69 pages • 2-hour read
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Content Warning: This section contains depictions of graphic violence and substance use.
Carl and Donut enter a hallway on the third floor with a dark sky overhead. The sky is an illusion cast over the ceiling. They approach the training guildhall where Mordecai greets them. As before, Mordecai has changed races and is now an incubus with gray skin and horns. Inside the guildhall, Carl and Donut can now choose their race and class. Donut chooses to stay a cat. Her class options include common things like Bard and Barbarian and Earth-based options such as Artist Alley Mogul and Former Child Actor. Mordecai suggests she choose Artist Alley Mogul, but Donut chooses Former Child Actor instead, angering him.
A flashback to Carl and Donut’s conversation with Odette in the previous book’s epilogue reveals that Odette recommended this choice because it includes a special Manager benefit. This benefit requires that Mordecai now become Donut’s exclusive manager: He will go with them wherever they travel in the dungeons, is exempt from non-disclosure rules that control guildmasters, and may help in small ways, though he cannot join combat.
Mordecai will hate this, so Odette recommended making it look like Donut did not know about the benefit. Angry, Mordecai explains that, as a manager, he can now reveal more information to them. However, he no longer has access to the game’s information codex or the tunnel feed and must rely on his personal experience. Whenever they enter a safe room, he will automatically be teleported there, which means he cannot stay in his comfortable room in the guildhall. He is frustrated, and Carl fears how he will react if he ever finds out they did it on purpose.
Next, Carl chooses his race and class. With Mordecai’s help, he chooses a race called Primal, which has disadvantages, such as losing one point in all base stats, but allows for greater progress later and unlocks several Earth-based classes. Mordecai explains that Primals were a progenitor race in the universe. However, their original appearance is unknown, so players who choose this race retain their current physical form, just with the added benefits.
Next, Carl chooses an Earth-based class called Compensated Anarchist, which includes benefits to Carl’s bomb-making and explosives kills, as well as increases in intelligence and charisma. He will also be able to choose a subclass when he reaches floor six. Carl and Donut must then distribute the points they accumulated on the first two levels. Donut now has 20 Strength, 29 Intelligence, 6 Constitution, 21 Dexterity, and 70 Charisma. Carl has 13 Strength, 5 Intelligence, 19 Constitution, 11 Dexterity, and 25 Charisma.
Meanwhile, the dungeon announcer states that there are 700,000 players remaining, and they have eight days to complete this floor. This time span is shorter than usual, proving that the Borant Corporation is trying to speed things up. Mordecai leads Carl and Donut outside, now allowed to leave the guildhall because he is Donut’s manager.
While the first and second floors corresponded to geographical location on Earth, the entrance to the third floor is randomized, meaning that crawlers—other players forced into the game—could end up anywhere. They may interact with crawlers from different continents now. They are now in the Over City, a traditional element of the Dungeon Crawler World, with small, medium, and large settlements surrounded by abandoned city ruins, with a volcano beneath. This urban landscape will reappear every three levels. The NPCs are real living beings bioengineered by the Borant Corporation and implanted with memories corresponding to the floor and the game’s storylines.
The settlement Carl and Donut are in has shops and guildhalls. Some guildhalls are specific to one’s race, class, or skill, where players can train. Carl and Donut can both enter Rogue halls, Donut can enter Bard halls, and Carl can access Fighter halls. The settlements also have Village Guards. Mordecai warns not to antagonize them, and not to harass or attack the other NPCs: “[T]here is no jail here. Only the death penalty” (34). If they get in trouble with the guards, he tells them to run, as they are powerful but slow.
Beyond the gate are the abandoned city ruins, filled with rotting buildings and monsters. The floor’s storyline is a magical world with six layers sitting within a volcano. The Over City is the top layer. One day, a monster at the bottom of the volcano released a poisonous gas that killed or transformed 90% of the population. The survivors’ descendants live in the settlements. Those transformed into monsters live in the ruins. Unlike the previous floors, this one has night and day. The streets are not safe at night. Mordecai recommends that Carl and Donut travel the ruins to reach a “medium skyfowl settlement” (36), which will be larger, with more shops and better prices. Mordecai will automatically join them when they enter a safe room. Carl and Donut leave, and Mordecai heads for a pub.
In the ruins, Donut trains Mongo, her loyal kitten-sized dragon companion, and Zev, their publicist and handler outside the dungeon, contacts them over the chat. She will have an interview lined up for them on the fourth night. As they walk past abandoned buildings, a new mob creature attacks them: Circus Lemurs from Grimaldi’s Traveling Circus who were transformed during the poison gas event. A new notice says they have triggered a Quest titled “The Show Must Go On” (41). The Quest involves finding out why the circus still exists centuries after the poison gas event and “put[ing] an end to its reign of terror” (41).
Over chat, Carl asks Mordecai what a quest is, but Mordecai’s response is garbled nonsense. Carl realizes he is drunk, though they only left him 15 minutes ago. Mordecai says that incubi have a low tolerance for alcohol and then stops answering. Lemurs continue to attack them as Carl, Donut, and Mongo run. Carl uses a smoke bomb, but a breeze clears the smoke. They run into a horrifying clown creature. Donut fires a missile, and Carl jumps on its chest, killing it. They finally reach a safe room. When they enter, Mordecai teleports to their location. Drunk, he vomits and passes out.
Mongo has now risen three levels and doubled in size. Carl and Donut open their achievement boxes while Mordecai is unconscious. As a prize for triggering their first quest, Carl and Donut each receive an “Earth Hobby Potion,” which will give them knowledge of an Earth hobby at random. Donut’s new hobby is Scutelliphily; Carl’s is Cesta Punta. Neither know what that means. They each also receive Earth items: Donut receives a candle and a cat tree; Carl receives a potted cactus and Louis L’Amour books he liked as a child. Additionally, Donut receives a new spell called Clockwork Triplicate, which allows her to copy pets or minions, though it only lasts a minute.
They decide to go kill clowns while they wait for Mordecai to wake up. Out in the ruins, they spot three dead crawlers and a lemur clearly trying to lure them into a trap. Donut attacks the lemur from behind. Though successful, Donut took dangerous risks, scaring Carl. She insists that she needs to set a good example from Mongo, but Carl argues that “we don’t put our lives in danger for our pets” (58), hurting her feelings. However, he views her as a friend, not a pet. Hoping to convey this, he calls her “partner” (58) as they move on.
Carl and Donut approach the three dead crawlers. Two appear human, but the third looks like a tree creature. All three are women with the same last name, Bautista. Carl notes that there is enough blood for five or six victims. Someone has already looted the bodies but missed some items, including an anklet called the Enchanted Anklet of the Fallen Oak, which Donut takes.
They move on, attacking more lemurs until they reach a large building. Through a broken window, they see a circus inside the hollowed-out building, with three large tents and cages filled with creatures, as well as mobs wandering about the area. The animals and clown mobs are preparing for battle. One circus poster reads, “Tsarina Signet and Her Amazing Battle Squad” over which someone has scribbled, “Wanted. Traitor” (62-63). Over the chat, Mordecai contacts them, finally awake. He tells them to leave and not get involved in any quests.
They turn to leave but must fight through lemurs and magic mortar rounds shot from circus cannons. The ground collapses, and they fall into a basement. Donut uses her Puddle Jumper spell to bring them all back up to street level, where they find a beautiful elf woman covered in intricate tattoos. They recognized her as the woman from the Tsarina Signet poster. A notice explains that she is a Half-Naiad, Half-Elf Elite bastard daughter of the High Elf King. Elites are special, powerful, one-of-a-kind NPCs that appear as either white or red dots with a black cross.
Carl feels himself inexplicably aroused by Signet. Mordecai tells Carl to break his own finger to negate Signet’s Charm spell, then tells them to retreat. However, it is too late. The circus creatures surround them.
Dungeon Crawler Carl concluded with Odette’s interview after Carl and Donut reached the stairwell to the third level. Carl’s Doomsday Scenario opens as Carl and Donut enter the third floor. The first book previously established the importance of each crawler’s choice of race and class. Carl and Donut choose their race and class in the first and second chapters. These choices are crucial for their survival on a practical level, but they are also important because of what they reveal about the characters.
Donut’s decision to remain a cat is both strategic and personal. Her popularity stems from her cat identity and behavior, which she and Carl are aware of. However, even if this were not the case, she would still choose to remain a cat because it is tied to her identity and self-image. She genuinely believes in the superiority of cats over humans, which the narrative portrays with humor. This moment illustrates how the dungeon game forces players to repurpose self-concept as a strategic advantage, blending identity expression with tactical play. Carl, likewise, feels a deep connection to his identity as a human. He does not want to let go of his humanity, which he sees as integral to his self-image and his moral code. However, he also approaches the choice pragmatically and is fortunate in having a race option that will give him new advantages while allowing him to retain his human physical appearance. As Mordecai remarks later, most crawlers elect to keep their original race or something similar, highlighting how integral one’s physical appearance is to one’s self-image and personal identity. The game’s character creation choices thus become a subtle form of self-revelation, illuminating the players’ values, attachments, and insecurities under the guise of mechanical optimization.
Additionally, Donut’s class choice—Former Child Actor—is a fraught decision due to the benefits included and the impact it has on Mordecai. The novel often reveals crucial information at strategic moments through flashbacks that heighten the mystery, anticipation, or tension of a scene. This is particularly true in the first chapter, when a flashback reveals Odette’s advice to Carl and Donut during the epilogue of the first book. Odette recommends that they make Mordecai their manager by Donut’s class choice. Carl and Donut thus make an informed decision to trick Mordecai, though they both feel guilty over the decision. Carl views Mordecai as a friend, or as close to a friend as they can find in the dungeon. He is genuinely ashamed of tricking him and afraid of the damage it will do to their friendship if he ever learns the truth. However, Carl and Donut feel it necessary to compromise their own sense of loyalty to make a pragmatic and strategic choice for their own survival. This moment exemplifies The Value of Friendship in Survival Situations, as Carl and Donut knowingly risk damaging their bond with Mordecai in order to gain an advantage, while also highlighting The Balance Between Survival and Morality, as their guilt reveals how deeply this tactical betrayal conflicts with their personal ethics. The emotional weight of this deception highlights a central tension of the dungeon: Survival may require betraying one’s core values, and sometimes even the people one cares about.
The Value of Friendship in Survival Situations is important throughout the first section, particularly in Carl’s reflections about Donut. He accidentally insults Donut when he asserts that people should not risk their own lives for the sake of their pets. He is talking about Donut and Mongo, placing Donut firmly in the “people” category. This comment hurts Donut, who was initially a pet as well. Crucially, however, Carl’s attitude toward her has shifted since the first book. He does not view Donut as a pet, but as his friend and partner. His conscious use of the word “partner” marks a key moment in their evolving relationship and underscores his emotional dependence on her as a grounding force in an increasingly destabilizing environment. Their friendship is both a tactical alliance and a source of identity and emotional continuity for both characters.
The first six chapters also establish the primary setting and context of the third floor of the dungeon, the Over City. These early chapters elaborate on setting description and backstory, including the bioengineered nature of the NPCs, the game lore of the monster at the bottom of the volcano, and the poison cloud that corrupted the townspeople. These chapters reveal an enormous amount of information through dialogue, exposition, and the ever-present descriptive text provided by the game system AI. The Over City introduces a new narrative texture to the series, blending dystopian decay with layered political intrigue, as each settlement and ruin carries its own microhistory and narrative potential. Chapter 6 shifts to introducing the first major plot tangle that Carl and Donut will have to contend with: their first quest. The arrival of the quest signals a return to the dungeon’s narrative manipulation tactics—designing dramatic, often morally ambiguous arcs to test the players’ usefulness both as survivors and entertainers.



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