggily wake up from the sofa like you always do, dreading to have to go to work at your pointless job. You haven’t been sleeping well lately, you don’t know what the hell the problem is, and all you know is you’re going to be tired for work again. As you go through your routine of getting ready, the TV can be heard; as usual you left it on from the night before.

“…Russian hardliners seized control of the government…Chinese epidemic has worsened; entire country is under quarantine…UK has withdrawn all association from the EU…Senate dissolved in US, martial law enacted…India declared open war on Pakistan…mass starvation in Africa… world wide depression…

Same old doom and gloom on TV, a lot more serious now though. Those “silly” bomb shelter infomercials have increased; you’ve also been noticing an increase in survival type book titles whenever you browse the book stores now and the Emergency broadcasting system has been doing A LOT of tests lately. Something bad is going to happen and it’s going to happen soon.

You go about your life which isn’t quite so mundane, world politics is a constant topic at work, and many of your co-workers aren’t even coming in to do their job. All the married ones are no doubt spending time with their families, in fact the work place really isn’t a work place anymore so much as it is a “socializing site”. A lot of them believe the world is coming to an end anyway, so they might as well have a good time. Attempting to go about your normal life isn’t an option anymore; neither is buying a bomb shelter at this late stage.
> You indulge in the festivities
You’ve never really been a party person, but if this is it, maybe you can have some fun before the end comes. There’s plenty of food and liquids of all kinds at your place of work. The entire office is turned into party central. Nobody bothers going home; it’s actually safer to stay inside the office building anyway since the National Guard is attempting to restore what little order there is in the city. Everyone makes sure to stay away from windows.

Even though you attempt to enjoy yourself, you still have a nagging bit of “concern” for what lies ahead in the future and just can’t quite loosen up completely; you’re about the only one who still bothers to keep up on current events by watching TV and looking at the internet in between non-stop merrymaking. Eventually one of your co-workers Greg walks in on you watching the news by yourself. He’s not exactly what you’d consider a friend, but he’s an acquaintance you normally talked to when you actually did work.

“Jesus Christ man! There’s a non-stop party going on and you’re in here wasting time watching TV?” Greg says holding a bottle of beer.
“I just want to see if the situation has improved…”
“Are you kidding me? It ain’t improving man! The world’s going to hell in a hand basket, and the sooner you accept that fact the better! Why don’t you go talk to Marina in accounting, didn’t you always have a crush on her or something?”
“Well yeah, but…”
“But? But nothing man! There ain’t no time left anymore! Hell I haven’t seen you participate in ONE orgy since you’ve been here!”
“I dunno, seems unsanitary, I don’t want to catch something, and I don’t want everyone to see me naked.”

Greg puts one of his hands on his face and shakes his head in disbelief of your answer. He then throws his beer bottle into the TV screen breaking them both.

“WAKE THE FUCK UP! This is fuckin’ it man! There ain’t nothing coming after this! We’re all gonna die in a fiery nuclear explosion! You think it’s really gonna matter if in the off chance that you do catch AIDS or some shit, you’ll be alive long enough to die from it? And nobody gives a shit about how small your dick is…”
“HEY! My dick isn’t small! Its average length for someone of my height!” you protest.
“Whatever man! Look what I’m trying to say is, everyone is just here to have a good time and grab some pleasure before the nukes start flying, and nobody’s even caring about looks right now. Shit, that fat troll Phil must be getting more action now than he ever has in his entire life! You thought Phil was disgusting looking with his clothes on, he ain’t any prettier with his clothes off, and yet he has banged Kate no less than ten times since we started this Armageddon party and you know how fucking fine she is!”
“Really? Phil?”
“I’m telling you man, you NEED to go talk to Marina and get you some of that before the bombs start dropping!”

Greg sees that you’re still a little apprehensive about the idea.

“Fine then, or don’t. It doesn’t matter to me man. I’m going back to the party, I’m not gonna stand here wasting my time talking to you when I could be fucking Kate. I just hope I can get to her before Phil this time.”

Greg leaves you to ponder the situation.