THE CRAWLER'S COMPANIONpatch notes for the apocalypse

Carl

also known as Crawler #4,122

First seen: Book 1, Chapter 1

27-year-old former US Coast Guard, now designated Crawler #4,122. Narrator.

Stats

CrawlerRoyal Bodyguard⭐ 4WantedBountyLeaderboardBoxes OpenedMob MorgueStream WatchersAir Quadrant LiberatedInjuredReligionDefianceParalyzedMercenary UpgradeGuild of SufferingSponsorHuntedCo-Warlord

Level

Reaches level 59 during the hunter raidsB5C61

A level notification arrives mid-fight and Carl waves it away without reading it; the new number is not statedB5C35

55, after killing AklandB5C23

54, up from 47 at the floor's startB5C5

47B5C1

47, up three levels from the Akula dive and Lusca killB4C28

44, up one from the Denise fightB4C17

43, up two levels from the Wasteland assault, on the edge of 44B4C12

41B4C2

41B3C34

35B3C27

34B3C24

32B3C14

29B3C11

27B2C26

21B2C22

19B2C18

18B2C11

15B2C9

14B2C7

13B1C47

12B1C45

11B1C33

10B1C27

9B1C25

8B1C18

7B1C15

5B1C10

3B1C8

2B1C5

1B1C2

Physical

6'3", about 230 pounds, naturally muscular and gym-maintained. Linebacker father, 5'10" mother.B1C3

Builds himself a makeshift loincloth out of toilet paper in the green room bathroom rather than go on air in just his boxersB2C26

Tattoos:

Examined up close for the first time: matching round, tribal-style sun tattoos on the backs of both hands, black with an orange glow, warm and faintly uncomfortable to the touch. Not quite identical: the rays on his right hand curl, the rays on his left are small trianglesB4C32

Two faintly glowing sun tattoos appear on the backs of his hands after worshipping Emberus, unexplained as the chapter endsB4C31

Location

Queen Imogen's High Elf castle, arriving for the Butcher's MasqueradeB5C65

Inside the Small Dryad Settlement's saferoom while traveling west toward Miriam and PrepotenteB5C45

The CrawlCon production facility, preparing for a signing with Dmitri and Maxim PopovB5C40

Entering the guildhall at Prepotente Town Number Four before his final CrawlCon appearanceB5C39

Alucarda's guildhall saferoom after the hunters scatteredB5C35

Teleporting from the Valtay landing vessel back toward AlucardaB5C34

The Valtay landing vessel green room, preparing to return to AlucardaB5C33

Studio Three on the Valtay landing vessel, waiting for the CrawlCon panelB5C32

A pressurized Valtay landing vessel in Earth's primary zone, held between CrawlCon appearancesB5C30

Reached the door of Alucarda's Aloe Mana saferoom, hand on the handle, before Zev's forced transfer pulled him awayB5C29

On Fort Freedom's north shore with Signet's assault forceB5C25

Point Mongo's personal space after Odette's showB5C20

Odette's trailer, after a security checkpoint transferB5C17

Point Mongo's bridge, returning to a saferoom before Odette's showB5C16

Tsarina Signet's jungle camp north of Point MongoB5C15

Walking north through the jungle with Signet's groupB5C14

Outside Point Mongo at the northern bridge, meeting Tsarina Signet and her alliesB5C13

The Large Ursine Settlement's local saferoom after the hunters are releasedB5C10

Leaving the Small Bugbear Settlement personal space with Donut, heading south toward the riverB5C9

The personal space at a Small Bugbear Settlement, preparing bombs with BomoB5C8

The personal space at a Small Bugbear Settlement near ZockauB5C7

Miriam Dom's cart, approaching a town after escaping ZockauB5C6

The Selva outside Zockau, wounded and receiving help from arriving crawlersB5C5

The Medium Dryad Settlement, issuing the command to teleport with Donut and Bomo to Zockau's stairwell as the chapter endsB5C4

The Medium Dryad Settlement personal space after Chris carries him insideB5C2

The sixth-floor specialization booth in the staging areaB5C1

Buries the winding box in the sand dune atop the bowl, then spends the day between there and Hump Town before ending the chapter walking into the stairwell down to floor 6 with Donut, Mongo, and ChrisB4C34

Rides the chariot back across the lacuna to Bubble #543's ruins, is welcomed outside Hump Town by a small cheering crowd, and ends the chapter inside the Desperado Club embracing Katia in a farewell hugB4C33

Pushes the stairwell sheet to the All-Seeing Spleen saferoom, tips Xander a gold coin, then returns to the personal space to wait out the extraction planB4C32

Crash-lands in the land quadrant of an unnamed, unpopulated bubble beyond Bubble #543, a stairwell station glowing nearbyB4C31

Flying the drop bear through the dark space between bubbles, chasing Orthrus toward Emberus with Quan Ch closing inB4C30

Fights through the sandstorm to the lightning towers above the necropolis, then regroups near the grounded Twister once Bubble #543 popsB4C29

Still in the party's personal space as the world outside settles; prepares to head out to find a way to save Orthrus with under an hour left before the lightning stormB4C28

Uses the completed Gate of the Feral Gods to escape the ocean floor for a spot just outside Pandinus, then collapses in the party's personal space with Katia and TranB4C27

Swallowed inside Lusca's mouth along with the wrecked Akula as the chapter ends, a ten-minute countdown running before she finishes feeding her babiesB4C26

Inside the flooded Akula with Tran and Vadim, ambushed by Quetzalcoatlus near the bridge as something even larger closes in on Katia outsideB4C25

Treks a quarter turn around the Land Quadrant to the pazuzu town of Pandinus after Cuttlefish Point's ban, and settles into the party's personal space thereB4C23

Buried alive in the collapsing sandcastle's basement, then swept underwater into the Water Quadrant's ocean when Gwen's team partially opens the drainage valve; badly injured but alive, hiding from an unidentified large creature moving through the debris and corpsesB4C22

Explores the transmuted glass interior of the sandcastle with Donut, Mongo, and Katia, down to the basement boss chamberB4C21

Flies down to the Land Quadrant with Donut and Mongo aboard the grounded house's balloon, lands on the beach, and enters the sandcastle's electrified doorway with Katia the moment lightning opens itB4C20

Back in Hump Town after five days detained by the Syndicate liaison Orren; reunites with Mordecai while Katia checks in remotely from the Land QuadrantB4C19

Floor 5, Bubble #543's Air Quadrant, crossing an opening sandstorm to reach Hump TownB4C1

Trainyard E, loading the last explosive satchels onto the Nightmare Express, then walking the employee line back up to station 36 and down its stairwellB3C34

Tumbles into trainyard E through the cart's own portal alongside the first mantaur vessel, straight into a staged Death Challenge broadcast against Mimic Rex and the summoned war god GrullB3C33

Fights past a pair of Krakaren province bosses to reach the noodle chamber, raises the spare cart to bait one boss into the abyss portal, then rides the cart with Donut, Katia, Zhang, Mongo, Li Jun, and Li Na to trainyard E's tunnel mouth, ending the chapter pulled through the cart's own portal by a dying mantaur's grip on his footB3C32

Spends most of the chapter at station 36, hauling the Def Leppard cart off the tracks, shrinking and rolling it through the hallway, and rigging it into a crane over the room's central circle before the self-destruct sequence hitsB3C31

Passes station 24 under a swarm of dog-sized baby krakarens, losing nobody, then holes up in the station 59 safe room, a Costa Rican restaurant called SodaB3C29

Drives the Mindaro-line rescue cart down the tracks with Donut, Katia, and Mongo to find Bautista's missing group, plows through five fleeing crawlers near station 432 to teleport them clear, accidentally captures the station mimic outside station 433, then reaches Bautista's stranded crowd near the abyss's own portal and leads everyone through it to yard HB3C28

Station 75's rail yard and the Vermillion track just outside it, launching the rescue carts, bombing the abandoned engine, then grinding DTs-stricken ghouls and monsters against a portal-blocked tunnelB3C27

Back at the Downward Dog, then the looted repair station and armory, then the small rail yard just off the tracks with its carts and six portalsB3C26

Disengages the front engine, keeping it for his own party, and sends Li Jun up to the other engine; collects hats and keys from departing crawlers, then explores station 75's cavern, armory, repair shop, and the Downward Dog with Donut and Katia once the train leavesB3C25

The Vermillion engine cab, caught between Hekla's attempt to smooth over the ambush and Donut's refusal to let it go, until Katia's own Rush attack kills Hekla by accidentB3C23

The Vermillion engine cab on Donut's side, riding from station 72 to station 101 as the train's cowcatcher run unfoldsB3C22

The Royal Court's personal space, greeting Hekla and Brynhild's Daughters; then the Nightmare Express's cab with Donut and Katia, riding the employee line toward station 60B3C21

Senegal Production Systems' deluxe rental trailer, underwater, for the delayed Planet Beautiful tapingB3C20

Station 41's Desperado Club with Donut, working the dance floor for chat contacts under Bomo and The Sledge's watch before spotting Frank Q at the barB3C19

Reverses the Nightmare Express on a dedicated switching track and parks it at station 41, then heads up to the Everest saferoom before the party's delayed free hour runs outB3C19

Grills Madison in the Nightmare's cab about the Kravyad and Doris's role in the outbreak, climbs up into station 24's hidden five-stairwell room with Katia, checks stations 36, 48, 50, and 58, then leaves Madison behind at the empty station 60 before heading for station 41's saferoomB3C18

Pushes the Nightmare Express through the Station Repair portal into Station E's trainyard, escapes out its main gate past a burning substation, and stops the train again at the tunnel's station 24B3C17

Station 283's transit station platform fighting off a babababoon swarm, then back down the tracks to the switching cavern to examine the Station Repair portal, then returning toward station 283B3C16

The Nightmare Express's switching cavern, then Abyss Station and the Abyss chamber above it, then back into the cab to drive roughly two hours to station 283 and a saferoom mall food court; a planned trading stop at station 83 is never shown happening on the pageB3C15

Station 283's platform and a rejected short visit to the Desperado Club, then the tunnel ahead of the Nightmare Express, then hijacking the train itself all the way from its cowcatcher into the engine cab, riding it slowly onward toward station 436B3C14

Station 149's wrecked platform and channel, looting Gore-Gore's corpse, then a saferoom pho shop nearby, then the Dismemberment Limited's monorail platform and its single open carB3C12

The wrecked ochre line platform, surveying the derailed train, then the small transit station outside it where the fight against Gore-Gore breaks outB3C11

The party's personal space, then hours grinding and training across several Iron Tangle lines, ending at a platform on the ochre lineB3C10

At the station-131 Desperado Club, its dance floor in the attack's aftermath, then its casino, entered for the first timeB3C9

The party's personal space kitchen, reading The Dungeon Anarchist's Cookbook late into the night before the recap airsB3C8

Station 131's Desperado Club with Donut: the station-only entrance bar, then the members-only vestibule and dance hallB3C8

Station #131's upper lobby and the party's personal space; a supply run to Ford's Fighting Supplies' row of shops and Arby's next door with Katia while Donut and Mordecai stay behindB3C7

Banshee Station's off-platform tunnel system: a low, dripping cave network, a dead-end hallway littered with used vials, and a separate concrete-lined room mistaken for a boss roomB3C6

The Yellow Line's train cars 2 through 6, the Employee Break Room (car 5) and its attached Conductor's Quarters, the Reward Room (car 10), and finally the empty platform at station 116, Banshee StationB3C5

The Enhanced Crafting Studio, then Limp Richard's Sundries, then the Yellow Line platform and a Yellow Line train car, all at station #83, floor 4B3C4

Gets off the train at transfer station #83 on the Red Line, then up to the small shop-lined room above the platform, then into Nirula's, the safe room thereB3C2

Car 20 of a 20-car Red Line subway train on floor 4, the Iron Tangle, racing through a tunnel toward Sirin StationB3C1

The green room aboard Odette's set for Dungeon Crawler After Hours, then the interview couchB2C26

Remex's chamber as the soul crystal detonates, then a collapsing warehouse floor, then a sprint east through the settlement and ruins to the floor 4 stairwell, dissolving through the door as the chapter endsB2C25

Remex's chamber above the swordsmen depot, then a sprint through the settlement's streets toward the Desperado Club once the evacuation quest hits, then back in the chamber a final time as the countdown runs outB2C24

The street outside the collapsed municipal building, then the swordsmen depot warehouse and its second floor as the chapter endsB2C23

The magistrate's blown-open quarters, then the krasue nest behind a heavy interior door, then the fireball-gutted bedroom as the building comes apart around himB2C22

Waits out the day atop a roof next to the burned Apito Education Center, then the Silk Road and the One-Eyed Narwhal, then scaling a building's trellis to the magistrate's roof after darkB2C21

The saferoom near the pool, then the ruins mopping up the last Shambling Berserkers, then the 201st Security Group's Apito Education Center on a poor residential streetB2C20

A rented Senegal-style production trailer floating on Earth's ocean, then the Danger Zone with Ripper Wonton studio setB2C19

The magistrate's reception office in the morning, then west of town grinding mobs through an ambush that leaves him unconscious on a rooftop, before heading back for a saferoom shower ahead of the evening's interviewB2C18

The dark side-alley looting Vicente and GumGum's corpses, then back to The One-Eyed Narwhal for the rest of the nightB2C17

The Silk Road market inside the Desperado Club, then the streets of the skyfowl settlement at night heading for The One-Eyed Narwhal, then a dark side-alley off the main street chasing MongoB2C16

Inside the Desperado Club for the first time: the public front room, then the members-only room past Clarabelle's checkpointB2C15

Just outside the skyfowl settlement's gate at dusk, where GumGum is piling up more dead bodiesB2C14

The One-Eyed Narwhal, a small, run-down pub off the skyfowl settlement's main roads, deliberately picked to avoid crowds after a day of being pointed and gasped atB2C14

Mordecai's chamber inside the skyfowl settlement's tutorial guild, collapsing exhausted into a classroom chair to open boxes and catch up before heading out to find a pub with an open room for the nightB2C13

The bottom floor of Signet's building, arriving to find Mongo alone holding off a swarm of Street Urchins drawn by the scavenged junk pile shielding Donut's sleeping bodyB2C12

Passing Grimaldi's ruined circus grounds at dawn on the way out: the tents and every corpse marker are gone, and a staircase down to floor 4 has appeared in the middle of the park, hidden until nowB2C12

The skyfowl settlement, just outside Mordecai's tutorial guild door with Donut and Mongo, the Desperado Club's tower visible down a street they haven't explored yetB2C12

Beside Grimaldi's roots in the big top's center ring at first, then down through the bleachers to Apollon's ice cream stand, then staggering back out the tunnel exit to face Signet as she finishes her own summon outside; still on the circus grounds when the chapter endsB2C11

A street intersection near Signet's home for the Heather fight, then following Signet's summoned army through the circus's outer defenses and secondary tents up to the base of the big top, where the chapter endsB2C9

The street outside Signet's building, examining a sleeping, transformed bear named Heather moments before Signet's nightly summon; Donut and Mongo left behind, barricaded in Signet's buildingB2C8

Floor 3's road out toward the skyfowl settlement at first, then stunned, paralyzed, and knocked out fifteen hours by an unseen attack; wakes on a couch in a darkened room in Tsarina Signet's own buildingB2C8

The street outside Grimaldi's Traveling Circus, fighting off six of the circus's own Mold Lions and talking with Tsarina Signet afterward, then back to The Belly-Rubbed Pug safe room to face Mordecai and watch the recap showB2C7

Crouched at the crumbled-in entrance of a collapsed building near Grimaldi's Traveling Circus, a block and a half out, full dark now, surrounded as the circus's caged beasts are released around themB2C6

Still inside The Belly-Rubbed Pug with Mordecai passed out on the floor, opening boxes and drilling Donut's new spell; heads out into the ruined streets near the ambush site by the chapter's end, working toward Grimaldi's Traveling Circus a few streets overB2C5

Floor 3's ruins, walking the road with Donut and Mongo when a circus-lemur ambush and a fight with Terror the Clown chase the party into The Belly-Rubbed PugB2C4

Walking floor 3's village with Donut and Mongo, out to its ruins gate, oriented by Mordecai on the Over City's rules and dangersB2C3

Outside Mordecai's guildhall, presented to floor 3's bustling, sulfur-smelling settlement for the first timeB2C2

Mordecai's relocated guildhall on floor 3, walking Donut through her own race and class selection; his own turn starts as the chapter endsB2C1

Spends the floor's last days training Mongo and grinding brindled vespas with Donut, then camps in the floor 2 stairwell chamber as the timer counts down before the descent to floor 3B1C47

Explores the kobold fighting pits on floor 2 in full: first the main room of slagged kobold remains, then the arena reward room beyond itB1C46

The kobold quadrant's boss chamber on floor 2, a former municipal dog pound; Ralph dead underfoot, the barn doors having opened partway through the fight to reveal the inner arena beyondB1C45

Transported straight back to their floor 2 safe room the instant the Death Watch broadcast endsB1C44

Floor 2's kobold quadrant, fighting through to a safe room deep in the back (a former industrial kitchen), then teleported off-floor to Senegal Production Systems' rental trailer for a new interviewB1C41

On floor 2, he builds the MOAB in the Big Shot Chicken safe room, tests the door with the Rage Elemental in the hallway outside, then chases it on the chopper to the round stairwell chamber before teleporting to a side hallway near Mordecai's guild roomB1C40

The Big Shot Chicken safe room, floor 2, watching the recap episode while the Rage Elemental keeps battering the door outsideB1C39

The Big Shot Chicken safe room, floor 2, having just slammed the door on a Rage ElementalB1C38

Floor 2, fighting through grub-infested hallways toward a rendezvous with Brandon's group in the main hallway, then a side hallway bordering the kobold quadrant, near an unexplored safe roomB1C37

Mordecai's Tutorial Guild hall, floor 2, meeting Zev in person; the chapter ends as he opens the door back into the dungeon corridor to find a pile of grubs waitingB1C36

Mordecai's Tutorial Guild hall, floor 2, opening boxes while waiting on a visitor Mordecai warns him not to upsetB1C35

Cornered with Donut behind a scrap-built shield in the filling room as his own bomb, thrown into the Rev-Up boss chamber, goes off; outcome not shown when the chapter endsB1C34

Trapped in the room he and Donut walked in through, bars dropped behind him, as a many-mouthed tentacled creature forces its way in from the Rev-Up boss chamberB1C33

A floor 2 quadrant near the down-stairwell, clearing the Rev-Up company's clurichauns room by room toward its bottling room and boss chamberB1C32

Floor 2's first safe room, the storm shelter, watching the next episode with Brandon's group as the floor 2 welcome broadcast playsB1C31

Floor 2's first known safe room, a storm shelter, sorting through loot with DonutB1C30

Backstage on the empty After Hours Set, audience and crew cleared out for a private word with OdetteB1C29

On the After Hours Set, mid-interview as the segment wraps upB1C28

Aboard the After Hours Boat, pulled there the instant he pushes through floor 2's entrance doorB1C27

The borough boss arena at the center of the spiral maze, the Ball of Swine wiped out, the stairwell's red forcefield still upB1C26

A nearby training guild in the troglodyte quadrant, after hauling every piece of gym equipment he could carry out of the Juicer's boss roomB1C25

The troglodyte quadrant's gym boss room, just after killing the Juicer, kneeling over an injured DonutB1C24

A new quadrant north of the elderly encampment, grinding troglodytes toward a neighborhood boss room shaped like a 24-hour gym, near a known Taco Bell safe roomB1C23

At a stranded eldercare group's encampment beside a round maze's drawbridge gate, floor 1, having just proposed a plan to team up against the borough boss guarding itB1C22

Floor 1 tunnels far east of the rot stickers' neighborhood, on foot just outside a portcullis leading into the guarded spiral around the confirmed floor 2 stairwell, chopper stowedB1C21

Fleeing on the newly-ridden chopper, putting distance between himself and Frank Q and Maggie My's stretch of the rot stickers' neighborhoodB1C20

A second safe room, deep in the neighborhood of the rot stickers, resting up before the next episode airsB1C19

Fleeing north through unexplored floor 1 tunnels, away from the goblin workshop's ruins, with a line of white dots closing in on the minimap that he presumes are the goblins returning from the llama fightB1C18

A side room several turns and walls away from the goblins' sealed boss room, pressed against a wall with Donut after shoving a rigged cart inside and slamming the door, waiting on a five-second fuseB1C17

The goblins' abandoned engineers' workshop, alone with Donut after the whole clan mobilizes to attack the llamas, facing the door to a sealed boss roomB1C16

Back in the goblin neighborhood, in an engineers' workshop, bargaining for a vehicleB1C15

Booth seating at the floor 1 safe room's fast food counter, watching the premiere with Donut and TallyB1C14

Back out in the Hoarder's neighborhood, at the edge nearest Rebecca W's corpse, hunting the last of the red dots before heading to the safe room for the premiereB1C13

A tutorial guild about a quarter mile from where they killed the Hoarder, with Mordecai freshly woken and hungoverB1C12

The sealed garbage room beyond the No entrar door, boss fight just finishedB1C11

The floor 1 tunnels outside the safe room, working toward a sealed door marked with an old health-department noticeB1C10

The floor 1 safe room, a converted fast food restaurant; rented a room for the price of nothingB1C9

A safe room deep in the floor 1 warrens, next door to a probable Scatterer nestB1C8

Inside the Tutorial Guild safe room with MordecaiB1C3

The World Dungeon, floor 1 tunnels near the entrance stairsB1C2

The ruins of his Seattle block, outside his flattened apartment buildingB1C1

Objective

Reach Donut at the guildhall and execute the prepared plan against the huntersB5C34

Hear Signet's proposal while managing the hunters and Point Mongo's dinosaur threatB5C14

Phase four of the mass extraction begins the moment Katia walks into the Desperado Club to separate from the partyB4C33

Two new personal quests from Emberus: Find Out Who Killed My Son (identify Geyrun's killer; no time limit, but a smite if Carl ever tries to leave floor 18 with it still unsolved) and Kill Hellik (kill Emberus's twin brother before reaching floor 12 or receive a smite, reward a Celestial God Box if done)B4C32

Both floor-5 quests resolve: Get Orthrus fails outright, Dumber of the Flunkies completes; no new group objective yet as Carl works through a full page of unread notificationsB4C31

New mandatory group quest, the Dumber of the Flunkies: keep Orthrus safe until he reaches Emberus, with a competing world quest, Get Orthrus, now offering every other floor-5 crawler a bounty to kill him firstB4C30

Mandatory group quest, Where the Red God Glows: get Orthrus through the lightning storm and clear of the sharks biting him, or Emberus turns the whole bubble into a kilnB4C29

Get the whole party fed, rested, and boxes opened, then work out how to reach the Air Quadrant's own castle, spotted high overhead near the dome's ceilingB4C1

Survive long enough for the party to punch a second mantaur into completing its own Grull summon and steal the god away to the abyss, after his own original plan (bait Grull at the mimic, then switch the portal back to the abyss for the second summon cleanly) falls apart the moment he lands in the middle of both threats at once, with no time to switch anythingB3C33

Plan changes on the spot once a pair of mantaur guards is beaten in a straight fight: deliberately finish inducing one's Grull summon, then shove the summoning vessel into the cart's own portal, tuned to trainyard E, on purpose, to deliver the god to Mimic Rex, the city boss occupying that yardB3C32

Fight back to a spare interdiction cart left plugging the hole toward station 24, then haul it to trainyard E, re-gauge it onto the employee line facing the deeper levels, and signal Elle to bring the Nightmare down to meet it, all before a new wave of monsters catches upB3C32

Switches the party's two interdiction carts onto a random colored line and rides to station 59 to hole up in the safe room, open Katia's boxes, and watch the recap before Mordecai's own return; the longer-term plan is to reunite with Imani, Elle, and Li Jun's teams holding station 36, while steering well clear of trainyard E and its newly captured station mimicB3C29

Scraps the plan to send Bautista's roughly 600 stranded crawlers through the rescue cart's own portal to yard E once he learns a giant station mimic is waiting there; hands out souvenir hats instead and walks the whole group through the abyss's own massive portal to yard H, avoiding the fight entirelyB3C28

Ride the battered Vermillion car all the way to the end of the line, roughly a full day's trip through monster-infested track, to distribute souvenir hats to the 500-600 crawlers stranded at the abyss, after the interior gangways leading to stop 436 start collapsing and rule out the safer plan of returning there via the hijacked Nightmare ExpressB3C25

Talks Zev into delaying the mandatory pet-and-beauty-pageant show six hours to buy the party time to eat, sleep, train, and shower, and to check the station 41 Desperado Club for any crawlers still willing to trade chat contact before the tripB3C19

Gets the hijacked, unhooked Nightmare Express out of a ghoul-infested trainyard with Widget's help, then decides where to take a rescued NPC once her story about a headquarters called Yard A stops adding upB3C17

Clears a mob swarm off the platform and train, then rules out two of the switching cavern's three routes: Recycle only reaches the Abyss, and Auxiliary Tracks would leave them stuck on whatever track the last train through used, leaving Station Repair as the only route still worth taking, though he doesn't commit to it yetB3C16

Ate, slept, and reset buffs with the party at the saferoom food court, weighing whether to push the Nightmare Express through the Abyss's recycle portal, while a growing number of strangers on his chat network ask him for a way off the stalled tracksB3C15

Reunite with Donut and Katia further up the line now that he's slowed the runaway Nightmare Express under control, then decide whether to keep riding it toward station 436 or take Fire Brandy's offered Station Repair route back to station 10's trainyardB3C14

Keep Levi the 7th from being devoured by Fleshers for as long as the party stays aboard the Dismemberment Limited, per a new pass-or-fail quest; success promises a Silver Quest Box, failure turns every crawler on the train into a FlesherB3C12

Work out how to get a party back to the start of an Iron Tangle line, now that the third rail and an engineer's own account both check out: either steal an engineer's key and jump ahead on a faster loop train past a stopped line's blockage, or risk the employee portal at stop 435 and whatever the Kravyad do to people who use itB3C11

Split efforts with Imani and Elle to work out what the Iron Tangle's prime-numbered transfer stations mean, while he and Donut try to get their hands on one of the train engineers themselvesB3C9

Grind along the yellow line to station 131 with an 8 day, 18 hour collapse timer on the floor; resupply and rest, then meet Imani C at the Desperado Club after tonight's recap show. Ends the chapter down a manager for the next seven days after Mordecai's outburst, with only about a day and a half left on the floor once he's backB3C7

Clear Banshee Station's off-platform tunnels for information on why the cornets keep boarding, then push the train onward past stations 127 to 131, the next stop with a likely Desperado Club, grinding along the wayB3C6

Clear the last of the Yellow Line ambushers, rig up quick car fortifications, and pump conductor Vernon for everything he knows about the line ahead, before a booby-trapped Reward Room prize turns the trip deadlyB3C5

Set up the shared crafting tables, restock and trade at Limp Richard's, and start mapping the Iron Tangle's rail lines by scouting the Yellow Line and the Nightmare ExpressB3C4

Settle into a daily routine at the new personal space: wake, apply buffs, train one assigned skill an hour a day, then eventually crafting and grinding the tracks toward a stairwell, while charting what's known so far about the Iron Tangle's rail lines with MordecaiB3C3

Get everyone's loot sorted, stats assigned, and a shared personal space set up before finally getting some sleepB3C2

Survive the evacuation's remaining minutes and get everyone without Desperado Club access down the only escape route left, a stairwell to floor 4, before the settlement-wide blast goes offB2C25

Survive the next seven minutes, reach the Desperado Club's second room, which isn't a saferoom but sits outside the coming blast radius, before the settlement-wide explosion The Fools Who Broke the Glass warns about actually goes offB2C24

Get Remex's own story out of him and decide what to do with him, before the swordsmen guards wake up and trap them in the warehouse for the dayB2C24

Get into the warehouse across the street and confront whatever's living above the swordsmen depot, since killing Featherfall and Quill hasn't finished the quest; ringed the building with ten sticks of dynamite first in case talking doesn't workB2C23

Get out of the collapsing building with whatever they can learn about who's actually behind the killings, now that the quest hasn't resolved and Burgundy has named Remex, not Featherfall or Quill, as the real threatB2C22

Break into the magistrate's office before sunup, now that the town's guards attack on sight during the day; with about three days left before the floor collapses, there's no time left to look for another way down besides the staircase already found in Grimaldi's circus ruinsB2C21

Head to the Silk Road Market before the recap show's second half starts and the club's bots swarm them for autographsB2C15

Look into GumGum's new quest, The Sex Workers Who Fell from the Heavens, without letting it swallow what had otherwise been a good day; Mordecai doesn't know about it yetB2C14

Sleep at a pub with an open room, watch the recap show, and assign 12 banked stat points once he's seen what gear the night's boxes brought; go shopping in the morning, though pants are off the table now that Freeballing locks him to a single layer over the crotch. Visit the Desperado Club with Mordecai the following nightB2C13

Heal Mongo and wait out the rest of the night at Signet's building for Donut to wake at dawn, then push on toward the skyfowl settlement and its tutorial guildB2C12

Talks Vengeance of the Daughter's own producers into a live deal through Zev, then deliberately infests himself with the same parasite controlling Grimaldi's performers to open a mental line to Grimaldi, and talks both Grimaldi and Signet down before his stolen autonomy runs out, ending the night's standoff without a fight. The Show Must Go On completes as a result, and his own part in the circus storyline is done as the chapter closes. Donut's health crashes below 20 percent in the same instant, sending him runningB2C11

Kill Heather solo once she wakes and Signet's summon is cast; done by the chapter's midpoint. Then help push Signet's army to the big top and go inside alone with a Big Top Ticket to break the three interior poles, one per ring, without setting foot in any of the three rings themselves, in order to bring down whatever protects Grimaldi in the center ringB2C9

Forced to help Tsarina Signet's Blood Magic summon tonight in exchange for Donut's life, held hostage under Signet's Water Lily spell; ordered to kill Heather himself once she wakes and Signet's spell is cast. Chapter ends before the fight startsB2C8

Get back to The Belly-Rubbed Pug safe room before full dark, per Mordecai's warning; derailed first by three dead crawlers' corpses, then a magical mortar barrage that drops them into a hidden sub-street basement, then a confrontation with the Elite Tsarina Signet, who signals the circus to release its caged beasts the moment they try to leave. Surrounded on every side as the chapter endsB2C6

Open the party's earth boxes and Donut's gold pet box, then slip out to scout the edges of Grimaldi's Traveling Circus without engaging it directly, weighing a hobgoblin raid for better explosive supplies along the way. Picks up a possible second quest via a new achievement, on top of the still-unresolved Show Must Go On. Ends the chapter set on killing a second, sleeping lemur, examining three dead crawlers spotted nearby, and getting eyes on the circus itselfB2C5

Survive an ambush by Grimaldi's Traveling Circus's lemurs and Terror the Clown long enough to reach a safe room, sidetracked from the walk toward a bigger village; picks up the floor's first quest, The Show Must Go On, along the way, still unresolved as the chapter endsB2C4

Grind east toward a bigger village with better shops, about a half day's travel, to open his and Donut's boxes at a safe room along the wayB2C3

Make money, per Mordecai: the one thing that's actually going to make a slow-building, planning-heavy class like Compensated Anarchist workB2C2

Get Mongo bonded to Donut before floor 2's timer runs out, since Mordecai warns an unbonded pet can't come down the stairs with themB1C47

Stop running from Frank Q and Maggie My and get ready for them instead; take out the local neighborhood boss for its map, since it should help counter Maggie's tracking abilityB1C44

Get through the rest of the Death Watch interview without giving the Maestro more ammunition, then confront Frank Q and Maggie My once they're revealed as the episode's other two guestsB1C43

Grind the kobold quadrant toward its back-side safe room for a nap before the next interview, hoping to reach at least level 13 by the time they hit the stairs. Cut short when Mukta moves the interview up several hours and transfers them earlyB1C41

Kill the Rage Elemental without the dungeon crediting Carl and Donut for it, by tricking it into the stairwell hole rather than fighting it directly; achieved by the chapter's end. Immediately after, warns Brandon to get his group to the stairs while the way is still safeB1C40

Deal with the Rage Elemental sooner than his Protective Shell cooldown allows. Abandons the wait-it-out plan after noticing a nearby grub pupa nest and remembering something Rory the shamanka once told him; enlists Brandon's help and starts clearing floor space as the chapter ends, with no specifics shown yetB1C39

Survived the Krakaren Clone fight; now looting the aftermath, getting what answers he can out of Mordecai, and bracing for whoever's about to arriveB1C35

Survive the Krakaren Clone fight, now that he's set off his own explosive as a last resortB1C34

Survive whatever just broke through the boss room door, now that retreating isn't an optionB1C33

Probe the local mobs near the stairwell, clear what's manageable, scout the boss room, and make a judgment call before escorting Meadow Lark into the stairwellB1C32

Get through the night in the safe room; help Brandon send his non-fighters down to floor 3 early once everyone's slept, then scout and clear the way ahead of themB1C31

Work toward the stairwell to floor 3, spotted to the northeast, clearing the quadrant along the way and watching for safe roomsB1C30

Clear a safe path to floor 2's nearest safe room and bring Brandon's stranded group down; paused mid-step by an unexpected pull onto a production boat and an interview invitationB1C27

Finish off the last of the scattered tusklings and get the stairwell's forcefield to drop, so the group can lead the stranded residents down to floor 2B1C26

Work out how to reach floor 2 now that Mordecai says facing the borough boss with just six crawlers is madness; his advice is to skip that fight and keep searching for one of the other, likely unguarded stairwells insteadB1C25

Get Donut up off her dramatics and loot the gym boss room now that the Juicer's deadB1C24

Deface Brandon's trail signs to keep the vulnerable encampment hidden, then grind troglodytes north toward the Taco Bell for training before rejoining the group against the borough boss; just stepped into the neighborhood's own boss roomB1C23

Spend the rest of the day grinding levels and skills with Donut, then team up with Brandon An's four able-bodied fighters to storm the borough boss guarding the floor 2 stairwell and get the stranded residents downB1C22

Work out how to reach the confirmed floor 2 stairwell without triggering the borough boss guarding the spiral around itB1C21

Get clear of Frank Q and Maggie My before they can catch up, then keep pushing toward the next artery to resume the hunt for the floor 2 stairsB1C20

Rest about six hours and watch episode two, then push about half a mile to the next artery, pull the chopper out of inventory, and head east hunting for stairs; two and a half days left on the clockB1C19

Get clear before whoever's on the minimap catches up, find a safe room to sort through the new achievements, then take the chopper to hunt for the stairs downB1C18

Blow up the goblin war chieftain's sealed boss room with a cart of rigged black powder barrels and Hobgoblin Pus, hoping for a notification and a star by their names; the trigger's just been pressed and the outcome isn't known yetB1C17

Loot everything useful from the abandoned workshop, then go kill the goblin chieftain behind the sealed door for another boss box, despite his own reservations about the fightB1C16

Find the floor 2 staircase before the collapse, three and a half days out. Overruled Donut's plan to hunt a city boss for screen time insteadB1C14

Hole up at the safe room for a couple of days, clear the suspected Scatterer nest next door for experience, and wait for the stairs down to floor 2 to appear. Also, still: pantsB1C9

Sleep off the Fatigued condition, set up a base, and do something spectacular within 29 hours, before the premiere airs. Also: pantsB1C8

Leave the guild and survive floor 1, now as bodyguard to a cat with a death-clause crownB1C7

Finish the tutorial, open the boxes, and figure out how to be interesting enough on camera to surviveB1C4

Complete the tutorial, get the interface unlocked, and acquire literally any shoes and pantsB1C3

Reach the real Tutorial Guild and get through its door aliveB1C2

Get out of the cold before hypothermia does what the apocalypse couldn'tB1C1

The Recital:

Exterminate the dinosaur threat attacking Point Mongo, or find out what the dinosaurs want and give it to themB5C11

The Vengeance of the Daughter:

Travel north to join Signet's assault on Fort FreedomB5C24

Assault Fort Freedom and assassinate the Naiad Confederacy's leaders with Signet's groupB5C15

History by chapter
Book 1
Chapter 1
  • OBJECTIVE Objective: Get out of the cold before hypothermia does what the apocalypse couldn't
  • LOCATION Location: The ruins of his Seattle block, outside his flattened apartment building
Chapter 2
  • LEVEL Level: 1 (stat points assigned from his physical and mental profile; values not yet shown)
  • LOCATION Location: The World Dungeon, floor 1 tunnels near the entrance stairs
  • OBJECTIVE Objective: Reach the real Tutorial Guild and get through its door alive
  • TAG Crawler: Registered as Crawler #4,122
Chapter 3
  • PHYSICAL Build: 6'3", about 230 pounds, naturally muscular and gym-maintained. Linebacker father, 5'10" mother.
  • LOCATION Location: Inside the Tutorial Guild safe room with Mordecai
  • OBJECTIVE Objective: Complete the tutorial, get the interface unlocked, and acquire literally any shoes and pants
Chapter 4
  • STAT Mana: 3 points, refilling about one per hour (tied to intelligence)
  • STAT Charisma: 4
  • STAT Intelligence: 3 (to his considerable irritation)
  • STAT Strength: 6 (typical adult human averages 3 to 5)
  • STAT Dexterity: 5
  • SKILL Unarmed Combat: Hand-to-hand, as rated by the dungeon on arrival (Innate; the Coast Guard trains more than people think)
  • SKILL Basic Electrical Repair: The day job, rated; his best pre-dungeon number (Innate)
  • SKILL Swimming: Rated on arrival (Innate; the Coast Guard again)
  • SPELL Heal: Restores about 20% of health for 2 mana; hotlist slot one (Granted in the tutorial; his first and only spell)
  • OBJECTIVE Objective: Finish the tutorial, open the boxes, and figure out how to be interesting enough on camera to survive
  • STAT Constitution: 5
Chapter 5
  • LEVEL Level: 2 (three stat points banked, unspendable until class selection on floor 3)
  • SKILL Pugilism: Beating the shit out of opponents with closed fists; +25% bare-knuckle damage per level (Innate, leveled by use)
Chapter 6
  • SKILL Frogger (1981 Cabinet): A basement childhood, immortalized at rank 8 (Innate; hidden behind the dungeon-useless filter)
  • STAT Strength: 9 (+3 from the toe ring; nearly the human ceiling)
  • STAT Constitution: 9 (+4 from the cloak)
  • SKILL Regeneration: Near-full recovery about two minutes after taking damage (All 7 from the Trollskin Shirt)
  • SKILL Powerful Strike: Multiplies bare-handed damage by its level (All 3 from the Toe Ring of the Splatter Skunk)
Chapter 7
  • OBJECTIVE Objective: Leave the guild and survive floor 1, now as bodyguard to a cat with a death-clause crown
  • TAG Royal Bodyguard: Title assigned by his party leader; the system made it official
Chapter 8
  • LEVEL Level: 3 (six stat points banked for class selection)
  • SKILL Smush: Bare-foot kill pressure, +10% per level; the description audibly breathes (Innate, apparently)
  • OBJECTIVE Objective: Sleep off the Fatigued condition, set up a base, and do something spectacular within 29 hours, before the premiere airs. Also: pants
  • SKILL Foot Soldier: Increases kick damage (Innate; level not yet shown)
  • LOCATION Location: A safe room deep in the floor 1 warrens, next door to a probable Scatterer nest
Chapter 9
  • LOCATION Location: The floor 1 safe room, a converted fast food restaurant; rented a room for the price of nothing
  • OBJECTIVE Objective: Hole up at the safe room for a couple of days, clear the suspected Scatterer nest next door for experience, and wait for the stairs down to floor 2 to appear. Also, still: pants
  • STAT Constitution: 10 (+1 from a Silver Ring, on top of the cloak's +4)
Chapter 10
  • SKILL Pugilism: Beating the shit out of opponents with closed fists; +25% bare-knuckle damage per level (Innate, leveled by use)
  • SKILL Smush: Bare-foot kill pressure, +10% per level; the description audibly breathes (Innate, apparently)
  • SKILL Foot Soldier: Increases kick damage (Innate; level finally shown)
  • LEVEL Level: 5 (Two levels this chapter; three stat points banked per level, still nothing to spend them on)
  • LOCATION Location: The floor 1 tunnels outside the safe room, working toward a sealed door marked with an old health-department notice
  • SKILL Unarmed Combat: Hand-to-hand, as rated by the dungeon on arrival (Innate; the Coast Guard trains more than people think)
Chapter 11
  • SKILL Goblin Explosives: Not yet described (Unlocked by throwing the goblin dynamite; numeric level not given)
  • SKILL Dangerous Explosive Handling: Not yet described (Unlocked by throwing the goblin dynamite; numeric level not given)
  • SKILL Explosive Handling: Not yet described (Unlocked by throwing the goblin dynamite; numeric level not given)
  • LOCATION Location: The sealed garbage room beyond the No entrar door, boss fight just finished
Chapter 12
  • LOCATION Location: A tutorial guild about a quarter mile from where they killed the Hoarder, with Mordecai freshly woken and hungover
  • TAG Boss Star: Superseded by the properly-keyed "Boss Stars" row backfilled to this same fight; kept here, hidden, so the chapter-12 authoring pass isn't silently rewritten
  • SKILL Iron Punch: Lets him wear hand protection without losing his bare-knuckle bonus; +10% enhanced fist damage per level (Innate, alongside a swarm of other minor skill-ups (dumpster diving, jump attacking) he doesn't stop to examine)
  • TAG Boss Stars: First bronze star, earned killing the Hoarder in chapter 11; the interface confirms it the next chapter: 'as you can now see, there's a bronze star after your name'
Chapter 13
  • LOCATION Location: Back out in the Hoarder's neighborhood, at the edge nearest Rebecca W's corpse, hunting the last of the red dots before heading to the safe room for the premiere
Chapter 14
  • LOCATION Location: Booth seating at the floor 1 safe room's fast food counter, watching the premiere with Donut and Tally
  • OBJECTIVE Objective: Find the floor 2 staircase before the collapse, three and a half days out. Overruled Donut's plan to hunt a city boss for screen time instead
Chapter 15
  • LOCATION Location: Back in the goblin neighborhood, in an engineers' workshop, bargaining for a vehicle
  • LEVEL Level: 7 (Already reached by the time he and Donut meet their first slime; no points to spend, same as always)
Chapter 16
  • LOCATION Location: The goblins' abandoned engineers' workshop, alone with Donut after the whole clan mobilizes to attack the llamas, facing the door to a sealed boss room
  • OBJECTIVE Objective: Loot everything useful from the abandoned workshop, then go kill the goblin chieftain behind the sealed door for another boss box, despite his own reservations about the fight
Chapter 17
  • OBJECTIVE Objective: Blow up the goblin war chieftain's sealed boss room with a cart of rigged black powder barrels and Hobgoblin Pus, hoping for a notification and a star by their names; the trigger's just been pressed and the outcome isn't known yet
  • LOCATION Location: A side room several turns and walls away from the goblins' sealed boss room, pressed against a wall with Donut after shoving a rigged cart inside and slamming the door, waiting on a five-second fuse
Chapter 18
  • LOCATION Location: Fleeing north through unexplored floor 1 tunnels, away from the goblin workshop's ruins, with a line of white dots closing in on the minimap that he presumes are the goblins returning from the llama fight
  • LEVEL Level: 8 (Up one level with Donut from killing the goblin chieftain's boss; no new stat points mentioned)
  • TAG Boss Star: Superseded by the properly-keyed "Boss Stars" row for this same fight; kept here, hidden, so the chapter-18 authoring pass isn't silently rewritten
  • OBJECTIVE Objective: Get clear before whoever's on the minimap catches up, find a safe room to sort through the new achievements, then take the chopper to hunt for the stairs down
  • TAG Boss Stars: Second bronze star, earned killing the goblin chieftain: 'another bronze star appeared by both of our names'
Chapter 19
  • LOCATION Location: A second safe room, deep in the neighborhood of the rot stickers, resting up before the next episode airs
  • OBJECTIVE Objective: Rest about six hours and watch episode two, then push about half a mile to the next artery, pull the chopper out of inventory, and head east hunting for stairs; two and a half days left on the clock
  • SKILL Determine Value: Doesn't yet show an item's actual worth, but lets him sort his inventory by value (Gained by drinking the Skill Potion from his gold Looter Box)
  • SKILL IED: Improvised bomb-building rather than just throwing what he's handed; each level adds 10% damage yield and halves the odds of a catastrophic, premature detonation (New this chapter, from building the goblin chieftain's cart bomb)
  • SKILL Goblin Explosives: Not yet described (Now at level 5)
  • SKILL Dangerous Explosive Handling: Not yet described (Now at level 5)
  • SKILL Explosive Handling: Not yet described (Now at level 5, unlocking extra examine-info on bomb-type devices; this chapter's text calls it "Explosives Handling")
  • STAT Constitution: 12 (+2 more from a second, unnamed ring of constitution on his left ring finger, on top of the earlier totals)
Chapter 20
  • OBJECTIVE Objective: Get clear of Frank Q and Maggie My before they can catch up, then keep pushing toward the next artery to resume the hunt for the floor 2 stairs
  • LOCATION Location: Fleeing on the newly-ridden chopper, putting distance between himself and Frank Q and Maggie My's stretch of the rot stickers' neighborhood
Chapter 21
  • OBJECTIVE Objective: Work out how to reach the confirmed floor 2 stairwell without triggering the borough boss guarding the spiral around it
  • LOCATION Location: Floor 1 tunnels far east of the rot stickers' neighborhood, on foot just outside a portcullis leading into the guarded spiral around the confirmed floor 2 stairwell, chopper stowed
  • SKILL Chopper Pilot: Not yet described (New this chapter, climbing with hours in the saddle; level 5 unlocks a higher top speed from the throttle)
Chapter 22
  • LOCATION Location: At a stranded eldercare group's encampment beside a round maze's drawbridge gate, floor 1, having just proposed a plan to team up against the borough boss guarding it
  • OBJECTIVE Objective: Spend the rest of the day grinding levels and skills with Donut, then team up with Brandon An's four able-bodied fighters to storm the borough boss guarding the floor 2 stairwell and get the stranded residents down
Chapter 23
  • OBJECTIVE Objective: Deface Brandon's trail signs to keep the vulnerable encampment hidden, then grind troglodytes north toward the Taco Bell for training before rejoining the group against the borough boss; just stepped into the neighborhood's own boss room
  • LOCATION Location: A new quadrant north of the elderly encampment, grinding troglodytes toward a neighborhood boss room shaped like a 24-hour gym, near a known Taco Bell safe room
Chapter 24
  • TAG Boss Stars: Third bronze star, earned killing the Juicer (Not narrated as a star at the kill, only a Winner! notification; inferred from the established one-star-per-neighborhood-boss pattern)
  • OBJECTIVE Objective: Get Donut up off her dramatics and loot the gym boss room now that the Juicer's dead
  • LOCATION Location: The troglodyte quadrant's gym boss room, just after killing the Juicer, kneeling over an injured Donut
Chapter 25
  • SKILL Powerful Strike: Multiplies bare-handed damage by its level (3 from the Toe Ring of the Splatter Skunk, plus 1 more while wearing the new War Gauntlet of the Exalted Grull)
  • SKILL Determine Value: Doesn't yet show an item's actual worth, but lets him sort his inventory by value (A second Skill Potion, this one from his second Gold Looter Box; no visible menu difference yet, he guesses three more before it's useful)
  • STAT Dexterity: 6 (+1 from the new War Gauntlet of the Exalted Grull, on top of his base of 5; the gauntlet's separate +3 strength only applies in fist mode, so it isn't folded into his base Strength)
  • OBJECTIVE Objective: Work out how to reach floor 2 now that Mordecai says facing the borough boss with just six crawlers is madness; his advice is to skip that fight and keep searching for one of the other, likely unguarded stairwells instead
  • LOCATION Location: A nearby training guild in the troglodyte quadrant, after hauling every piece of gym equipment he could carry out of the Juicer's boss room
  • SKILL Unarmed Combat: Hand-to-hand, as rated by the dungeon on arrival (Up from 5 at chapter 10; one of the 'bare knuckle and other fighting skills' the text says all ticked up to six this chapter, alongside Smush)
  • SKILL Foot Soldier: Increases kick damage (Up from 5 at chapter 10; one of the 'bare knuckle and other fighting skills' the text says all ticked up to six this chapter, alongside Smush)
  • SKILL Smush: Bare-foot kill pressure, +10% per level; the description audibly breathes (Up from 5 at chapter 10; explicitly named as one of the fighting skills that ticked up to six this chapter)
  • SKILL Iron Punch: Lets him wear hand protection without losing his bare-knuckle bonus; +10% enhanced fist damage per level (5 from fighting this chapter (up from 3 at chapter 12), plus 2 more while wearing the new War Gauntlet of the Exalted Grull)
  • SKILL Pugilism: Beating the shit out of opponents with closed fists; +25% bare-knuckle damage per level (Up from 5 at chapter 10; one of the 'bare knuckle and other fighting skills' the text says all ticked up to six this chapter, alongside Smush)
  • LEVEL Level: 9 (Both he and Donut hit it together off the Juicer's higher-than-expected level; a steep new wall to level ten follows)
Chapter 26
  • TAG Boss Stars: Fourth star, silver rather than bronze this time, earned killing the Ball of Swine borough boss (Not narrated as a star at the kill or at chapter 30's box openings; confirmed only at chapter 31, when Carl notices Brandon's own star has gone silver 'along with the rest of us,' a phrase read as covering himself, Donut, and the rest of the Meadow Lark crew who fought the Ball of Swine; Agatha, absent and not in that party, isn't covered by the line)
  • LOCATION Location: The borough boss arena at the center of the spiral maze, the Ball of Swine wiped out, the stairwell's red forcefield still up
  • OBJECTIVE Objective: Finish off the last of the scattered tusklings and get the stairwell's forcefield to drop, so the group can lead the stranded residents down to floor 2
Chapter 27
  • LEVEL Level: 10 (Hits it together with Donut off the borough boss kill; already halfway to eleven)
  • OBJECTIVE Objective: Clear a safe path to floor 2's nearest safe room and bring Brandon's stranded group down; paused mid-step by an unexpected pull onto a production boat and an interview invitation
  • LOCATION Location: Aboard the After Hours Boat, pulled there the instant he pushes through floor 2's entrance door
Chapter 28
  • LOCATION Location: On the After Hours Set, mid-interview as the segment wraps up
Chapter 29
  • LOCATION Location: Backstage on the empty After Hours Set, audience and crew cleared out for a private word with Odette
Chapter 30
  • OBJECTIVE Objective: Work toward the stairwell to floor 3, spotted to the northeast, clearing the quadrant along the way and watching for safe rooms
  • LOCATION Location: Floor 2's first known safe room, a storm shelter, sorting through loot with Donut
  • SKILL Pugilism: Beating the shit out of opponents with closed fists; +25% bare-knuckle damage per level (+3 from the Cheat Code Potion, its random pick among his recently used combat skills; last logged at 6 after chapter 25, so this implies an extra point picked up off-page in between)
Chapter 31
  • OBJECTIVE Objective: Get through the night in the safe room; help Brandon send his non-fighters down to floor 3 early once everyone's slept, then scout and clear the way ahead of them
  • LOCATION Location: Floor 2's first safe room, the storm shelter, watching the next episode with Brandon's group as the floor 2 welcome broadcast plays
Chapter 32
  • SKILL Steady Hand: Not yet described (New this chapter, gained slingshot practice; no level given)
  • SKILL Aiming: Not yet described (New this chapter, gained slingshot practice; no level given)
  • SKILL Slingshot: Ranged accuracy with a looted slingshot; barely any damage even at its cap (New this chapter, from an hour of practice; won't rise past 3 no matter how much more he practices)
  • SKILL Incendiary Device Handling: Not yet fully described (Jumps straight to five the moment he finishes building his first Jug O' Boom)
  • OBJECTIVE Objective: Probe the local mobs near the stairwell, clear what's manageable, scout the boss room, and make a judgment call before escorting Meadow Lark into the stairwell
  • LOCATION Location: A floor 2 quadrant near the down-stairwell, clearing the Rev-Up company's clurichauns room by room toward its bottling room and boss chamber
Chapter 33
  • LOCATION Location: Trapped in the room he and Donut walked in through, bars dropped behind him, as a many-mouthed tentacled creature forces its way in from the Rev-Up boss chamber
  • OBJECTIVE Objective: Survive whatever just broke through the boss room door, now that retreating isn't an option
  • LEVEL Level: 11
  • SKILL Aiming: Not yet described (Up from an unleveled introduction last chapter; his Slingshot skill itself holds steady at 3)
Chapter 34
  • OBJECTIVE Objective: Survive the Krakaren Clone fight, now that he's set off his own explosive as a last resort
  • LOCATION Location: Cornered with Donut behind a scrap-built shield in the filling room as his own bomb, thrown into the Rev-Up boss chamber, goes off; outcome not shown when the chapter ends
Chapter 35
  • SKILL Explosive Handling: Not yet described (Jumps to seven, along with IED and several other unnamed explosives-based skills, for inventing the Jug O' Boom; this chapter's text calls it "Explosives Handling")
  • SKILL IED: Improvised bomb-building rather than just throwing what he's handed; each level adds 10% damage yield and halves the odds of a catastrophic, premature detonation (Up from 3 at chapter 19, credited to inventing the Jug O' Boom)
  • OBJECTIVE Objective: Survived the Krakaren Clone fight; now looting the aftermath, getting what answers he can out of Mordecai, and bracing for whoever's about to arrive
  • LOCATION Location: Mordecai's Tutorial Guild hall, floor 2, opening boxes while waiting on a visitor Mordecai warns him not to upset
  • SKILL Dangerous Explosive Handling: Not yet described (Not individually named this chapter; inferred from Carl's own line that his IED and Explosive Handling skills "and several other explosives-based skills had leaped to seven," the same shape of collective bump as the chapter 25 fighting-skills note. Flagging the inference.)
  • SKILL Goblin Explosives: Not yet described (Not individually named this chapter; same inferred collective bump as Dangerous Explosive Handling above. Flagging the inference.)
  • SKILL Incendiary Device Handling: Not yet fully described (Not individually named this chapter; same inferred collective bump as Dangerous Explosive Handling above, up from 5 at chapter 32. Flagging the inference.)
  • SPELL Protective Shell: Item-based spell from his new boxers, no mana cost: throws up a static 4.5-meter sphere around the caster's right hand for 20 seconds that blocks a mob's physical presence and attacks, though not magic or non-corporeal threats. Doesn't move once cast. (Level not stated outright; derived from the item's own duration formula (5 seconds plus 1 second per spell level, current duration given as 20 seconds). 30-hour cooldown that doesn't reset if the boxers are unequipped.)
Chapter 36
  • LOCATION Location: Mordecai's Tutorial Guild hall, floor 2, meeting Zev in person; the chapter ends as he opens the door back into the dungeon corridor to find a pile of grubs waiting
Chapter 37
  • LOCATION Location: Floor 2, fighting through grub-infested hallways toward a rendezvous with Brandon's group in the main hallway, then a side hallway bordering the kobold quadrant, near an unexplored safe room
Chapter 38
  • LOCATION Location: The Big Shot Chicken safe room, floor 2, having just slammed the door on a Rage Elemental
Chapter 39
  • LOCATION Location: The Big Shot Chicken safe room, floor 2, watching the recap episode while the Rage Elemental keeps battering the door outside
  • OBJECTIVE Objective: Deal with the Rage Elemental sooner than his Protective Shell cooldown allows. Abandons the wait-it-out plan after noticing a nearby grub pupa nest and remembering something Rory the shamanka once told him; enlists Brandon's help and starts clearing floor space as the chapter ends, with no specifics shown yet
Chapter 40
  • OBJECTIVE Objective: Kill the Rage Elemental without the dungeon crediting Carl and Donut for it, by tricking it into the stairwell hole rather than fighting it directly; achieved by the chapter's end. Immediately after, warns Brandon to get his group to the stairs while the way is still safe
  • LOCATION Location: On floor 2, he builds the MOAB in the Big Shot Chicken safe room, tests the door with the Rage Elemental in the hallway outside, then chases it on the chopper to the round stairwell chamber before teleporting to a side hallway near Mordecai's guild room
Chapter 41
  • LOCATION Location: Floor 2's kobold quadrant, fighting through to a safe room deep in the back (a former industrial kitchen), then teleported off-floor to Senegal Production Systems' rental trailer for a new interview
  • SKILL Incendiary Device Handling: Not yet fully described (Same inferred collective bump as Explosive Handling above.)
  • SKILL IED: Improvised bomb-building rather than just throwing what he's handed; each level adds 10% damage yield and halves the odds of a catastrophic, premature detonation (Same inferred collective bump as Explosive Handling above.)
  • SKILL Goblin Explosives: Not yet described (Same inferred collective bump as Explosive Handling above.)
  • SKILL Dangerous Explosive Handling: Not yet described (Same inferred collective bump as Explosive Handling above.)
  • SKILL Explosive Handling: Not yet described (Not individually named this chapter; inferred from Carl's collective line that most of his bomb-themed skills moved up to level nine. Same shape of inference already used at chapter 35. Flagging it.)
  • OBJECTIVE Objective: Grind the kobold quadrant toward its back-side safe room for a nap before the next interview, hoping to reach at least level 13 by the time they hit the stairs. Cut short when Mukta moves the interview up several hours and transfers them early
Chapter 42
  • STAT Constitution: 14 (Inferred: Carl notes Zhang's own stat sheet reads 15, 'one point higher than my own')
Chapter 43
  • OBJECTIVE Objective: Get through the rest of the Death Watch interview without giving the Maestro more ammunition, then confront Frank Q and Maggie My once they're revealed as the episode's other two guests
Chapter 44
  • OBJECTIVE Objective: Stop running from Frank Q and Maggie My and get ready for them instead; take out the local neighborhood boss for its map, since it should help counter Maggie's tracking ability
  • LOCATION Location: Transported straight back to their floor 2 safe room the instant the Death Watch broadcast ends
Chapter 45
  • LOCATION Location: The kobold quadrant's boss chamber on floor 2, a former municipal dog pound; Ralph dead underfoot, the barn doors having opened partway through the fight to reveal the inner arena beyond
  • LEVEL Level: 12 (Reached alongside Donut grinding kobolds, dingoes, and grubs toward the boss chamber; no stat points mentioned)
Chapter 46
  • LOCATION Location: Explores the kobold fighting pits on floor 2 in full: first the main room of slagged kobold remains, then the arena reward room beyond it
Chapter 47
  • SKILL Determine Value: Doesn't yet show an item's actual worth, but lets him sort his inventory by value; sorting by value this chapter is what surfaces the three Valtay items in his new History tab (A third level, from a Potion of Determine Value in this chapter's boss box loot; up from 2 at chapter 25)
  • SKILL Slingshot: Ranged accuracy with a looted slingshot; a single hit can knock a brindled vespa out of the air, grounding it and stopping it from spitting acid (Up from 3 at chapter 32, where the text had said the skill 'didn't want to budge' past that number; keeps rising anyway despite Zev's complaints that the 'boring' slingshot plays worse than tossing dynamite)
  • LEVEL Level: 13 (Reached alongside Donut grinding brindled vespas in the day before the floor 2 timer runs out)
  • OBJECTIVE Objective: Get Mongo bonded to Donut before floor 2's timer runs out, since Mordecai warns an unbonded pet can't come down the stairs with them
  • LOCATION Location: Spends the floor's last days training Mongo and grinding brindled vespas with Donut, then camps in the floor 2 stairwell chamber as the timer counts down before the descent to floor 3
Book 2
Chapter 1
  • LOCATION Location: Mordecai's relocated guildhall on floor 3, walking Donut through her own race and class selection; his own turn starts as the chapter ends
Chapter 2
  • IDENTITY Race: A Primal, a blank-slate progenitor species, -1 to all base stats but every skill trainable to level 20
  • IDENTITY Class: A Compensated Anarchist, a rare Monk/Rogue hybrid requiring level 5 Explosives Handling and at least 500 billion views by floor 3
  • STAT Strength: 13 (New base of 10 after race/class point assignment, +3 from the Toe Ring of the Splatter Skunk; a further +3 applies only while the War Gauntlet of the Exalted Grull is in fist mode)
  • STAT Intelligence: 5 (Up from 3; new base after race/class point assignment, finally enough to read the Tome of Wisp Armor spellbook)
  • STAT Constitution: 19 (New base of 10 after race/class point assignment, +4 Trollskin Shirt, +1 Silver Ring, +2 Ring of Constitution, +2 Enchanted BigBoi Boxers)
  • STAT Dexterity: 11 (New base of 10 after race/class point assignment, +1 from the War Gauntlet of the Exalted Grull)
  • STAT Charisma: 25 (Up from 4; almost entirely a forced spend to clear the Compensated Anarchist class's own 25 Charisma minimum, per Mordecai)
  • SKILL Find Trap: Reveals traps nearby (Granted by the Compensated Anarchist class's own listed benefits)
  • SKILL Backfire: Lets him pick up a trap and deconstruct it for reusable materials, the triggering mechanisms alone worth real money per Mordecai (Granted by the Compensated Anarchist class's own listed benefits)
  • SKILL Escape Plan: Shows hidden doors more readily; its real value is a hidden benefit, access to something called the Dungeon Locator (Granted by the Compensated Anarchist class's own listed benefits; an old skill even Mordecai had never come across before)
  • SKILL Bomb Surgeon: Lets him cut a stick of dynamite into smaller, less potent charges, or strip parts from a smoke bomb (Granted by the Compensated Anarchist class's own listed benefits)
  • SKILL Trap Engineer: Not yet described (Granted by the Compensated Anarchist class's own listed benefits)
  • SKILL Hide in Shadows: Not yet described; Carl doubts it'll help much with Donut and Mongo in tow (Granted by the Compensated Anarchist class's own listed benefits)
  • SKILL Unarmed Combat: Hand-to-hand, as rated by the dungeon on arrival (Up from 5 at chapter 10; +1 from the Compensated Anarchist class's own listed benefits)
  • SPELL Fear: Costs three mana to cast; effect not otherwise described this chapter (Granted by the Compensated Anarchist class's own listed benefits)
  • LOCATION Location: Outside Mordecai's guildhall, presented to floor 3's bustling, sulfur-smelling settlement for the first time
  • OBJECTIVE Objective: Make money, per Mordecai: the one thing that's actually going to make a slow-building, planning-heavy class like Compensated Anarchist work
Chapter 3
  • OBJECTIVE Objective: Grind east toward a bigger village with better shops, about a half day's travel, to open his and Donut's boxes at a safe room along the way
  • LOCATION Location: Walking floor 3's village with Donut and Mongo, out to its ruins gate, oriented by Mordecai on the Over City's rules and dangers
Chapter 4
  • LOCATION Location: Floor 3's ruins, walking the road with Donut and Mongo when a circus-lemur ambush and a fight with Terror the Clown chase the party into The Belly-Rubbed Pug
  • OBJECTIVE Objective: Survive an ambush by Grimaldi's Traveling Circus's lemurs and Terror the Clown long enough to reach a safe room, sidetracked from the walk toward a bigger village; picks up the floor's first quest, The Show Must Go On, along the way, still unresolved as the chapter ends
  • SPELL Fear: Costs three mana to cast; per its own warning message, has no effect on "scary-ass mobs" like Terror the Clown (First actual cast this chapter, on Mordecai's earlier advice to use it often; wasted on an immune target)
Chapter 5
  • LOCATION Location: Still inside The Belly-Rubbed Pug with Mordecai passed out on the floor, opening boxes and drilling Donut's new spell; heads out into the ruined streets near the ambush site by the chapter's end, working toward Grimaldi's Traveling Circus a few streets over
  • OBJECTIVE Objective: Open the party's earth boxes and Donut's gold pet box, then slip out to scout the edges of Grimaldi's Traveling Circus without engaging it directly, weighing a hobgoblin raid for better explosive supplies along the way. Picks up a possible second quest via a new achievement, on top of the still-unresolved Show Must Go On. Ends the chapter set on killing a second, sleeping lemur, examining three dead crawlers spotted nearby, and getting eyes on the circus itself
  • SKILL Cesta Punta: Not yet described; not even Carl knows what it actually is or does, though he wonders if it's a martial art (Granted by drinking his Earth Hobby Potion; no affinity given)
  • SKILL Bomb Surgeon: Lets him cut a stick of dynamite into smaller, less potent charges, or strip parts from a smoke bomb; hands-on with it for the first time this chapter, he finds he can also feel a stick's blasting cap depth and sense how close it is to going off early, without reading its description (Still level 1; first real look at what the level actually does)
Chapter 6
  • OBJECTIVE Objective: Get back to The Belly-Rubbed Pug safe room before full dark, per Mordecai's warning; derailed first by three dead crawlers' corpses, then a magical mortar barrage that drops them into a hidden sub-street basement, then a confrontation with the Elite Tsarina Signet, who signals the circus to release its caged beasts the moment they try to leave. Surrounded on every side as the chapter ends
  • LOCATION Location: Crouched at the crumbled-in entrance of a collapsed building near Grimaldi's Traveling Circus, a block and a half out, full dark now, surrounded as the circus's caged beasts are released around them
Chapter 7
  • LEVEL Level: 14 (Up from 13 at chapter 47 of book one, killing the six Mold Lions with Donut; a notification tells him he can't assign the new points until he reaches a safe room)
  • LOCATION Location: The street outside Grimaldi's Traveling Circus, fighting off six of the circus's own Mold Lions and talking with Tsarina Signet afterward, then back to The Belly-Rubbed Pug safe room to face Mordecai and watch the recap show
Chapter 8
  • STAT Strength: Assigns all three points banked from hitting level 14 into it overnight at the safe room; the resulting total isn't stated (Last confirmed total was 13 back at chapter 2; two Strength Rings looted at chapter 6 were never tallied into a new number either, so the running total has been unclear since then)
  • LOCATION Location: Floor 3's road out toward the skyfowl settlement at first, then stunned, paralyzed, and knocked out fifteen hours by an unseen attack; wakes on a couch in a darkened room in Tsarina Signet's own building
  • LOCATION Location: The street outside Signet's building, examining a sleeping, transformed bear named Heather moments before Signet's nightly summon; Donut and Mongo left behind, barricaded in Signet's building
  • OBJECTIVE Objective: Forced to help Tsarina Signet's Blood Magic summon tonight in exchange for Donut's life, held hostage under Signet's Water Lily spell; ordered to kill Heather himself once she wakes and Signet's spell is cast. Chapter ends before the fight starts
Chapter 9
  • OBJECTIVE Objective: Kill Heather solo once she wakes and Signet's summon is cast; done by the chapter's midpoint. Then help push Signet's army to the big top and go inside alone with a Big Top Ticket to break the three interior poles, one per ring, without setting foot in any of the three rings themselves, in order to bring down whatever protects Grimaldi in the center ring
  • LOCATION Location: A street intersection near Signet's home for the Heather fight, then following Signet's summoned army through the circus's outer defenses and secondary tents up to the base of the big top, where the chapter ends
  • LEVEL Level: 15 (Up from 14, killing Heather solo; already close to 16 by the chapter's end)
Chapter 11
  • SPELL Wisp Armor: Costs 5 mana. Surrounds the caster in tendrils of light that negate 75% of incoming magic damage and grant temporary immunity to mind-control effects; base duration 5 minutes plus 1 minute per spell level (First cast this chapter, from the Tome of Wisp Armor held since book 1; the six-minute timer shown on cast implies level 1 per the spell's own duration formula. Buys him partial autonomy over his own body while infested, though only for a few minutes)
  • OBJECTIVE Objective: Talks Vengeance of the Daughter's own producers into a live deal through Zev, then deliberately infests himself with the same parasite controlling Grimaldi's performers to open a mental line to Grimaldi, and talks both Grimaldi and Signet down before his stolen autonomy runs out, ending the night's standoff without a fight. The Show Must Go On completes as a result, and his own part in the circus storyline is done as the chapter closes. Donut's health crashes below 20 percent in the same instant, sending him running
  • LOCATION Location: Beside Grimaldi's roots in the big top's center ring at first, then down through the bleachers to Apollon's ice cream stand, then staggering back out the tunnel exit to face Signet as she finishes her own summon outside; still on the circus grounds when the chapter ends
  • LEVEL Level: 18 (Up from 15, all at once, alongside The Show Must Go On's completion and roughly six unnamed achievements landing in his inbox together)
Chapter 12
  • SPELL Fear: Costs three mana to cast; lowers a mob's dexterity by an increasing amount per level, or makes it flee outright. At level five it'll work on whole groups (Up from undescribed at chapter 4; leveled by repeated practice casting on ordinary Over City mobs, none of which share the circus mobs' immunity to it)
  • OBJECTIVE Objective: Heal Mongo and wait out the rest of the night at Signet's building for Donut to wake at dawn, then push on toward the skyfowl settlement and its tutorial guild
  • LOCATION Location: The skyfowl settlement, just outside Mordecai's tutorial guild door with Donut and Mongo, the Desperado Club's tower visible down a street they haven't explored yet
  • LOCATION Location: Passing Grimaldi's ruined circus grounds at dawn on the way out: the tents and every corpse marker are gone, and a staircase down to floor 4 has appeared in the middle of the park, hidden until now
  • LOCATION Location: The bottom floor of Signet's building, arriving to find Mongo alone holding off a swarm of Street Urchins drawn by the scavenged junk pile shielding Donut's sleeping body
Chapter 13
  • LOCATION Location: Mordecai's chamber inside the skyfowl settlement's tutorial guild, collapsing exhausted into a classroom chair to open boxes and catch up before heading out to find a pub with an open room for the night
  • OBJECTIVE Objective: Sleep at a pub with an open room, watch the recap show, and assign 12 banked stat points once he's seen what gear the night's boxes brought; go shopping in the morning, though pants are off the table now that Freeballing locks him to a single layer over the crotch. Visit the Desperado Club with Mordecai the following night
  • IDENTITY Immunity: Immune to poison, though not to paralysis, confirmed in Book 2, Chapter 13, learned the hard way back when Signet captured him and Donut
Chapter 14
  • LOCATION Location: The One-Eyed Narwhal, a small, run-down pub off the skyfowl settlement's main roads, deliberately picked to avoid crowds after a day of being pointed and gasped at
  • STAT Strength: 30 (Assigns ten of his twelve stat points, banked since chapter 13, into it overnight; new total 30 without the War Gauntlet of the Exalted Grull's separate fist-mode bonus. Resolves the running gap left open since the unnumbered chapter-8 assignment)
  • STAT Constitution: Puts the other two of his twelve banked points into it the same night; the resulting total isn't given (Last confirmed total was 19 back at chapter 2 of this book)
  • SKILL Iron Punch: Its tenth level adds the Breadbasket effect: a 10% chance per solid hit to stun the target for several seconds (Up from 7 at book 1 chapter 25; this total already includes the War Gauntlet of the Exalted Grull's own bonus, per how the text phrases it)
  • LOCATION Location: Just outside the skyfowl settlement's gate at dusk, where GumGum is piling up more dead bodies
  • OBJECTIVE Objective: Look into GumGum's new quest, The Sex Workers Who Fell from the Heavens, without letting it swallow what had otherwise been a good day; Mordecai doesn't know about it yet
Chapter 15
  • LOCATION Location: Inside the Desperado Club for the first time: the public front room, then the members-only room past Clarabelle's checkpoint
  • OBJECTIVE Objective: Head to the Silk Road Market before the recap show's second half starts and the club's bots swarm them for autographs
Chapter 16
  • LOCATION Location: The Silk Road market inside the Desperado Club, then the streets of the skyfowl settlement at night heading for The One-Eyed Narwhal, then a dark side-alley off the main street chasing Mongo
Chapter 17
  • LOCATION Location: The dark side-alley looting Vicente and GumGum's corpses, then back to The One-Eyed Narwhal for the rest of the night
  • SKILL Alchemy: Potion brewing; a gooey, okra-smelling weed mixed with rubbing alcohol makes a Hair of the Dog potion (New this chapter. First attempt fails; the second, walked through drunk by Mordecai, succeeds and grants Level 3 straight off)
  • SKILL Cesta Punta: Jai alai involves catching and hurling a ball, or anything else that fits, from a scoop-shaped basket called a xistera strapped to the hand and forearm (Level unchanged from chapter 5, but what the skill actually is comes clear only now, triggered by a memory of lobbing cherry bombs onto Arctic ice with a modified dog-toy launcher during his Coast Guard days)
Chapter 18
  • LEVEL Level: 19 (Up from 18 at chapter 11; wakes at this level after being knocked unconscious by the Divider's corpse exploding under him)
  • LOCATION Location: The magistrate's reception office in the morning, then west of town grinding mobs through an ambush that leaves him unconscious on a rooftop, before heading back for a saferoom shower ahead of the evening's interview
Chapter 19
  • LOCATION Location: A rented Senegal-style production trailer floating on Earth's ocean, then the Danger Zone with Ripper Wonton studio set
Chapter 20
  • LOCATION Location: The saferoom near the pool, then the ruins mopping up the last Shambling Berserkers, then the 201st Security Group's Apito Education Center on a poor residential street
  • TAG Wanted: Branded a troublemaker by this settlement's guards after punching one to save the frozen Eunice; they'll attack him on sight here going forward
  • SKILL Explosive Handling: Not yet described (Stated outright on the page for the first time this chapter, confirming the level-9 figure already inferred back at chapter 41 of book one)
  • SKILL Dangerous Explosive Handling: Not yet described (Stated outright on the page for the first time this chapter, confirming the level-9 figure already inferred back at chapter 41 of book one)
Chapter 21
  • OBJECTIVE Objective: Break into the magistrate's office before sunup, now that the town's guards attack on sight during the day; with about three days left before the floor collapses, there's no time left to look for another way down besides the staircase already found in Grimaldi's circus ruins
  • LOCATION Location: Waits out the day atop a roof next to the burned Apito Education Center, then the Silk Road and the One-Eyed Narwhal, then scaling a building's trellis to the magistrate's roof after dark
Chapter 22
  • TAG Royal Bodyguard: Replaced in his menu by the new Magistrate title for now; the admin notice says it reverts once this floor collapses
  • LOCATION Location: The magistrate's blown-open quarters, then the krasue nest behind a heavy interior door, then the fireball-gutted bedroom as the building comes apart around him
  • TAG Magistrate: New title from the system after killing the town's acting Magistrate: "Magistrate Carl of Medium Skyfowl Settlement," replacing Royal Bodyguard in his menu for now; an admin notice says it reverts once this floor collapses
  • LEVEL Level: 21 (Up from 19, jumping two levels at once as a wall of notifications lands once the hidden dynamite from last chapter finally detonates)
  • OBJECTIVE Objective: Get out of the collapsing building with whatever they can learn about who's actually behind the killings, now that the quest hasn't resolved and Burgundy has named Remex, not Featherfall or Quill, as the real threat
Chapter 23
  • LOCATION Location: The street outside the collapsed municipal building, then the swordsmen depot warehouse and its second floor as the chapter ends
  • OBJECTIVE Objective: Get into the warehouse across the street and confront whatever's living above the swordsmen depot, since killing Featherfall and Quill hasn't finished the quest; ringed the building with ten sticks of dynamite first in case talking doesn't work
Chapter 24
  • LOCATION Location: Remex's chamber above the swordsmen depot, then a sprint through the settlement's streets toward the Desperado Club once the evacuation quest hits, then back in the chamber a final time as the countdown runs out
  • OBJECTIVE Objective: Get Remex's own story out of him and decide what to do with him, before the swordsmen guards wake up and trap them in the warehouse for the day
  • OBJECTIVE Objective: Survive the next seven minutes, reach the Desperado Club's second room, which isn't a saferoom but sits outside the coming blast radius, before the settlement-wide explosion The Fools Who Broke the Glass warns about actually goes off
Chapter 25
  • OBJECTIVE Objective: Survive the evacuation's remaining minutes and get everyone without Desperado Club access down the only escape route left, a stairwell to floor 4, before the settlement-wide blast goes off
  • LOCATION Location: Remex's chamber as the soul crystal detonates, then a collapsing warehouse floor, then a sprint east through the settlement and ruins to the floor 4 stairwell, dissolving through the door as the chapter ends
Chapter 26
  • LOCATION Location: The green room aboard Odette's set for Dungeon Crawler After Hours, then the interview couch
  • LEVEL Level: 27 (Up from 21, rising six levels off shared credit for every mob killed in the tempered blast, even though the quest's own prizes and experience were formally denied)
  • STAT Unspent Points: 24 (Banked and undistributed since level 19, the last time he set foot in a real safe room)
  • TAG Leaderboard: Sixth place on Odette's tentative first draft of the Book 2 leaderboard, a working copy she says won't be official until the next recap episode
  • TAG Bounty: 100,000 gold, per the same draft leaderboard; per Odette, the number is what other crawlers get paid for killing him
  • PHYSICAL Appearance: Builds himself a makeshift loincloth out of toilet paper in the green room bathroom rather than go on air in just his boxers
Book 3
Chapter 1
  • LOCATION Location: Car 20 of a 20-car Red Line subway train on floor 4, the Iron Tangle, racing through a tunnel toward Sirin Station
  • TAG Bounty: 100,000 gold placed on him, per this chapter's own header stat block; the first bounty figure given on the page
  • TAG Leaderboard: Sixth place, per this chapter's own header stat block; Mordecai reacts with a "So you made the top 10, huh?" once Carl mentions it
  • TAG Royal Bodyguard: Restored as his title once floor 4 begins, replacing the now-expired Magistrate title
  • TAG Magistrate: Reverts back to Royal Bodyguard the instant floor 4's welcome broadcast fires, exactly as floor 3's own admin notice predicted
  • SKILL Double Shot: Fires two full-power Magic Missiles at once, each capable of landing as its own headshot (First used this chapter, dropping both Jikininki in car 15 at once; where the skill comes from isn't stated, and its level isn't given)
  • SKILL Escape Plan: Shows hidden doors more readily, and can locate hidden maps, but only ones he already has some idea where to look for; it comes up empty searching the train car blind (Same level 5 as chapter 2; this chapter adds the caveat that it can't find a hidden map without already knowing roughly where to look)
  • SKILL Trap Engineer: Lets him imbue effects, like Fear, onto a ready-to-go trap module; at level 1, that only works at a Sapper's Table, which he doesn't have access to yet (First real description, from the Alarm Module's own tooltip; level unchanged from chapter 2)
Chapter 2
  • OBJECTIVE Objective: Get everyone's loot sorted, stats assigned, and a shared personal space set up before finally getting some sleep
  • STAT Charisma: 25 (Unchanged this chapter; Mordecai notes Donut is close behind at 94, heading for 100)
  • STAT Dexterity: 23 (No new points spent here this chapter; total includes the Enchanted Necklace of the Haute Bourgeoisie's +5)
  • STAT Constitution: 34 (Puts 9 of 24 banked stat points here)
  • STAT Intelligence: 15 (Puts 5 of 24 banked stat points here)
  • STAT Strength: 41 +3 when his gauntlet is formed into fist mode (Puts 10 of 24 banked stat points here)
  • SPELL Bang Bro: Costs 5 mana. Temporarily enchants a currently-equipped item with both fire and electrical damage, inflicting Burn and Shock; lasts 5 minutes plus 1 minute per spell level, with a 5-minute cooldown. Can be cast on flesh, though Mordecai warns against it (From the Tome of Bang Bro, found in his Bronze Boss Box and read this chapter; Mordecai confirms it'll work on his gauntlet, and advises against trying it on his xistera given how he loads it)
  • SKILL Talon Strike: Turns the side of a bare foot into a slashing weapon, multiplying kick damage by the skill's level for that many seconds; each kick has a 2% chance to trigger the instakill spell Eviscerate. Five-minute cooldown; level 15 makes it permanently active (Granted by the Enchanted Necklace of the Haute Bourgeoisie's Talon Strike gem, not trained)
  • SKILL Escape Plan: Shows hidden doors more readily, and can locate hidden maps, but only ones he already has some idea where to look for (Activates on its own reading the platform's Red Line sign this chapter, filling in the map's remaining stations and a stairwell/saferoom legend the plain sign didn't show; same level 5 as chapter 1 of this book)
  • LOCATION Location: Gets off the train at transfer station #83 on the Red Line, then up to the small shop-lined room above the platform, then into Nirula's, the safe room there
Chapter 3
  • TAG Bounty: Still 100,000 gold, unchanged from this chapter's own welcome broadcast
  • TAG Leaderboard: Still sixth place on the newly fully-populated floor 4 leaderboard; the AI's welcome broadcast confirms hunting season is now open on the whole top 10, with a loot box reward for killing a listed crawler and 10% of one's own bounty paid out to survivors on floor collapse
  • OBJECTIVE Objective: Settle into a daily routine at the new personal space: wake, apply buffs, train one assigned skill an hour a day, then eventually crafting and grinding the tracks toward a stairwell, while charting what's known so far about the Iron Tangle's rail lines with Mordecai
  • SKILL Bare Knuckles: Not yet described (First time this named skill is shown on the page, in the Training Room's own trainable-skills list; possibly the same skill tracked elsewhere as Unarmed Combat or Smush, but the text doesn't say so. Trained here instead of Mordecai's assigned Smush, out of anger after reading Brandon An's final message; wooden dummies rise from the floor for a one-hour countdown)
Chapter 4
  • LOCATION Location: The Enhanced Crafting Studio, then Limp Richard's Sundries, then the Yellow Line platform and a Yellow Line train car, all at station #83, floor 4
  • OBJECTIVE Objective: Set up the shared crafting tables, restock and trade at Limp Richard's, and start mapping the Iron Tangle's rail lines by scouting the Yellow Line and the Nightmare Express
Chapter 5
  • OBJECTIVE Objective: Clear the last of the Yellow Line ambushers, rig up quick car fortifications, and pump conductor Vernon for everything he knows about the line ahead, before a booby-trapped Reward Room prize turns the trip deadly
  • LOCATION Location: The Yellow Line's train cars 2 through 6, the Employee Break Room (car 5) and its attached Conductor's Quarters, the Reward Room (car 10), and finally the empty platform at station 116, Banshee Station
  • SKILL Find Traps: Fires off a blunt warning notification before a dangerous action; no numeric level given (First seen on the page, triggering as Donut starts to unzip a booby-trapped Reward Room suitcase; Carl doesn't realize what skill caused it until afterward)
Chapter 6
  • SKILL Queasy Resistance: Builds up naturally after repeated exposure to the cornets' nausea attack; stops the Queasy debuff from landing at all once earned (Granted after roughly a dozen hits with the debuff over about an hour of grinding cornets; the name is Mordecai's own guess beforehand ("Queasy Resistance, or something"), never restated at the actual grant, and exact level isn't given either)
  • SKILL Find Traps: Fires off a blunt warning notification before a dangerous action; his Pedicure Kit buff only extends the warning window for foot-triggered traps specifically, leaving him exposed to other trigger types (Elaborates on the chapter 5 debut; still no numeric level given)
  • SKILL Escape Plan: Shows hidden doors more readily, can locate hidden maps he already has some idea where to look for, and lets him see control sigils invisible to everyone else in the party (Same level 5 as previous chapters; this chapter is the first time it's shown revealing a control sigil rather than a door or map)
  • LOCATION Location: Banshee Station's off-platform tunnel system: a low, dripping cave network, a dead-end hallway littered with used vials, and a separate concrete-lined room mistaken for a boss room
  • OBJECTIVE Objective: Clear Banshee Station's off-platform tunnels for information on why the cornets keep boarding, then push the train onward past stations 127 to 131, the next stop with a likely Desperado Club, grinding along the way
Chapter 7
  • SKILL Determine Value: Another Skill Potion pushes it forward again, this time letting him see an item's rarity tier rather than its actual monetary value, which is still hidden; no numeric level given on the page (From a Gold Looter Box prize; the achievements that earned the box aren't named or described on the page)
  • LOCATION Location: Station #131's upper lobby and the party's personal space; a supply run to Ford's Fighting Supplies' row of shops and Arby's next door with Katia while Donut and Mordecai stay behind
  • OBJECTIVE Objective: Grind along the yellow line to station 131 with an 8 day, 18 hour collapse timer on the floor; resupply and rest, then meet Imani C at the Desperado Club after tonight's recap show. Ends the chapter down a manager for the next seven days after Mordecai's outburst, with only about a day and a half left on the floor once he's back
  • TAG Bounty: Still 100,000 gold, unchanged since chapter 3
  • TAG Leaderboard: Still sixth place, per this chapter's own header stat block; unchanged since chapter 3
Chapter 8
  • LOCATION Location: Station 131's Desperado Club with Donut: the station-only entrance bar, then the members-only vestibule and dance hall
  • LOCATION Location: The party's personal space kitchen, reading The Dungeon Anarchist's Cookbook late into the night before the recap airs
Chapter 9
  • STAT Strength: 48 (Up from 41; the Toe Ring of the Splatter Skunk's own contribution rose from +3 to +10 after its Scroll of Upgrade, adding 7 points. The War Gauntlet of the Exalted Grull's separate +3 fist-mode bonus is unchanged)
  • SKILL Powerful Strike: Multiplies bare-handed damage by its level (A base of 7 plus 5 from the newly-upgraded Toe Ring of the Splatter Skunk (up from 3) and 1 from the War Gauntlet of the Exalted Grull; two levels shy of the point where he expects serious new benefits to kick in)
  • OBJECTIVE Objective: Split efforts with Imani and Elle to work out what the Iron Tangle's prime-numbered transfer stations mean, while he and Donut try to get their hands on one of the train engineers themselves
  • LOCATION Location: At the station-131 Desperado Club, its dance floor in the attack's aftermath, then its casino, entered for the first time
Chapter 10
  • LOCATION Location: The party's personal space, then hours grinding and training across several Iron Tangle lines, ending at a platform on the ochre line
  • SKILL Bare Knuckles: Not yet described (Up from 8 at book 3, chapter 3; trained a second day running specifically to test whether back-to-back sessions level it faster than his usual rotation. It did)
Chapter 11
  • LEVEL Level: 29 (Up from 21 last recorded at book 2, chapter 22; no explicit number given on the page across the rest of book 2 or all of book 3 through chapter 10. Jumps here the instant last chapter's derailment succeeds, with three stat points banked and unassigned as the chapter ends)
  • LOCATION Location: The wrecked ochre line platform, surveying the derailed train, then the small transit station outside it where the fight against Gore-Gore breaks out
  • OBJECTIVE Objective: Work out how to get a party back to the start of an Iron Tangle line, now that the third rail and an engineer's own account both check out: either steal an engineer's key and jump ahead on a faster loop train past a stopped line's blockage, or risk the employee portal at stop 435 and whatever the Kravyad do to people who use it
Chapter 12
  • OBJECTIVE Objective: Keep Levi the 7th from being devoured by Fleshers for as long as the party stays aboard the Dismemberment Limited, per a new pass-or-fail quest; success promises a Silver Quest Box, failure turns every crawler on the train into a Flesher
  • LOCATION Location: Station 149's wrecked platform and channel, looting Gore-Gore's corpse, then a saferoom pho shop nearby, then the Dismemberment Limited's monorail platform and its single open car
Chapter 13
  • SKILL Identify and Analyze Subspace Portals: Flags any subspace portal in view with a purple glow and a tooltip reporting its type, whether it's two-way, whether he personally can pass through it, and whether the environment on the other side is compatible; can also pull a still image of what's on the other side (Installed permanently by the Valtay Corporation Neural Enhancer #544, surfaced through a new Third-Party Upgrades interface tab)
Chapter 14
  • TAG Bounty: Still 100,000 gold, unchanged since chapter 7
  • TAG Leaderboard: Still sixth place, per this chapter's own header stat block; unchanged since chapter 7
  • LEVEL Level: 32 (Up from 29 at book 3, chapter 11, three levels at once from a single Protective Shell attack that killed every monster on the Nightmare Express, three of them neighborhood bosses, plus a further chunk of experience for taking control of the train itself)
  • OBJECTIVE Objective: Reunite with Donut and Katia further up the line now that he's slowed the runaway Nightmare Express under control, then decide whether to keep riding it toward station 436 or take Fire Brandy's offered Station Repair route back to station 10's trainyard
  • LOCATION Location: Station 283's platform and a rejected short visit to the Desperado Club, then the tunnel ahead of the Nightmare Express, then hijacking the train itself all the way from its cowcatcher into the engine cab, riding it slowly onward toward station 436
Chapter 15
  • STAT Constitution: 37 (Up from 34 at book 3, chapter 2; three new stat points go here)
  • STAT Strength: 54 (Up from 48 at book 3, chapter 9; six new stat points go here after leveling to 32 last chapter)
  • OBJECTIVE Objective: Ate, slept, and reset buffs with the party at the saferoom food court, weighing whether to push the Nightmare Express through the Abyss's recycle portal, while a growing number of strangers on his chat network ask him for a way off the stalled tracks
  • LOCATION Location: The Nightmare Express's switching cavern, then Abyss Station and the Abyss chamber above it, then back into the cab to drive roughly two hours to station 283 and a saferoom mall food court; a planned trading stop at station 83 is never shown happening on the page
Chapter 16
  • OBJECTIVE Objective: Clears a mob swarm off the platform and train, then rules out two of the switching cavern's three routes: Recycle only reaches the Abyss, and Auxiliary Tracks would leave them stuck on whatever track the last train through used, leaving Station Repair as the only route still worth taking, though he doesn't commit to it yet
  • LOCATION Location: Station 283's transit station platform fighting off a babababoon swarm, then back down the tracks to the switching cavern to examine the Station Repair portal, then returning toward station 283
Chapter 17
  • OBJECTIVE Objective: Gets the hijacked, unhooked Nightmare Express out of a ghoul-infested trainyard with Widget's help, then decides where to take a rescued NPC once her story about a headquarters called Yard A stops adding up
  • LOCATION Location: Pushes the Nightmare Express through the Station Repair portal into Station E's trainyard, escapes out its main gate past a burning substation, and stops the train again at the tunnel's station 24
Chapter 18
  • LOCATION Location: Grills Madison in the Nightmare's cab about the Kravyad and Doris's role in the outbreak, climbs up into station 24's hidden five-stairwell room with Katia, checks stations 36, 48, 50, and 58, then leaves Madison behind at the empty station 60 before heading for station 41's saferoom
Chapter 19
  • LOCATION Location: Reverses the Nightmare Express on a dedicated switching track and parks it at station 41, then heads up to the Everest saferoom before the party's delayed free hour runs out
  • OBJECTIVE Objective: Talks Zev into delaying the mandatory pet-and-beauty-pageant show six hours to buy the party time to eat, sleep, train, and shower, and to check the station 41 Desperado Club for any crawlers still willing to trade chat contact before the trip
  • SKILL Marked for Death: Marks a chosen full-health crawler; killing them grants a permanent stat point, but the wearer can't heal anything at all while a mark is set (Granted passively by the new ring rather than learned; current marks killed: 0. Not activated this chapter)
  • LOCATION Location: Station 41's Desperado Club with Donut, working the dance floor for chat contacts under Bomo and The Sledge's watch before spotting Frank Q at the bar
  • SKILL Powerful Strike: Multiplies bare-handed damage by its level (Trained at the Everest saferoom this chapter; doesn't advance)
Chapter 20
  • LOCATION Location: Senegal Production Systems' deluxe rental trailer, underwater, for the delayed Planet Beautiful taping
Chapter 21
  • LOCATION Location: The Royal Court's personal space, greeting Hekla and Brynhild's Daughters; then the Nightmare Express's cab with Donut and Katia, riding the employee line toward station 60
Chapter 22
  • LOCATION Location: The Vermillion engine cab on Donut's side, riding from station 72 to station 101 as the train's cowcatcher run unfolds
Chapter 23
  • LOCATION Location: The Vermillion engine cab, caught between Hekla's attempt to smooth over the ambush and Donut's refusal to let it go, until Katia's own Rush attack kills Hekla by accident
Chapter 24
  • LEVEL Level: 34 (Up two from 32 at book 3, chapter 14; Carl suspects most of the actual credit for killing Hekla went to Katia alone rather than being shared with the party)
Chapter 25
  • TAG Leaderboard: Climbs to third place on the newly-updated leaderboard shown after the Hekla tribute episode, up from sixth at chapter 14
  • TAG Bounty: 400,000 gold, up from 100,000 at chapter 14
  • OBJECTIVE Objective: Ride the battered Vermillion car all the way to the end of the line, roughly a full day's trip through monster-infested track, to distribute souvenir hats to the 500-600 crawlers stranded at the abyss, after the interior gangways leading to stop 436 start collapsing and rule out the safer plan of returning there via the hijacked Nightmare Express
  • LOCATION Location: Disengages the front engine, keeping it for his own party, and sends Li Jun up to the other engine; collects hats and keys from departing crawlers, then explores station 75's cavern, armory, repair shop, and the Downward Dog with Donut and Katia once the train leaves
Chapter 26
  • LOCATION Location: Back at the Downward Dog, then the looted repair station and armory, then the small rail yard just off the tracks with its carts and six portals
Chapter 27
  • LOCATION Location: Station 75's rail yard and the Vermillion track just outside it, launching the rescue carts, bombing the abandoned engine, then grinding DTs-stricken ghouls and monsters against a portal-blocked tunnel
  • SKILL Explosive Handling: Not yet described (Up from 9, last stated outright at book 2, chapter 20; this chapter's text calls it "Explosives Handling")
  • LEVEL Level: 35 (Up one from 34, earned killing stage-three DTs monsters and blister ghouls with his own train bomb)
Chapter 28
  • LOCATION Location: Drives the Mindaro-line rescue cart down the tracks with Donut, Katia, and Mongo to find Bautista's missing group, plows through five fleeing crawlers near station 432 to teleport them clear, accidentally captures the station mimic outside station 433, then reaches Bautista's stranded crowd near the abyss's own portal and leads everyone through it to yard H
  • OBJECTIVE Objective: Scraps the plan to send Bautista's roughly 600 stranded crawlers through the rescue cart's own portal to yard E once he learns a giant station mimic is waiting there; hands out souvenir hats instead and walks the whole group through the abyss's own massive portal to yard H, avoiding the fight entirely
Chapter 29
  • LOCATION Location: Passes station 24 under a swarm of dog-sized baby krakarens, losing nobody, then holes up in the station 59 safe room, a Costa Rican restaurant called Soda
  • OBJECTIVE Objective: Switches the party's two interdiction carts onto a random colored line and rides to station 59 to hole up in the safe room, open Katia's boxes, and watch the recap before Mordecai's own return; the longer-term plan is to reunite with Imani, Elle, and Li Jun's teams holding station 36, while steering well clear of trainyard E and its newly captured station mimic
Chapter 31
  • LOCATION Location: Spends most of the chapter at station 36, hauling the Def Leppard cart off the tracks, shrinking and rolling it through the hallway, and rigging it into a crane over the room's central circle before the self-destruct sequence hits
Chapter 32
  • LOCATION Location: Fights past a pair of Krakaren province bosses to reach the noodle chamber, raises the spare cart to bait one boss into the abyss portal, then rides the cart with Donut, Katia, Zhang, Mongo, Li Jun, and Li Na to trainyard E's tunnel mouth, ending the chapter pulled through the cart's own portal by a dying mantaur's grip on his foot
  • OBJECTIVE Objective: Fight back to a spare interdiction cart left plugging the hole toward station 24, then haul it to trainyard E, re-gauge it onto the employee line facing the deeper levels, and signal Elle to bring the Nightmare down to meet it, all before a new wave of monsters catches up
  • OBJECTIVE Objective: Plan changes on the spot once a pair of mantaur guards is beaten in a straight fight: deliberately finish inducing one's Grull summon, then shove the summoning vessel into the cart's own portal, tuned to trainyard E, on purpose, to deliver the god to Mimic Rex, the city boss occupying that yard
Chapter 33
  • LOCATION Location: Tumbles into trainyard E through the cart's own portal alongside the first mantaur vessel, straight into a staged Death Challenge broadcast against Mimic Rex and the summoned war god Grull
  • OBJECTIVE Objective: Survive long enough for the party to punch a second mantaur into completing its own Grull summon and steal the god away to the abyss, after his own original plan (bait Grull at the mimic, then switch the portal back to the abyss for the second summon cleanly) falls apart the moment he lands in the middle of both threats at once, with no time to switch anything
Chapter 34
  • LEVEL Level: 41 (Up from 35 last stated outright at book 3, chapter 27; jumps once the loaded Nightmare Express detonates in the abyss, crediting him with partial experience for the resulting deaths even though he wasn't the one who died alongside the train)
  • LOCATION Location: Trainyard E, loading the last explosive satchels onto the Nightmare Express, then walking the employee line back up to station 36 and down its stairwell
Book 4
Chapter 1
  • TAG Leaderboard: Third place as floor 5 opens, per this chapter's own header stat block
  • TAG Bounty: 800,000 gold; all future bounties against him now carry a permanent x2 modifier, per this chapter's own Quarry Sees Another Spring achievement
  • LOCATION Location: Floor 5, Bubble #543's Air Quadrant, crossing an opening sandstorm to reach Hump Town
  • OBJECTIVE Objective: Get the whole party fed, rested, and boxes opened, then work out how to reach the Air Quadrant's own castle, spotted high overhead near the dome's ceiling
Chapter 2
  • TAG Boxes Opened: A bronze boss box shared with Donut and Katia Grim for each of the two mantaur kills, credited despite none of the three landing the actual finishing blow on either summoning vessel
  • LEVEL Level: 41 (Confirmed here; Mordecai guesses it might be the highest level in the whole dungeon this floor, once Katia's find-crawler skill turns up only low-level neighbors)
Chapter 3
  • TAG Mob Morgue: A new inventory tab appears after he pockets the dead Feral Goose's corpse; worthless for now, but he keeps it on the theory a monster body might prove useful later
Chapter 4
  • TAG Bounty: 500,000 gold (x2 modifier)
  • TAG Leaderboard: Second place on the newly-populated floor 5 leaderboard, per its recap-show reveal
Chapter 12
  • LEVEL Level: 43, up two levels from the Wasteland assault, on the edge of 44
Chapter 14
  • TAG Stream Watchers: Adds a needle to his own interface tracking relative viewer spikes, at Donut's urging, after nearly missing how high they'd climbed during the Chris/Maggie standoff
Chapter 16
  • TAG Air Quadrant Liberated: Occupies the Commandant's quarters alongside Donut, ending floor 5's Air Quadrant; all crawlers who started there may now travel freely to the other quadrants
Chapter 17
  • TAG Bounty: Still 500,000 gold (x2 modifier)
  • TAG Leaderboard: Still second place on floor 5's updated leaderboard
  • LEVEL Level: 44, up one from the Denise fight
Chapter 18
  • SKILL Infusion: Combining potions or reagents with existing items at a sapper's table (Raised this chapter making a Hobgoblin Disco Ball)
Chapter 19
  • LOCATION Location: Back in Hump Town after five days detained by the Syndicate liaison Orren; reunites with Mordecai while Katia checks in remotely from the Land Quadrant
Chapter 20
  • LOCATION Location: Flies down to the Land Quadrant with Donut and Mongo aboard the grounded house's balloon, lands on the beach, and enters the sandcastle's electrified doorway with Katia the moment lightning opens it
Chapter 21
  • LOCATION Location: Explores the transmuted glass interior of the sandcastle with Donut, Mongo, and Katia, down to the basement boss chamber
Chapter 22
  • LOCATION Location: Buried alive in the collapsing sandcastle's basement, then swept underwater into the Water Quadrant's ocean when Gwen's team partially opens the drainage valve; badly injured but alive, hiding from an unidentified large creature moving through the debris and corpses
  • STAT Strength: 80, enough to lift a half-ton chunk of dwarven automaton with no trouble
  • STAT Dexterity: 32, with equipment buffs but before daily buffs
  • SKILL Sticky Feet: Used in real combat for the first time, letting him walk upside down across the boss chamber's ceiling to reach the core unseen (From the Enchanted Toe Ring of the Leprous Bandit; lets him walk on ceilings for Dexterity x2 seconds every six hours, roughly a minute here off his own Dexterity of 32)
Chapter 23
  • LOCATION Location: Treks a quarter turn around the Land Quadrant to the pazuzu town of Pandinus after Cuttlefish Point's ban, and settles into the party's personal space there
Chapter 24
  • SKILL Powerful Strike: Multiplies bare-handed damage by its level (8 unenhanced, up one since book 3; the rest from gear. One of his more stubborn skills, needing a guildhall to move faster)
Chapter 25
  • LOCATION Location: Inside the flooded Akula with Tran and Vadim, ambushed by Quetzalcoatlus near the bridge as something even larger closes in on Katia outside
Chapter 26
  • LOCATION Location: Swallowed inside Lusca's mouth along with the wrecked Akula as the chapter ends, a ten-minute countdown running before she finishes feeding her babies
Chapter 27
  • LOCATION Location: Uses the completed Gate of the Feral Gods to escape the ocean floor for a spot just outside Pandinus, then collapses in the party's personal space with Katia and Tran
  • SPELL Wisp Armor: Surrounds the caster in tendrils of light that negate 75% of incoming magic damage and grant temporary immunity to mind control (Up from level 1 confirmed at book 2, chapter 11; the seven-minute duration shown on cast this chapter implies level 2 per the spell's own duration formula)
Chapter 28
  • LOCATION Location: Still in the party's personal space as the world outside settles; prepares to head out to find a way to save Orthrus with under an hour left before the lightning storm
  • LEVEL Level: 47, up three levels from the Akula dive and Lusca kill
  • SKILL Detect Traps: Passive bonus to sensing traps (Granted entirely by Drakea's Enchanted Kerchief of Disorder)
  • SPELL Tripper: Automatically triggers, but doesn't disarm, all passage, motion, heat, and weight-based traps in a radius scaling with Intelligence (Granted by Drakea's Enchanted Kerchief of Disorder; no mana cost, but usable only once every five hours, and lost entirely if the kerchief is unequipped)
Chapter 29
  • OBJECTIVE Objective: Mandatory group quest, Where the Red God Glows: get Orthrus through the lightning storm and clear of the sharks biting him, or Emberus turns the whole bubble into a kiln
  • LOCATION Location: Fights through the sandstorm to the lightning towers above the necropolis, then regroups near the grounded Twister once Bubble #543 pops
  • TAG Injured: Nearly halved health and briefly frozen in flash-glassed sand when the towers finally take a full lightning strike
Chapter 30
  • LOCATION Location: Flying the drop bear through the dark space between bubbles, chasing Orthrus toward Emberus with Quan Ch closing in
  • OBJECTIVE Objective: New mandatory group quest, the Dumber of the Flunkies: keep Orthrus safe until he reaches Emberus, with a competing world quest, Get Orthrus, now offering every other floor-5 crawler a bounty to kill him first
  • SKILL Biplane Pilot: Piloting Louis's Gnomish Drop Bear biplane (First appears this chapter, self-taught mid-flight; ticks up at least one more notch later the same chapter without a restated number)
Chapter 31
  • LOCATION Location: Crash-lands in the land quadrant of an unnamed, unpopulated bubble beyond Bubble #543, a stairwell station glowing nearby
  • PHYSICAL Tattoos: Two faintly glowing sun tattoos appear on the backs of his hands after worshipping Emberus, unexplained as the chapter ends
  • OBJECTIVE Objective: Both floor-5 quests resolve: Get Orthrus fails outright, Dumber of the Flunkies completes; no new group objective yet as Carl works through a full page of unread notifications
Chapter 32
  • SPELL Ping: Sends an audible pulse outward that reveals the exact distance and position of every non-crawler, non-red-tagged mob it hits, including targets outside his own map range; the target itself hears the sound but can't tell where it came from (Cost 5 mana, 5-minute cooldown; from a black leather tome with a skull on the cover, out of his platinum quest box)
  • LOCATION Location: Pushes the stairwell sheet to the All-Seeing Spleen saferoom, tips Xander a gold coin, then returns to the personal space to wait out the extraction plan
  • OBJECTIVE Objective: Two new personal quests from Emberus: Find Out Who Killed My Son (identify Geyrun's killer; no time limit, but a smite if Carl ever tries to leave floor 18 with it still unsolved) and Kill Hellik (kill Emberus's twin brother before reaching floor 12 or receive a smite, reward a Celestial God Box if done)
  • STAT Constitution: Raised 25% for 30 hours as a boon from Emberus for reuniting him with Orthrus; the resulting total isn't given (Temporary boon, not a permanent stat gain; last confirmed permanent total was 37 back at book 3, chapter 15)
  • TAG Religion: Adherent of Emberus, God of Sun and Ash, ranked Acolyte; a shrine to Emberus appears in his personal space's saferoom the moment he accepts
  • PHYSICAL Tattoos: Examined up close for the first time: matching round, tribal-style sun tattoos on the backs of both hands, black with an orange glow, warm and faintly uncomfortable to the touch. Not quite identical: the rays on his right hand curl, the rays on his left are small triangles
Chapter 33
  • OBJECTIVE Objective: Phase four of the mass extraction begins the moment Katia walks into the Desperado Club to separate from the party
  • LOCATION Location: Rides the chariot back across the lacuna to Bubble #543's ruins, is welcomed outside Hump Town by a small cheering crowd, and ends the chapter inside the Desperado Club embracing Katia in a farewell hug
Chapter 34
  • LOCATION Location: Buries the winding box in the sand dune atop the bowl, then spends the day between there and Hump Town before ending the chapter walking into the stairwell down to floor 6 with Donut, Mongo, and Chris
  • TAG Bounty: Doubles to 1,000,000 gold (x2 modifier), from 500,000
  • TAG Injured: The Scree worm bites his hand and bursts back out through his own neck in a spray of blood; rendered Woozy and unconscious for about two minutes before Donut heals him with a scroll
  • TAG Defiance: Refuses Mordecai's demand to throw away the Ring of Divine Suffering, tossing it in the air and catching it instead while publicly daring any hunter watching to come find him on floor 6
  • TAG Leaderboard: First place for the first time, per this chapter's own top-ten list, up from second at chapter 17
Book 5
Chapter 1
  • LOCATION Location: The sixth-floor specialization booth in the staging area
  • TAG Bounty: 3,000,000 gold on arriving at the sixth floor
  • TAG Leaderboard: First place on arriving at the sixth floor
  • IDENTITY Class: An Agent Provocateur, a permanent Compensated Anarchist specialty focused on sabotage and bomb-making
  • LEVEL Level: 47
Chapter 2
  • TAG Paralyzed: Paralyzed for five minutes by a Night Weasel Scout's bite at the Medium Dryad Settlement entrance
  • LOCATION Location: The Medium Dryad Settlement personal space after Chris carries him inside
Chapter 3
  • TAG Mercenary Upgrade: Receives four mercenaries for floors 6 through 8 as collateral for temporarily giving up the gate
Chapter 4
  • LOCATION Location: The Medium Dryad Settlement, issuing the command to teleport with Donut and Bomo to Zockau's stairwell as the chapter ends
Chapter 5
  • LOCATION Location: The Selva outside Zockau, wounded and receiving help from arriving crawlers
  • STAT Ring Mark Killed: Chin'Dua, the only hunter Carl marked with the Ring of Divine Suffering
  • LEVEL Level: 54, up from 47 at the floor's start
Chapter 6
  • LOCATION Location: Miriam Dom's cart, approaching a town after escaping Zockau
  • STAT Dexterity: Up one from the Ring of Divine Suffering's first marked kill; the chapter states only the +1, never a new total
Chapter 7
  • LOCATION Location: The personal space at a Small Bugbear Settlement near Zockau
Chapter 8
  • SPELL Fear: 10; can affect a wide area and has a 2% chance to paralyze targets (Raised five levels by a potion from a Platinum Asshole's Box)
  • TAG Guild of Suffering: Marked by the Night Wyrm's tattoo after using an artifact of Divine Suffering
  • LOCATION Location: The personal space at a Small Bugbear Settlement, preparing bombs with Bomo
Chapter 9
  • LOCATION Location: Leaving the Small Bugbear Settlement personal space with Donut, heading south toward the river
Chapter 10
  • LOCATION Location: The Large Ursine Settlement's local saferoom after the hunters are released
Chapter 11
  • OBJECTIVE The Recital: Exterminate the dinosaur threat attacking Point Mongo, or find out what the dinosaurs want and give it to them
Chapter 13
  • LOCATION Location: Outside Point Mongo at the northern bridge, meeting Tsarina Signet and her allies
Chapter 14
  • STAT Dexterity: Up one more from killing Bravvo with the Ring of Divine Suffering; again only the +1 is stated, no total
  • STAT Ring Mark Killed: Bravvo, the second hunter Carl killed after marking with the Ring of Divine Suffering
  • LOCATION Location: Walking north through the jungle with Signet's group
  • OBJECTIVE Objective: Hear Signet's proposal while managing the hunters and Point Mongo's dinosaur threat
Chapter 15
  • OBJECTIVE The Vengeance of the Daughter: Assault Fort Freedom and assassinate the Naiad Confederacy's leaders with Signet's group
  • LOCATION Location: Tsarina Signet's jungle camp north of Point Mongo
Chapter 16
  • LOCATION Location: Point Mongo's bridge, returning to a saferoom before Odette's show
  • TAG Sponsor: The Apothecary becomes his third and final sponsor
Chapter 17
  • LOCATION Location: Odette's trailer, after a security checkpoint transfer
Chapter 20
  • LOCATION Location: Point Mongo's personal space after Odette's show
Chapter 23
  • LEVEL Level: 55, after killing Akland
  • STAT Constitution: Gains one point after killing Akland
Chapter 24
  • OBJECTIVE The Vengeance of the Daughter: Travel north to join Signet's assault on Fort Freedom
Chapter 25
  • LOCATION Location: On Fort Freedom's north shore with Signet's assault force
Chapter 28
  • SKILL Find Traps: Reached level 10 while searching Fort Freedom's slope
Chapter 29
  • LOCATION Location: Reached the door of Alucarda's Aloe Mana saferoom, hand on the handle, before Zev's forced transfer pulled him away
Chapter 30
  • LOCATION Location: A pressurized Valtay landing vessel in Earth's primary zone, held between CrawlCon appearances
Chapter 32
  • SKILL Powerful Strike: Reached level 10 in the tier-four training room
  • LOCATION Location: Studio Three on the Valtay landing vessel, waiting for the CrawlCon panel
Chapter 33
  • LOCATION Location: The Valtay landing vessel green room, preparing to return to Alucarda
Chapter 34
  • LOCATION Location: Teleporting from the Valtay landing vessel back toward Alucarda
  • OBJECTIVE Objective: Reach Donut at the guildhall and execute the prepared plan against the hunters
Chapter 35
  • LOCATION Location: Alucarda's guildhall saferoom after the hunters scattered
  • LEVEL Level: A level notification arrives mid-fight and Carl waves it away without reading it; the new number is not stated
Chapter 36
  • SKILL Swole: Future level-up Strength points count as two points instead of one
  • STAT Strength: Base Strength reaches 100
  • IDENTITY Enemy of the Church: A Diwata, a permanent tattoo that makes most of her adherents attack on sight and grants 50% damage against them
Chapter 39
  • LOCATION Location: Entering the guildhall at Prepotente Town Number Four before his final CrawlCon appearance
Chapter 40
  • LOCATION Location: The CrawlCon production facility, preparing for a signing with Dmitri and Maxim Popov
Chapter 45
  • LOCATION Location: Inside the Small Dryad Settlement's saferoom while traveling west toward Miriam and Prepotente
Chapter 53
  • STAT Intelligence: Gains three Intelligence from killing Iota
Chapter 61
  • LEVEL Level: Reaches level 59 during the hunter raids
  • TAG Hunted: Diwata marks him for death after entering the realm
Chapter 65
  • LOCATION Location: Queen Imogen's High Elf castle, arriving for the Butcher's Masquerade
Chapter 77
  • TAG Co-Warlord: The Princess Posse

Kills

Notable quotes

“Hey guys. Plan won’t work. New plan.”

Book 5, Chapter 66 (Carl, abandoning the ballroom attack plan after Imogen explains the peace seal.)

“Your majesty,”

Book 5, Chapter 64 (Carl, recognizing Queen Imogen when she enters his caravan wagon.)

“Abort! Abort! Run away from the temple! Louis and Firas! Get the hell out of there! It’s a god!”

Book 5, Chapter 61 (Carl, ordering the raid team away after Diwata marks him for death.)

“Okay, I’m going to count to three.”

Book 5, Chapter 55 (Carl, preparing to pierce one of Donut's nipples with Iota's magical ring.)

“Zev, if I die and Donut gets out of this, please watch over her.”

Book 5, Chapter 34 (Carl, asking Zev to look after Donut as the return teleport begins.)

“Uptown says I’m fucked. So how do I unfuck myself? What’s the best way to kill a mantis?”

Book 5, Chapter 33 (Carl, turning an already hostile CrawlCon panel into a request for tactics against the hunters waiting for him.)

“I’m glad you’re okay. Truly. I wouldn’t wish our fate on anybody. Not even you.”

Book 5, Chapter 19 (Carl, separating concern for Beatrice's safety from any wish to resume their old relationship.)

“Not anymore.”

Book 5, Chapter 13 (Carl, putting on the Ring of Divine Suffering after Signet calls him soft for wanting Bravvo healed.)

“I’m using you as bait. That’s how you’re going to die. As bait.”

Book 5, Chapter 5 (Carl, explaining Chin'Dua's role in his Zockau ambush.)

“I won’t.”

Book 5, Chapter 4 (Carl's lie when Katia tells him not to do anything stupid before leaving town.)

“I want a lawyer.”

Book 5, Chapter 1 (Carl's response when Orren tries to make him decide the Gate of the Feral Gods' fate.)

“This I swear on my life. One by one, I will break you. I will break you all.”

Book 4, Chapter 34 (Carl, tossing the Ring of Divine Suffering into the air and addressing every hunter watching before heading down the stairs to floor 6.)

“We’re going to fuck those guys up. We’re going to toss a god right into the camp of the Skull Empire.”

Book 4, Chapter 33 (Carl, telling Florin what he's planning for the ninth floor before Florin heads down the stairs.)

“They’re always terrible ideas.”

Book 4, Chapter 30 (Carl's reply to Katia's assessment of the plan to fly an underpowered biplane off the edge of the yard.)

“You will not break me. Fuck you all. I will break you.”

Book 4, Chapter 29 (Carl, unspoken, recognizing Orthrus as bait meant to manipulate him and refusing to disconnect the lightning tower.)

“Are you fucking kidding me? The computer’s life is protected?”

Book 4, Chapter 28 (Carl, reacting to Mordecai's explanation that a Macro AI counts as a protected lifeform under Syndicate law, sealed into its own system rather than shut down once a crawl ends.)

“Son of a bitch. He punched right through the top of the shark. We should’ve had him do it while it was still alive.”

Book 4, Chapter 27 (Carl, watching Vadim's escape pod rocket clean through Lusca's dead body, wishing they'd thought of the shortcut sooner.)

“Hello. My name is Carl. Can I call you Samantha? I’m going to call you Samantha. Your real name is a little too weird for me.”

Book 4, Chapter 24 (Carl, once he's worked the possessed doll head's jaw into a position where she can talk clearly.)

“Man, it was like a screeching, amplified baby combined with an outboard motor revving at a high rpm. I’m not even joking when I say it was one of the loudest, most terrifying things I’ve ever heard. Holy shit.”

Book 4, Chapter 23 (Carl, describing to an ER nurse the sound Donut made getting a bath years before the dungeon, in the flashback that comes back to him as she wakes up submerged.)

“I wish I had outside help because if I did and thought I could’ve gotten away with it, I would’ve done it without hesitation, but I wouldn’t have wasted the opportunity on some low-level bitch like Loita.”

Book 4, Chapter 19 (Carl, refusing to sign Orren's confession while all but admitting he wishes he'd planned Loita's death on purpose.)

“Nobody likes melodrama, Loita.”

Book 4, Chapter 18 (Carl, watching her die of the toy's explosion without a flicker of regret.)

“Wild goose chase? Really? How long have you been waiting to use that one?”

Book 4, Chapter 16 (Carl, calling out the system AI's own pun-titled achievement moments after killing Denise.)

“No. I wouldn’t be a good dad.”

Book 4, Chapter 15 (Carl, answering Katia's question about whether he ever wanted children, dialogue tag trimmed at the splice.)

“Hey Chris, go fuck yourself. We’re going to figure this out.”

Book 4, Chapter 14 (Carl, refusing the parasite-controlled Chris's plea to be killed, dialogue tag trimmed at the splice.)

“You’re not going to break me. Fuck you all. I will break you.”

Book 4, Chapter 13 (Carl's silent defiance after the system AI admits it deliberately escalated the gerbil swarm attack against him specifically.)

“Thanks, brain worm dudes.”

Book 4, Chapter 8 (Carl, addressing the ceiling after swallowing his latest Valtay Corporation neural enhancer pill.)

“So what you’re telling me is to be nice to Juice Box.”

Book 4, Chapter 5 (Carl, summing up Mordecai's warning about how dangerous the town's changeling prostitutes really are.)

“Fuck off. It’s so I can have something to read while we wait.”

Book 3, Epilogue (Carl, refusing Loita's demand that he put away the novel he smuggled onto the set.)

“Glurp, glurp, motherfucker,”

Book 3, Chapter 33 (Carl, right before collapsing in an exhausted heap once Grull is banished and the broadcast's music cuts out.)

“My invulnerability, I thought, as I was also pulled into the portal. I couldn’t feel his hand because my foot is numb. How fucking ironic.”

Book 3, Chapter 32 (Carl, realizing too late that the mantaur's dying grip caught his own ankle as it's sucked into the cart's portal to trainyard E, ending the chapter.)

“Fuck me. I think I’ve figured it out.”

Book 3, Chapter 30 (Carl, messaging Imani and Elle the instant the province boss, the ghoul generators, and Katia's mirrored map theory click together for him, without saying what he's actually figured out.)

“Whoops,”

Book 3, Chapter 28 (Carl, right after realizing the rescue cart's portal just swallowed the entire station mimic city boss and dumped it in trainyard E.)

“If any of you guys want to send me duct tape, it’ll make this sort of thing a lot easier. Rope sucks for this stuff, and pus is too expensive to waste. I’d be able to make bigger bombs. Just saying.”

Book 3, Chapter 27 (Carl, tying hobgoblin dynamite to the abandoned vermillion engine with rope, pitching his viewers on a better way.)

“You will not break me. Fuck you all.”

Book 3, Chapter 26 (Carl's own defiant thought, once it becomes clear what the dungeon wants the party to do to Growler Gary.)

“Katia, I am going to kiss you.”

Book 3, Chapter 24 (Carl, once Katia reveals she also managed to loot Hekla's legendary crossbow.)

“One day, this pain you’re feeling right now will matter.”

Book 3, Chapter 21 (Carl, kneeling beside Tizquick, a dwarf conductor who's just realized his own daughter was never real.)

“Motherfucker,”

Book 3, Chapter 20 (Carl, taking a second screenshot before leaving the deluxe rental trailer and finding the party's personal space full of roughly thirty unfamiliar women.)

“Hello, Frank. It’s been a while. You look like shit.”

Book 3, Chapter 19 (Carl, sitting down next to a hollowed-out Frank Q at the station 41 Desperado Club's bar.)

“Bautista. Do not get off at the Terminus Station. It’s a goddamned trap.”

Book 3, Chapter 17 (Carl, messaging Daniel Bautista 2 the moment Madison explains what Terminus Station is really for.)

“Goddamnit, Donut. Don’t cast it unless I tell you to. You’ll get frozen in place for five minutes.”

Book 3, Chapter 16 (Carl, telling Donut not to cast her newly readable Minion Army spell without his say-so.)

“Holy shit. That was it? All we needed to do was equip the stupid fucking train conductor hat?”

Book 3, Chapter 15 (Carl, in his own head, realizing the junk souvenir hat he'd carried and dismissed since floor 4 began was one of three items granting passage through the Abyss's portals.)

“Oh hell yeah,”

Book 3, Chapter 13 (Carl, after his new Valtay neural upgrade lets him see straight through the safe room's exit doorway for the first time.)

“What was that, bitch? I didn’t quite get that last part.”

Book 3, Chapter 12 (Carl, right after Donut's Hole spell severs the war mage Dismember's head mid-boast.)

“That was ominous.”

Book 3, Chapter 11 (Carl, right after the achievement notification for successfully derailing a train warns of a possible domino effect across the rest of the floor.)

“Hopefully I didn’t end up killing the engineer. Or myself.”

Book 3, Chapter 10 (Carl, in his own head, right after setting the second of his two untested Jelly Bomb landmines on the ochre line track.)

“There is no wife. And there was no prize. The ants were your prize, Donut.”

Book 3, Chapter 6 (Carl, correcting Katia and Donut's misunderstanding about Vernon's backstory the morning after his death.)

“For fuck’s sake. They weren’t kidding when they named this thing ‘the Iron Tangle.’ My head hurts already. I hate math.”

Book 3, Chapter 4 (Carl, after relaying the Nightmare Express's tangled route information to Mordecai.)

“If I learned anything from my time in the coast guard, it’s the value of entertainment to a bored man who has run out of books to read. In a couple of days, he’ll be jonesin’ pretty hard.”

Book 3, Chapter 4 (Carl, explaining to Donut why he traded five already-read books to Limp Richard for five new ones instead of holding out for a better deal.)

“Andre Norton was a woman.”

Book 3, Chapter 4 (Carl, correcting Limp Richard's assumption about the author of the cat novel he's been reading.)

“Fuck off, Mordecai.”

Book 3, Chapter 3 (Carl, snapping at Mordecai's reminder to apply buffs first, storming toward the Training Room right after reading Brandon An's death message.)

“Go fuck yourselves, creepy babies.”

Book 3, Chapter 2 (Carl, flipping off the Drek staring at him through the departing train's windows.)

“Fuck.”

Book 2, Epilogue (Carl, alone in the green room, the epilogue's closing line, once Odette fades away and leaves him to face what's coming on floor 4.)

“Not a lich, Mordecai. Not a fucking lich!”

Book 2, Chapter 23 (Carl, over party chat, the chapter's closing line, the instant he and Donut finally lay eyes on whatever's cornered in Remex's chambers.)

“We’d stepped into a serial killer’s wet dream.”

Book 2, Chapter 22 (Carl, describing the room full of hanging krasue corpses on the other side of the door in Featherfall's quarters.)

“With a little bit of chaos thrown in.”

Book 2, Chapter 19 (Carl, answering Hekla's question about whether it's always like this with him and Donut, in their first real conversation.)

“Besides. What are they gonna do? Throw me in the dungeon?”

Book 2, Chapter 19 (Carl, capping his on-air call for the Skull Empire's own people to rise up, minutes before an assassination attempt answers the question.)

“You really think I’d care about that? Nice try.”

Book 2, Chapter 17 (Carl, playing it off with a shrug after Donut's fan box gift turns out to be a framed photo of his ex, Beatrice, with her ex-boyfriend.)

“Who the hell was that?”

Book 2, Chapter 16 (Carl, the chapter's closing line, after he and Donut kill the unnamed elf who ambushed them in the alley without either of them learning who he was.)

“You motherfucker. Well played, asshole.”

Book 2, Chapter 13 (Carl, reading the new Freeballing benefit his upgraded Enchanted BigBoi Boxers just gave him, right after complaining he wanted to buy pants tomorrow; comma-before-attribution spliced to a period at the dialogue tag.)

“You did it, Mongo. You saved Donut.”

Book 2, Chapter 12 (Carl, petting Mongo once the potion Mordecai walked him through brewing finally cures the dinosaur, comma-before-attribution spliced to a period at the dialogue tag.)

“Fuck no. I’m making this shit up as I go along.”

Book 2, Chapter 11 (Carl, answering Zev's question about whether he knows what he's doing, right after striking his live deal with Vengeance of the Daughter's producers.)

“I just wanted to tear it all down.”

Book 2, Chapter 10 (Carl, blindsided by a childhood memory of his mother the instant he steps into Grimaldi's big top.)

“Jesus Christ, lady. You do this shit every night?”

Book 2, Chapter 9 (Carl, ducking mortar fire and diving for cover as Signet's nightly assault on the circus gets underway; comma-before-attribution spliced to a period at the dialogue tag.)

“He’s not your child, Donut. He’s a pet. We don’t put our lives in danger for our pets.”

Book 2, Chapter 5 (Carl, snapping at Donut right after she solos a rooftop ambush lemur to set an example for Mongo; regrets it instantly.)

“That’s really fucked up. Do they know what they are?”

Book 2, Chapter 3 (Carl, after Mordecai reveals floor 3's NPCs are living, biologically engineered creatures owned by the Borant Corporation.)

“Holy shit. That seems like a winner. This one has a ton of stuff attached to it. Though ‘Compensated Anarchist’ is kind of an oxymoron. I guess that’s the point.”

Book 2, Chapter 2 (Carl, reading the Compensated Anarchist class description for the first time.)

“So help me god, I will abandon you right here and right now if you choose to take up the kazoo.”

Book 2, Chapter 1 (Carl, reacting to Donut's excitement over the NecroBard class's entertainment-skill instrument options.)

“You will not break me. Fuck you all. You will not break me.”

Book 1, Chapter 47 (Carl's own private mantra, repeated twice in his head while he watches Donut and Mongo play in the stairwell chamber with Book 1's end in sight.)

“Goddamnit, Donut. I knew we should’ve gone with the grub.”

Book 1, Chapter 46 (Carl, after learning what kind of pet Donut talked him into freeing, comma-before-attribution spliced to a period at the dialogue tag.)

“Sorry, Ralph.”

Book 1, Chapter 45 (Carl, the chapter's closing line, right before he finishes off the stunned boss with his bare foot.)

“Hey buddy, you doing okay?”

Book 1, Chapter 45 (Carl, yelling over the boss room's music to the first injured, caged Danger Dingo, testing Mordecai's boss-room advice instead of taking the easy kill.)

“Are you asking me if I fucked the orc?”

Book 1, Chapter 44 (Carl, cutting through Zev's nervous circling about whether a viral video of him and the Maestro is real.)

“I look forward to kicking your ass all over again on the ninth floor. That is, if you’re not too much of a puss to face me.”

Book 1, Chapter 43 (Carl, standing up to leave as the show wraps, promising the Maestro a rematch on his own family's floor.)

“Glurp on that, motherfucker.”

Book 1, Chapter 42 (Carl, closing out the Death Watch segment after the Maestro's planned cruelty falls apart.)

“It’s the bombs’ mother. Get it? And we can name the bombs its babies.”

Book 1, Chapter 40 (Carl, explaining the pun behind naming his bomb launcher the MOAB, or Mother of All Bombs, to a distinctly unimpressed audience.)

“Yeah because piss is worse than blood and guts and whatever that is that comes out of the grubs.”

Book 1, Chapter 39 (Carl, reacting to the broadcast's flimsy justification for the new Rage Elemental bathroom penalty.)

“If we get to the point where we don’t help each other anymore, that’s when we stop being human.”

Book 1, Chapter 37 (Carl, smiling, after Brandon thanks him for helping the group at his own detriment.)

“Do not ask us to give more than what we have. We are not going to fight or survive on your schedule.”

Book 1, Chapter 36 (Carl, near the end of an unfiltered tirade at Zev after she casually credits their last floor-closing boss fight for how well it played on camera.)

“Really? Fucking really?”

Book 1, Chapter 35 (Carl, muttering up at the ceiling the instant he opens his boss box and sees what's inside.)

“Stick it in your hotlist and drink.”

Book 1, Chapter 34 (Carl, shoving the immunity smoothie at Donut mid-fight, dialogue tag trimmed at the splice.)

“What the hell? This isn’t a boss chamber!”

Book 1, Chapter 33 (Carl, backing against the wall as the boss chamber's door blasts open and tentacles reach into the room, dialogue tag trimmed at the splice.)

“I don’t suppose you have any extra torches?”

Book 1, Chapter 32 (Carl, grinning, right after Donut asks what they're actually going to do with the 25 jugs of moonshine.)

“Donut. You need to stop obsessing over this. It’s dangerous. It’s going to get us killed.”

Book 1, Chapter 31 (Carl, warning Donut off her excitement over her first followers and views, dialogue tag trimmed at the splice.)

“Goddamnit, Donut. You’re a cat. You need to work on your stealth.”

Book 1, Chapter 30 (Carl, after her jingling collar charm and crupper give away their position to a pair of approaching mobs, dialogue tag trimmed at the splice.)

“Goddamnit, Donut.”

Book 1, Chapter 28 (Carl, on air, finally saying the line Odette's highlight reel proves is his catchphrase; he mutters it again, unprompted, at the very end of the chapter.)

“I knew there was a good kitty in there somewhere.”

Book 1, Chapter 27 (Carl, teasing Donut right after she talks him into helping the stranded elderly encampment down to floor 2.)

“If we can lift it, then we take it. It only takes a second.”

Book 1, Chapter 25 (Carl, explaining his looting philosophy to Donut while emptying a gym office into his inventory, comma-before-attribution trimmed to a period at the splice.)

“Goddamnit, Donut. Don’t you do this to me.”

Book 1, Chapter 24 (Carl, kneeling over Donut right after the Juicer throws her into a wall, terrified she's dying.)

“It’s better to face the enemy you know than the one you don’t.”

Book 1, Chapter 23 (Carl, telling Donut why the group needs to train against a familiar threat before attempting the borough boss.)

“If I’m gonna die, I might as well do it in the pursuit of a worthy cause.”

Book 1, Chapter 22 (Carl, watching an elderly encampment's residents and deciding to help their four stranded able-bodied crawlers rather than walk away.)

“I’m pretty sure it’s not a trap. Let’s go find them.”

Book 1, Chapter 21 (Carl, deciding to follow a trail of graffiti signs and dead Chilly Goats toward whoever left them, dialogue tag trimmed at the splice.)

“He was lying. He was lying right from the start.”

Book 1, Chapter 20 (Carl, explaining to Donut how he knew Frank Q's whole story was fake, dialogue tag trimmed at the splice.)

“You’re not going to break me. You might hurt me, or kill me, but you’re not going to break me.”

Book 1, Chapter 19 (Carl, silently defying the dungeon after working through his guilt over the goblin babies killed in the blast, dialogue tag trimmed at the splice.)

“It made me feel like an asshole. I didn’t like feeling like an asshole.”

Book 1, Chapter 18 (Carl, working through how he feels about the goblin babies killed in the blast meant for the chieftain.)

“Will they be mad? Probably. But Rory doesn’t seem to like this boss guy too much, so who knows? I hope we never find out.”

Book 1, Chapter 17 (Carl, answering Donut's worry about crossing Rory and Lorelai, dialogue tag trimmed at the splice.)

“What the actual fuck?”

Book 1, Chapter 15 (Carl's reaction to watching Donut talk a hostile goblin into obeying her on the spot.)

“I’ve seen your pedigree. You’re a few generations shy of nothing. Also, your grandfather was also your uncle.”

Book 1, Chapter 13 (Carl, deflating Donut's claim that her wild instincts trace back to a lineage of ferocious tigers.)

“That’s not how this works, Donut, and you know it. And besides, I am not your agent.”

Book 1, Chapter 12 (Carl, shutting down Donut's demand that he get her booked on the dungeon's boss-fight interview show.)

“I’m sorry.”

Book 1, Chapter 11 (What Carl says to the Hoarder as he lands the killing blow, right after she begs in Spanish to be sent to Jesus instead of hell.)

“You are a fucking asshole.”

Book 1, Chapter 10 (Carl, immediately after the item description for the Goblin Dynamite fakes him out with a shouted BOOM.)

“Donut! Come on you little shit!”

Book 1, Chapter 1 (Carl, arms out in the freezing cold, trying to coax Donut down from the tree moments before the transformation.)

“The transformation occurred at approximately 2:23 AM, Pacific Standard Time.”

Book 1, Chapter 1 (The opening line of the series, Carl narrating the moment everything ended.)