THE CRAWLER'S COMPANIONpatch notes for the apocalypse

Locations

Abyss StationTransfer StationInterior Gangways CollapsingStranded Crowdsince Book 3, Ch. 15 · recordsThe Nightmare Express's fifth and final stop, already flagged as not an ordinary transfer station. A bare platform with no bench or sign beyond its own nameplate, holding a single steep industrial staircase that climbs, over the better part of an hour, up through a hatch into a separate zone the game itself labels the Abyss: a circular iron catwalk ringing the inside of a mile-wide, thousands-of-feet-deep burning pit, its walls lined with hundreds of glowing one-way portals. Carl is the first of the party to reach either level.The Production TrailerProduction SetSecondary Zonesince Book 1, Ch. 27 · recordsLexis's own name for the waiting room: a production trailer on the surface of the planet, with its own unstated rules like a safe room's. Menus and inventory access are confirmed disabled inside. She never actually addresses whether it's also a boat, and Carl's own look out a bathroom porthole afterward still shows open, moonlit water, so whether it's a boat, a trailer, or both stays genuinely unresolved.The After Hours Setsince Book 1, Ch. 28 · recordsThe soundstage where Dungeon Crawler After Hours with Odette actually films: a black stage with a spinning nebula backdrop, no visible cameras or light sources, and a shadowy, stadium-style audience of holographic aliens. Reached from the waiting room through an iris-shaped door.The AkulaWater Quadrant CastleDepthDestroyedsince Book 4, Ch. 9 · recordsThe great submarine of the long-dead treasure hunter Shamus Chaindrive, docked against an underwater entrance to the Necropolis of Anser for nearly two decades before his death. Ruckus's boss card names it as the vessel it lost contact with and now serves; the ship itself doubles as the Water Quadrant's own castle, its Bridge the throne room a crawler must take to liberate the quadrant.The All-Seeing SpleenSaferoomsince Book 4, Ch. 32 · recordsA standard-looking pub saferoom on floor 5, reached through a round trap door in the rocky ground near the stairwell Quan Ch fled down. Run by a lone cyclops proprietor, Xander, whose stock was wiped out by the same disaster that just tore through the bubble.Alucardasince Book 5, Ch. 29 · recordsA small dryad settlement south of Fort Freedom.Apito Education CenterDungeonsince Book 2, Ch. 20 · recordsThe 201st Security Group's public-facing front, a hand-painted sign reading 'Apito Education Center' over what Carl's minimap labels a Corrupt Temple. Two blocks from the Magistrate's quarters on a poor, residential street sharing a wall with a dwarven family's home, its Wand Bearers hand out acorn-tipped sticks and preach 'the good news about Apito the Oak Mother' to passersby. Burned to the ground, along with the house next door, when Carl detonates a Jug O' Boom at its entrance.Arby'sSafe Roomsince Book 3, Ch. 7 · recordsThe safe room at station #131, run by an unnamed, glaring Bopca Protector behind the counter. Carl and Katia pick up food to go; Katia's first-ever taste of curly fries doesn't impress her.Banshee StationStationsince Book 3, Ch. 5 · recordsThe Yellow Line stop where Cornets board, per conductor Vernon's warning. The empty platform the party reaches after fleeing the Employee Break Room fire, watching three boarded Cornets burn as the train pulls away.Big Shot Chicken Safe RoomSafe Roomsince Book 1, Ch. 38 · recordsA dusty, run-down chicken restaurant on floor 2, near the border of the kobold quadrant, that Carl and Donut and Brandon's whole group flee into ahead of a Rage Elemental. Staffed by an unnamed Bopca Protector.The Butcher's MasqueradeInvitationsince Book 5, Ch. 8 · recordsThe site of a sixth-floor party and prize counter for the top 50 crawlers and their guests.City HallOff-LimitsGuardedDestroyedBasement Sealedsince Book 4, Ch. 1 · recordsHump Town's largest building, rising above the fabric awnings at the center of town, off-limits to crawlers per the gatekeeper Clay. Target of the "Stay out of city hall" quest.Club VanquisherUnenteredStill Closedsince Book 2, Ch. 15 · recordsThe Over City's other major club, the counterpart to the Desperado Club and, per Mordecai, permanently mutually exclusive with it: once a crawler has access to one, they're generally barred from the other. Described as more of a country club, old clerics smoking pipes in leather chairs. Not entered; mentioned only in passing.Crypt of AnserObjectivesince Book 4, Ch. 7 · recordsThe Necropolis of Anser subterranean quadrant's own castle equivalent, at the bottom of its maze, where the stairwell down is per Morris Sp. Not yet reached by his crawler team, who are still working through trap-filled tunnels at the top.Cuttlefish PointDamagedsince Book 4, Ch. 20 · recordsA Hump Town pub run by an NPC Firas M calls "the pazuzu guy." Nearly destroyed the night the flying house's stairwell-and-balloon rig popped unexpectedly out of Katia Grim's inventory overhead; the whole party had to scramble aboard and flee, and Louis Santiago 2 peeing on the furious owner from above got them banned from town.The Desperado ClubMembers OnlyCasinoEscort RequiredNo PetsShared InstancePrivate SecurityRequirementAccess MechanicEntrance FloodedEntrance Collapsedsince Book 2, Ch. 12 · recordsPhysically seen for the first time: a tower rising over the skyfowl settlement, topped by a familiar rotating knife symbol. Long known only as the thing Carl and Donut's matching Desperado Pass brands grant access to; still not entered.The Dismemberment LimitedRail Linesince Book 3, Ch. 12 · recordsA named fast loop train on floor 4's Iron Tangle, boarded from a monorail-style platform smaller than an ordinary colored-line stop: a maglev system running on a wide, flat track with two metal beams rather than the colored lines' own rails, arriving every 48 minutes on a short loop. Only one car is open to riders, run by a single engineer with no separate driver's room; every other car stays sealed unless a crawler boards, at which point Fleshers hunting the engineer are let loose from the rear. Six previous crawler groups are said to have died riding it.EegeesSafe Roomsince Book 5, Ch. 12 · recordsA sandwich-shop saferoom in Point Mongo run by the Bopca Marta.Employee Break RoomCarsince Book 3, Ch. 5 · recordsThe Yellow Line's 5th train car, marked Do Not Enter, Tangle Employees Only, entered for the first time this chapter. A wide open space with benches and tables against one wall and a large bar against the other, plus a separate walled-off section taking up roughly a third of the car labeled Conductor's Quarters. Conductor Vernon's usual post, and where he dies once a booby-trapped Reward Room suitcase sets the car on fire.Escape VelocitySteam-Type Trainsince Book 3, Ch. 17 · recordsA named train Widget claims runs straight to a cluster of stairwell stations, unlike the ordinary colored lines: board the Tangerine line at station 83, ride it up to station 89, then transfer onto Escape Velocity there. Carl and the others never board it this chapter.EverestPersonal Spacesince Book 3, Ch. 19 · recordsA Greek café safe room at station 41, claimed as the party's personal space for their delayed free hour. Carl trains and naps here before heading out to the station's Desperado Club.The EvisceratorRail Linesince Book 3, Ch. 15 · recordsA named fast train with a stop at station 271 on the Iron Tangle, per Elle. Never boarded on the page; she and Imani flag it only as a fallback in case the Cobalt line is also out of service by the time they hike that far.Floor 1Dungeon FloorGoblin TerritoryTroglodyte Territorysince Book 1, Ch. 2 · recordsThe first level of the World Dungeon: a humid, torch-lit labyrinth of road-sized tunnels.Safe RoomSafe Roomsince Book 1, Ch. 9 · recordsFloor 1's safe room: a complete, intact fast food restaurant lifted from overseas and rebuilt underground, playground and all.Floor 2Dungeon FloorCollapsedsince Book 1, Ch. 27 · recordsProperly explored for the first time: white cinderblock quadrants with an orange tint to the wall lichen, laid out on the same one-big-grid pattern as floor 1 but immune to Carl's fists so far, the blocks cracking under a punch without breaking further.Safe RoomSafe Roomsince Book 1, Ch. 30 · recordsFloor 2's first known safe room: a cavernous chamber built like a storm shelter, bigger than any safe room Carl's seen so far, with French restroom signage, wall-mounted screens, about fifty dusty cots, no food or vending machines, and no Bopca Protector on hand.Floor 3Dungeon FloorDay/Night CycleRandom EntryThe Over Citysince Book 2, Ch. 1 · recordsThe third level of the World Dungeon. Carl and Donut teleport straight from the green room into its entrance hallway, then into Mordecai's relocated guildhall. Per Mordecai, marks the end of the 'training levels' and the true start of the games.Floor 4Dungeon FloorThe Iron TangleStairwell RuleHunting SeasonNo Early DescentTrain MaintenanceSponsor BiddingTransfer Station PatternSelf-Destruct Sequencesince Book 2, Ch. 25 · recordsOfficially named in its own welcome broadcast: a subway and rail-themed floor, its map a huge tangle of tunnels and lines. The party arrives already mid-ride on a Red Line train, with a ten-day collapse timer and only 9,375 stairwells for a floor this size, by Carl's own count.Floor 5Air QuadrantDungeon FloorBubble StructureBubble PopulationMarketplace InterfaceWater Quadrant LiberatedAir Quadrant Battered, Not ClearedAir Quadrant LiberatedWater Quadrant SaferUnidentified PredatorLand Quadrant LiberatedBubble PoppedSubterranean Quadrant Liberatedsince Book 3, Ch. 35 · recordsOfficially named in its own welcome broadcast: 1,172 self-contained "bubbles," each holding a randomly-assigned batch of roughly 150 crawlers split across four quadrants (Land, Sea, Air, Subterranean), each quadrant with its own castle to storm, over 4,000 castles floor-wide. A bubble's stairwell only opens once all four of its castles fall. Carl's party lands in Bubble #543's Air Quadrant, a sand-blasted desert dome built atop a vast tomb, the Necropolis of Anser, with a 15-day collapse timer.Floor 6HuntersMechanic: Guild SystemMechanic: Specializationsince Book 4, Ch. 33 · recordsPreviewed ahead of arrival in the AI's own service notice, with so many crawlers descending early: an optional specialization and upgrade process on arrival for classes that allow it, a newly active guild system for organizing parties and sharing personal-space upgrades, and a fresh wave of third-party tourist hunters set loose on crawlers and their gear.Fort FreedomQuest Targetsince Book 5, Ch. 15 · recordsThe former Naiad river palace, now occupied by the Naiad Confederacy's leaders.Grimaldi's Traveling CircusRuinsAttack Canceledsince Book 2, Ch. 4 · recordsA ruined circus on floor 3, once one of the Over City's favorite attractions before a toxic cloud devastated the floor centuries ago. Its feral, transformed performers, including the Former Circus Lemurs and Terror the Clown, still stalk its ruins. Subject of Carl's first on-page quest, The Show Must Go On, triggered just by wandering close to it.Hobgobs and Boom SticksExplosives Shopsince Book 2, Ch. 16 · recordsPustule's explosives booth at the back of the Silk Road market, sitting alone with five or six empty spaces around it. Sells goblin and hobgoblin dynamite, smoke bombs, claymore-style pancake mines, and round bombs called Hob-lobbers. A double-sized booth selling trap supplies is supposed to go up next door, but not until the fourth floor.The Homeward BoundSteam-Type Trainsince Book 3, Ch. 17 · recordsThe Iron Tangle's employee-only train, named twice at Station E: locked down tight during the ghoul outbreak, per Widget, and per Madison, the train dwarves and other workers board only to be sent right back to work rather than actually home.Hump TownTollSettlementBombedDune ScythesGerbil SwarmBuried in SandRefugee Endpointsince Book 4, Ch. 1 · recordsA walled Dromedarian brothel town in floor 5's Air Quadrant, built against the outer wall of the bowl-shaped ground atop the Necropolis of Anser. Laid out in nested semi-circles like a rainbow: residences on the outer ring, shops and training guilds on the second, City Hall at the center. Streets run under enormous fabric awnings that furl down for daily sandstorms and unfurl again after, sheltering the town from both the wind and, per Skarn, the Dirigible Gnomes' bombs. Entry costs a toll in gold, drugs, or company.The Hunting GroundsUnenteredsince Book 2, Ch. 15 · recordsA much bigger sister location to the Desperado Club, reached down a stairwell inside the club itself, currently dark on the sign board. Only opens once a crawler reaches the sixth floor, and once open, is the only way back up to this floor's own club. Mordecai says something else significant happens once crawlers get there, without saying what.J.CO Donuts and CoffeeSafe Roomsince Book 3, Ch. 13 · recordsAn all-glass storefront safe room at Mauve Line station 281, floor 4's Iron Tangle, two stops short of the transfer station for the Nightmare Express. Run by a younger-than-usual Bopca named Nodd; Carl spends one of his free table coupons and both of his table-upgrade coupons at its crafting table menu here.King's PointLocationsince Book 4, Ch. 24 · recordsOne of the nine petal-shaped faction territories surrounding Larracos on floor 9, per Mordecai's own map corrections. Comes with a pre-built, fortified castle on narrower, steeper ground, which most previous Faction Wars winners choose to save themselves the time and resources of building their own.Kobold Fighting PitsReward Roomsince Book 1, Ch. 46 · recordsThe kobold quadrant's boss facility on floor 2, named outright by its own Master Pen Key as holding cages for 'both the fighters and the bait animals.' Explored fully for the first time after Ralph's boss fight: a main room littered with the slagged remains of the kobold horde, opening into a small, round arena with a blood-stained dirt floor, a wall-high pile of bones, rows of wooden chairs, and a back wall lined with ten more cages, this time holding docile reward-room animals rather than fighters. Trips two discovery achievements at once: a general reward room and a dedicated pet reward room the achievement text nicknames Menagerie.Safe RoomSafe Roomsince Book 1, Ch. 41 · recordsA safe room deep in floor 2's kobold quadrant, along the back side of the area. A former industrial kitchen with the appliances stripped out except a still-working, empty walk-in freezer, plus a drinking fountain, chairs, cots, and bathrooms. Unmanned, no Bopca Protector on duty.Point MongoTown Rulessince Book 5, Ch. 10 · recordsThe former Large Ursine Settlement after Donut renamed it and received control of its rules and guards.LarracosUnenteredPleasure DistrictsFateFloodedsince Book 3, Ch. 9 · recordsNamed but not visited: the capital city of floor 4's disputed lands, reached by a guarded staircase down from the Desperado Club's station-131 casino, opposite the one leading to the Hunting Grounds. Per the crocodilian guard Igor, it's the prize the floor's warring factions actually fight over, though their armies stay barred from real conquest until crawlers reach the ninth floor; until then commanders train their units and everyone else parties, with the gambling down there run on credits instead of gold.Larracos College of Magecraftsince Book 4, Ch. 21 · recordsGhazi's own institution back in Larracos, floor 9's capital city; he told his colleagues there he sought the Gate of the Feral Gods to study stable long-distance teleportation, a cover story for his real plan to bargain with a banished god. A governing council of scholars strips his name from its own Tome of Scholars once his summoning goes wrong.Lucky's General GoodsDungeonsince Book 2, Ch. 14 · recordsThe first general store Carl and Donut shop at in the skyfowl settlement, mostly-empty shelves behind a tinkling bell. Run by a skyfowl named Edge Dancer, who Mordecai uses as his example of how general stores work: no system-written descriptions, just whatever the shopkeeper labels things, exaggeration allowed but outright lies against the rules.Necropolis of AnserSubterranean QuadrantFloodingWeakening WallsCasualtiesPartially DrainedStairwell BuriedGuardian DestroyedBowl CollapsingAnser's Tomb Foundsince Book 4, Ch. 1 · recordsA vast underground tomb on floor 5, sealed off as its own subterranean quadrant behind a forcefield the party can't yet pass. Hump Town and its rival Dromedarian and Bactrian settlements sit on the bowl-shaped ground directly above it. Carved brick hallways and a relief of a screaming, flaming pterodactyl are visible just past the forcefield; trap-rigged, per a banger sphere Carl rolls in to test it.The Nightmare ExpressRail LineSteam-Type Trainsince Book 3, Ch. 4 · recordsA named train line on floor 4's Iron Tangle, reachable by its own stairwell from station #83, distinct from the ordinary colored lines: wider tracks, no electrified third rail, and a platform twice the length of the Red Line's. Runs a five-stop figure-eight loop about once every ninety minutes, looping a rider back to their start. Carl examines its own sign at station #83 rather than board it, unwilling to commit without more information.Nirula'sSafe Roomsince Book 3, Ch. 2 · recordsThe safe room at transfer station #83 on floor 4: a red and white fast food restaurant, the same style saferooms wore back on floors 1 and 2, before floor 3's saferooms broke from it. Wendita, a Bopca Protector, runs the counter. Rental rooms go for 180 gold, and it's the first place Carl, Donut, and Katia Grim buy a personal space of their own.The One-Eyed NarwhalDungeonsince Book 2, Ch. 14 · recordsA run-down pub Carl deliberately picks off the skyfowl settlement's main roads, wanting to avoid crowds after a day of being pointed and gasped at. No eagles here, mostly orcs, ogres, and humans; the sign out front shows a fat, bald man unzipping his pants. Run by Fitz, a human, with four rentable rooms at 20 gold each, pricier than the party's last lodging.PandinusSettlementDamagedsince Book 4, Ch. 23 · recordsA pazuzu town roughly a quarter turn around the Land Quadrant from Hump Town, the nearest settlement willing to take the party in after they're banned from Cuttlefish Point. The occupants, half human and half scorpion, dress in ridiculous post-apocalyptic gear: leather, tassels, goggles, chains, and dreadlocks.Penis ParadeLootsince Book 4, Ch. 7 · recordsA strip club at the Desperado Club, popular with Donut, Katia Grim, and the party's bodyguard the Sledge alike. Hands out hats to patrons who tip a gold coin.Prepotente Number Sevensince Book 5, Ch. 46 · recordsA dryad settlement where Carl collects the completed Charm Animal potion.Prepotente Town Number Foursince Book 5, Ch. 39 · recordsAn ursine settlement surrounded by a living Jericho Bush wall, entered after Big Tina has killed many of its inhabitants.Safe RoomSafe Roomsince Book 1, Ch. 19 · recordsFloor 1's second known safe room, found deep in the neighborhood of the rot stickers. Laid out like a dingy bus station or DMV rather than the first safe room's fast food restaurant, with curtained cots instead of rentable rooms and no attendant on duty.Conjoined Personal Space of Team The Royal Court of Princess DonutLevelsince Book 3, Ch. 2 · recordsThe party's first personal space, bought at Nirula's on floor 4 by conjoining three separate level-three spaces (one each for Carl, Donut, and Katia Grim) into a single level-five space. Every saferoom the party has stayed in held a locked, inaccessible doorway reserved for exactly this; it finally opens once the purchase completes, appearing on the map as its own small room with an editable name.Sandcastle of the Mad Dune MageDefendersCastleTwo Ways InInteriorDestroyedsince Book 4, Ch. 2 · recordsDestroyed: its basement boss chamber collapses on Carl and Donut the instant Mrs. Ghazi is defeated, and Gwendolyn Duet's team partially opens the necropolis drainage valve to save them, washing the entire structure away like a real sandcastle under a hose. Carl and Donut are swept through the wreckage into the Water Quadrant's own ocean; the Land Quadrant is liberated in the same moment.Senegal Production Systems' Deluxe Rental TrailerSafe Roomsince Book 3, Ch. 20 · recordsA security trailer Zev books Carl and Donut into for their Planet Beautiful taping, its location undisclosed even to the show's own producers. A submarine rather than a boat: a lavish, velvet-covered room with a floor-to-ceiling picture window looking out on the ocean floor, a bathroom, a walled-off refrigerator, expensive chairs, and a lit makeup table, meant for off-planet celebrities rather than crawlers. Hosted by the robot Mexx-6000.Senegal Production Systems Rental TrailerProduction Setsince Book 1, Ch. 41 · recordsA small, windowless, doorless room Carl and Donut are teleported to for their Death Watch Extreme Dungeon Mayhem interview: about the size of a large walk-in closet, plastic ceiling, two cramped chairs, and a table that grinds up out of the wall. Smells of salt water and runs about twenty degrees cooler than the dungeon. Carl calls it another boat, smaller than the last one, though its own host AI calls it a trailer.The Silk RoadMarketplacesince Book 2, Ch. 15 · recordsA long, mostly-empty room set up like a farmer's market: a single row of stalls with room for five or six more, run by an eclectic mix of races. Mordecai says the room is mirrored on the floor below and that both will eventually fill up with merchants; not many are out yet. Home to Hobgobs and Boom Sticks, plus booths selling black, bubbling potions and 200,000-gold magical items called Spider Shields.Sirin StationStationsince Book 3, Ch. 1 · recordsThe first stop on the Iron Tangle's Red Line after Carl, Donut, and Katia Grim board. A packed platform of Drek monsters surges at the train the moment it comes into view, forcing the party to barricade themselves in an occupied rail car rather than get off.Skyfowl SettlementDungeonCrawler SightingDanger at NightUnder New Managementsince Book 2, Ch. 3 · recordsA destination named on a holographic road sign just outside floor 3's starting village: 'Medium Sized Skyfowl Settlement,' 34 kilometers north. Not yet visited.Small Dryad Settlementsince Book 5, Ch. 45 · recordsAn uncaptured dryad town near Prepotente Town Number Four that Carl's group enters while traveling toward Miriam Dom; the system uses the same generic name for other dryad settlements, including the one raided in the chapter 21 recap, which is a different place.Spit and SwallowBrothel Barsince Book 4, Ch. 3 · recordsA dark, incense-smelling brothel bar in Hump Town, sign showing a bird skewered on a stick. Home base for two drunk crawlers, Firas M and Louis Santiago 2, when Carl's party comes recruiting.Station 101Rail Stopsince Book 3, Ch. 21 · recordsReached after a roughly ninety-minute run up the Vermillion line. As the rescue train grinds to a stop, a mass of trapped crawlers surges toward it across the platform, with what Carl reads as about 500 red-dot mobs still pushing the crowd of blue-dot crawlers back on his map. The chapter ends before the rescue itself plays out.Station #131Transfer Stationsince Book 3, Ch. 7 · recordsA larger transfer station than #83, with an upper lobby holding Ford's Fighting Supplies, a pair of training guilds (longbow, and one marked 'Druids only'), an elf clothier, an Arby's saferoom, and a small, dive-bar-sized Desperado Club with a neon sign. Where the party opens two fan boxes and Mordecai gets pulled out of the personal space for a system-imposed time out.Station 24StationKrakaren Nestsince Book 3, Ch. 18 · recordsA large, well-lit warehouse-sized room reached through a hidden rock-outcropping trapdoor on the tunnel beyond Station E's gate: five stairwells ringed by spotlights in the center, and ten platform exits circling the walls, each signed for a colored line except one marked Escape Velocity III. The stairwells stay sealed until six hours remain on the floor's own timer.Station 36StationBesiegedDefensiblesince Book 3, Ch. 18 · recordsOne of the numbered stops past Station E's gate. A quick check finds it laid out identically to station 24: five stairwells at the center, ringed by colored-line platform exits. Quiet and untouched on this first pass, too soon after the outbreak for the ghouls to have walked this far.Station 41Stationsince Book 3, Ch. 19 · recordsAn ordinary Iron Tangle stop below floor 4: one restaurant, one store, the Desperado Club, and multiple exits, nothing more than Carl expected going in. Where Carl reverses the Nightmare Express and parks it for the party's delayed free hour.Station 59Stationsince Book 3, Ch. 18 · recordsA prime-numbered stop past Station E's gate, and, unlike stations 36, 48, 50, and 58, a genuine transfer station: a restaurant, a general store, and a small church fronting Club Vanquisher, reached through a trapdoor hidden behind an alcove next to the general store. Unusually well connected for its size, with 27 attached platforms against the usual three.Station 60Stationsince Book 3, Ch. 18 · recordsPer Madison, supposed to be a sprawling employee-housing hub with dormitories, apartments, restaurants, and stores, served by every colored line and by the Homeward Bound, with a portal to a fixed destination regardless of which train or substation a rider started from. In reality a single decrepit, cobweb-covered platform with no settlement at all: false, per Carl's reading, the same paper-backdrop problem he'd already found in Vernon, Widget, and Madison herself.Station 72Rail StopGenerator AssaultFree Descentsince Book 3, Ch. 21 · recordsConfirmed as the source of the Blister Ghoul horde: a constant stream pours off its platform and up the Vermillion track, most sticking to the tunnel's right side, with a pile of ghoul corpses along the third rail where some of them burned themselves out. The party's train doesn't stop, only plows straight through at speed.Station 75Rail StopAlready Lootedsince Book 3, Ch. 21 · recordsGlimpsed for a few seconds as the train rushes past: corpses on the tracks and a pile of bodies on the platform, including several dead hobgoblins and jackal-faced gnolls. Multiple side tracks branch off the main line here, lined with small, idle rail cars about the size of a Mini Cooper, plus a long run of portals and switches. Carl reads the dead hobgoblins as the station's crash interdiction team, overrun by the ghoul horde, and wonders if the gnolls are the transit security force Madison once insisted was real back at station 60.Station #83Stationsince Book 3, Ch. 2 · recordsA Red Line transfer station on floor 4, the Iron Tangle: a narrow, white-tiled subway platform below, and a small circular room above reached by a short flight of stairs. The upper room holds two further stairwells down to a yellow line and something called the Nightmare Express, plus three shops: a safe room, a mace and bashing weapons guild, and Limp Richard's Sundries. The first stop where Carl's party gets off the train and finds no other crawlers already arrived.Station and Repair Hub ETrainyardsince Book 3, Ch. 17 · recordsThe trainyard on the far side of the switching cavern's Station Repair portal: a fenced rail yard at least a mile across, lit by scattered spotlights under a ceiling higher than the Over City's own fake sky, dead-ending the Nightmare Express in a service bay. A baseball-field-sized turntable and a ring of freestanding watchtowers dot the yard, its perimeter fence buckling under thousands of Festering Ghouls. Outside the gate stands the burning, brutalist Iron Tangle Substation E building, backing onto a tunnel of numbered transit stations running toward employee housing at station 60.Taco Bell Safe RoomSafe Roomsince Book 1, Ch. 26 · recordsA Taco Bell transplanted whole from Peru, run by the Bopca Protector Sebastian; Carl and Donut's rest stop while grinding toward the borough boss fight.Terminus StationRail StopTrapBossCasualtiessince Book 3, Ch. 16 · recordsStation 433, first named only as the stop Bautista was about to reach. Confirmed a chapter later, by an Iron Tangle HR associate rescued at Station E, as a deliberate trap: dwarf staff are under standing orders to tell customers to get off there specifically, feeding them to a group of ravenous Station Mimics posted at the stop.The Aloe Manasince Book 5, Ch. 29 · recordsAlucarda's pub and saferoom, marked by a glowing cactus logo.The Belly-Rubbed PugSafe Roomsince Book 2, Ch. 4 · recordsA renaissance-fair-style tavern down a dead-end alley, marked by a sign of a pug in a top hat and suit, the first safe room Carl and Donut actually stop at on floor 3 though not the first they pass. Unlike the free rest stops on floors 1 and 2, its five sleeping rooms and its food both cost gold, though not much. Run by a Bopca Protector named Gordo.The Death StalkerTavernsince Book 4, Ch. 25 · recordsA small tavern in Pandinus, just a few tables and a bar, run by a pazuzu bartender with an inexplicable gelato cart offering about twenty flavors. Where Carl's team meets Gwen, Tran, and the two Water Quadrant survivors to plan the Akula dive.The Downward DogRail Stopsince Book 3, Ch. 25 · recordsA tavern-style bar at station 75, its front door posted with a handwritten "Oi! No hobgoblins!" sign. Not a true saferoom: there's a screen over the bar and an entrance to the party's own personal space, but no rooms for rent, and boxes can't be opened or mobs kept out inside the bar itself. Beer-soaked and dark, tended by a sleeping, unnamed Shade Gnoll bartender, a gnoll variant the party hasn't seen before.The LacunaInterstitial Spacesince Book 4, Ch. 30 · recordsThe dark, open space between the floor's popped and unpopped bubbles, entered for the first time when Carl and Donut fly the drop bear past Bubble #543's own wall chasing Orthrus. Shaped more like a sunken egg carton than a flat sheet, with each bubble seated in its own hollow and a floor Carl never actually sees, buried a few hundred feet below his own quadrant's waterline.The ToeInnNot a True Safe RoomDamagedsince Book 4, Ch. 1 · recordsA simple inn-style tavern in Hump Town, run by a Dromedarian proprietor and smelling like a petting zoo. Employs a single prostitute, a changeling named Juice Box. Mordecai picks it as the party's base to wait out floor 5's welcome broadcast, and Carl later buys the party's personal space through it.The TwisterVehicleDamagedSent to Floor 6Destroyedsince Book 4, Ch. 28 · recordsNamed for the first time: the party's own flying house, a balloon-suspended building Louis and Firas pilot, already in use across earlier floor-5 fighting before getting this nickname. Louis wanted to call it the Tiddy Twister II, after his own old van, but Firas and Katia talked him out of it.The World DungeonTelevisedArtificialsince Book 1, Ch. 1 · recordsAn 18-level dungeon, announced as the chosen method of 'reclamation' after Earth's surface structures were destroyed.Trainyard Csince Book 3, Ch. 26 · recordsGlimpsed only through a screenshot, reached via a one-way portal off station 75's small rail yard: a burned-out mess with a pair of large, ogre-sized ghouls stalking toward a distant, knocked-over gate.Trainyard DStationsince Book 3, Ch. 19 · recordsWhere the drug-tunnel conveyor system dumps out, reached by Imani C's crew and the former Meadow Lark residents: a breached gate opening onto a yard full of Festering Ghouls, backed by the Iron Tangle administrative building the group takes shelter in after fighting their way clear.Trainyard Hsince Book 3, Ch. 28 · recordsThe trainyard on the far side of the abyss's own massive portal near Bautista's stranded Mindaro-line group, reached without a mimic waiting this time. Littered with dozens of corpses. The stray Mindaro-line interdiction cart, still blasting Def Leppard's 'Rock of Ages,' sits jumped off its track and wedged against the cavern wall nearby, portal still running, having stopped just short of teleporting the whole cave system away. Becomes the escape route for Bautista's roughly 600 stranded crawlers once Carl redirects everyone through the abyss portal itself rather than risk the cart portal into the mimic waiting at yard E.Trainyard MRail Yardsince Book 3, Ch. 28 · recordsWhere a group of crawlers happens to be grinding when the two runaway Sinopia and Grullo rescue carts, having already dumped their stranded riders through misaligned abyss gates, come looping back through on their own. The switching system auto-routes both into a dead-end engine-holding track; the first flips on impact hard enough to send the yard's entire awning system into the abyss before its portal shuts itself off, and the second flips the same way minutes later. The crawlers there eventually right one of the two and get it running again, giving them a weapon to keep at least one nearby track clear.The Tutorial GuildGuild HallSafe Zonesince Book 1, Ch. 2 · recordsA guildhall on the first floor where new crawlers are supposed to be trained, marked by official dungeon signage. Mordecai keeps its door.Wasteland FortressObjectiveFlight ScheduleHistoryGuttedAir Quadrant LiberatedStripped for Lootsince Book 3, Ch. 35 · recordsThe Dirigible Gnomes' castle in the sky, named as the party's assigned target once the floor 5 entry wheel lands on the Dirigible Gnome option. The system frames the floor 5 objective as storming it. A door opens onto a sand-swept desert landscape as the chapter ends; nothing of the fortress itself is shown yet.Weird Shit AlleyUnexploredsince Book 4, Ch. 1 · recordsA street on Hump Town's northeast side, named in passing by Clay the camel while directing newcomers around town. The party doesn't go in.Yellow Line Reward RoomCarsince Book 3, Ch. 5 · recordsThe Yellow Line's 10th train car, marked Porters Only, Knock for Service, staffed by the porter Pierre out of shelves stacked floor to ceiling with numbered suitcases. Its own discovery notification limits each crawler to one prize per train line. A crawler picks a number between 1 and 200, once, and Pierre hands over whatever suitcase carries it.ZockauHunter-controlledsince Book 5, Ch. 1 · recordsThe northern city where the sixth floor's hunters are sequestered before their release.