69 pages 2-hour read

Carl's Doomsday Scenario

Fiction | Novel | Adult | Published in 2021

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Chapters 7-11Chapter Summaries & Analyses

Content Warning: This section contains depictions of graphic violence.

Chapter 7 Summary

Signet tells them to fight off the approaching Mold Lions while she prepares a spell to attack the circus. Carl and Donut have little choice. The Mold Lions look like lions except for a green fungus that covers them with tentacles erupting from their manes. They were corrupted by the poison cloud, now referred to as “the spores of Scolopendra” (75). Carl activates his Protective Shell. Mongo attacks one lion, and Carl punches through its chest, ripping out its heart. Donut casts Second Chance, a spell that reanimates a fallen enemy, and uses the dead lion to attack the others. As they fight, Signet’s tattoos move on her skin. Carl and Donut kill the lions, but Signet does not move.


Disappointed, she explains that the spell did not work. She can only cast it once per night, so they must retreat from the circus now. Carl deduces that she had intended for Carl and Donut to die fighting the lions. She would have then used their blood to fuel her spell, bringing her tattoos to life. Carl asks why she is attacking the circus, and she offers to tell him the story of “Signet the Bastard and Grimaldi, the man she loved” (81) over drinks, but he politely declines. He promises to return the following night, and she lets them leave.


In the safe room, Mordecai complains that they should not have made him their manager if they will not listen to him. Carl reminds him that they accidentally triggered the quest within minutes of entering the ruins and tried to ask him about it, but Mordecai was drunk. Mordecai apologizes, explaining that it has been a long time since he could leave the guildhall and visit other locations. He then explains elites.


Elites are like the NPCs in that they are bioengineered beings with implanted memories and storylines. However, regular NPCs have only basic backgrounds and personalities. Elites have precise roles within dramas created by writers. They have their own storylines and shows with enormous viewerships that play out across multiple dungeon floors, running independently from the gameplay of the crawlers. When crawlers enter these storylines, they are the “guest stars” (84) or extras. The writers will do anything to make sure crawlers do not negatively impact their dramas. Carl surmises that if they help a storyline rather than hinder it, the writers might support them.


The recap episode begins. Helka and the Brynhild’s Daughters appear, but the group is much smaller, split up by the randomized process at the floor’s entrance. Then, the program shows other crawlers. Carl is surprised that 80% chose to stay human, but Mordecai says that is normal. The episode shows Carl and Donut choosing their race and class and gives a summary of the Primal race. Footage from an earlier dungeon shows a Primal crawler fighting a “humanoid demon the size of a goddamned football stadium standing knee-deep in a lake of fire” (86). It is a country boss who guards the entrance to the 13th floor. Lastly, the episode reveals Lucia Mar’s race change. She chose a race called Lajabless, becoming an adult woman during the day and a skull-faced monster at night. Mordecai says she is the most powerful crawler in the game.

Chapter 8 Summary

In the morning, Carl receives a message from Brandon but waits to read it. He and Donut join Mordecai, who stole a dungeon newsletter. As a manager, he no longer has access to the official dungeon feed, but safe room Bopkas and shopkeepers receive newsletters with important news. This newsletter warns that Signet is about to do something big. He recommends that Carl and Donut leave the area and head to the next settlement.


Carl reads the message from Brandon, one of Carl’s former neighbors and fellow dungeon crawlers. Brandon chose to remain human, though Chris and Imani did not. The elderly residents all chose something non-human to make up for their conditions and received Legendary boxes for making it through the first two levels without killing anything. They came to the third floor far away from Carl but hope to see him again someday.


Carl and Donut head into the ruins. Something hits Carl, paralyzing him and knocking him unconscious. He wakes in a dark room with frantic messages from Mordecai and no sign of Donut. Mordecai says that as her manager, he can see that Donut is alive but does not know where she is. Carl sees from his countdown that he was unconscious for 15 hours.


Signet appears, complaining that he broke his promise to come see her again. Now he will do what she tells him to if he wants to get Donut back. Carl demands to see Donut. Signet takes him to the bottom floor of Signet’s building. Signet put Donut to sleep with a Water Lily spell. If he tries to move her, she will die. If Carl helps Signet defeat the circus, she will release the spell. Worried about leaving Donut undefended, he uses wood and metal from his inventory to construct a shelter around Donut and orders Mongo to guard her.


Carl contacts Zev. He has an idea but needs her help. She promises to do what she can. Signet leads Carl toward the circus. She says that Scolopendra’s poison cloud transformed the entire circus, especially Grimaldi, the ringleader. Only she escaped unaltered. Grimaldi protected her from the High Elves and gave her a home when they exiled for being a mixed-race child. She loves him, but now he is a giant vine monster in the center ring, infecting the other circus performers with mold parasites to control them and keep them alive. Every time they die, they return to the vine to be reborn.


Signet tells Carl that he must kill the circus creature she caught, a bear named Heather, so that she can use the blood to trigger her spell and attack the circus. The bear is large, its face an exposed skull, with white worms emerging from her paws.

Chapter 9 Summary

The Boss Battle music begins, and a notice says that he triggered Heather the Bear, a Level 19 Neighborhood Boss. Transformed by Scolopendra’s poison, she now attacks mobs and crawlers alike. However, “somewhere in there, deep, deep down, there is a spark of the old Heather. The beloved bear has moments of lucidity” (104). The bear is fast and grabs Carl. The white worms on her paws sink into Carl’s skin, and he can hear them speak, trying to take over his mind. He cuts the connection off with Protective Shell. He throws a jug of moonshine on the bear, lighting her on fire.


The bear keeps attacking. Carl recalls the lottery ticket with a 50/50 chance of producing a level 15 fireball or a healing custard. Desperate, he scratches one circle, and a custard appears, splattering the bear’s face. The worms shrivel away. By healing the bear, Carl has reduced her corruption. He can see from her expression that she is tired and in pain. She silently asks him to kill her. He hesitates, then does so, winning the boss battle.


Mordecai contacts him with news. Donut’s status is now down to 20%. He has also confirmed that Signet is the main character of a drama called Vengeance of the Daughter. Now, Carl watches Signet cast her spell. The tattoos on her body move and disappear, becoming large monsters that surround them. They are level 50 and have a wide range of abilities.


Signet says that she and her tattoo monsters attack every night and usually break through the first defenses. However, she needs his help with the next line of defense. Carl, Signet, and her monsters fight through the army of circus creatures and stop outside the circus tents. Magic protects the tents, and she cannot enter. Only those with a big top ticket can get inside. As a crawler, Carl can loot a ticket from one of the creatures and enter the tent. There, he must knock down the three central tent poles.

Chapter 10 Summary

Carl takes a big top ticket and enters the tent. Inside, the smell of peanuts, candy, and hay reminds Carl of seeing a circus with his mother when he was four years old. His mother had temporarily left his father, running away to her parents. He realizes now that he has been chasing this smell ever since—the smell of happiness and joy for him. Suddenly angry, he recites his mantra again: “you will not break me” (122).


The circle is filled with performers and vendors, all ignoring him. Wrapped around the center tent pole is an enormous bush that fills the entire ring. It is pale green with enormous roots. The text announces that Grimaldi the Pestiferous Vine is a city boss. Like Signet, he is also an elite. He uses his power to keep his circus family alive, though “somewhere in there Grimaldi may be aware that this may not be the most moral of choices” (125).


Carl has a plan. The previous night, Mordecai surmised that Grimaldi might have turned into a Pestiferous Vine, based on descriptions of the mold lions, and taught Carl how to kill it. He poisons himself and then drips his blood onto the vine’s roots, poisoning it as well. It will take about 20 minutes, but the roots will die. Carl heals himself with a potion. However, he must not get caught because one of Grimaldi’s minions could feed Carl’s healed blood to the roots and reverse the effect. He sits down on a bleacher to wait.

Chapter 11 Summary

As Carl waits, he contacts Zev and asks her to give a message to the producers of Vengeance of the Daughter. He suspects the producers will allow this, as the program is Signet’s story, not Grimaldi’s. He also suspects that Carl is supposed to die when “all hell breaks loose” (130) and the tent poles break, allowing Signet to enter. However, he has an offer to make. He would like to become a regular on their program. He knows this is a good offer because of the audience ratings he and Donut get, and he promises that if they make it to the sixth floor, he will sign an exclusive agreement to only complete “elite-themed quests on the sixth floor that are directly associated with Vengeance of the Daughter” (131). This requires that they let him live. If they do not agree, he will heal Grimaldi with his blood, sit back, and do nothing: Signet’s revenge storyline will not continue.


Zev says he has a deal. Carl drips his healed blood onto the vine’s roots as he has a different idea to defeat Grimaldi without getting himself killed. He casts the Wisp Armor spell he has been saving since the first floor. This spell negates magic-based attack damage and provides temporary immunity from mind-control effects. He then eats an ice cream cone made of white worms like the ones that infected Heather the Bear. He instantly hears the worms in his head, trying to control him. He walks out of the tent. The worms try to stop him, but he resists their control.


He approaches Signet, who sees he is infected and moves to kill him. He speaks to Grimaldi in his head and Signet at the same time, saying that Grimaldi must have somehow saved Signet from infection when the poison cloud happened because he loves her, and she loves him, and they should not be fighting. Signet tells Grimaldi through Carl that he is hurting his family by keeping them infected and controlled like this: That is why she keeps attacking. Carl begs Grimaldi to come to his senses and do the right thing. Grimaldi revokes Signet’s banishment, allowing her to enter the tent.


Signet tells Carl that Donut will wake at sunrise. Then, she enters the tent. Carl recalls that at the circus he visited with his mother, a child gave each audience member a sapling tree to plant. He and his mother planted their trees in his grandparents’ yard. Years later, he found the house on the internet and saw the trees were still there, still growing. He thinks that all one needs are a few seeds to start a forest. He hopes that his small victory here has planted something strong. A notification tells him he has completed the quest. Mordecai messages him that Donut’s health has dropped below 20%, and he needs to hurry.

Chapters 7-11 Analysis

The first six chapters of the book focus on Carl and Donut’s introduction to the third floor, revealing the new location and rules and setting up the first major plot point: the circus quest with Signet. The circus arc marks Carl and Donut’s first experience with a quest on the third floor, introducing a new layer of narrative complexity to their dungeon experience. Unlike the more open-ended battles they faced on previous floors, this quest forces them to engage in a predetermined storyline with specific objectives and scripted characters. Rather than simply fighting through mobs, they must uncover backstory, make moral decisions, and consider the implications of their actions within a broader narrative arc, all while their survival remains at stake. Though players are rarely obligated to participate in, or complete, quests, they often provide useful narrative context to the game and offer unique prizes. Unfortunately, though Mordecai urges Carl and Donut not to become entangled in this quest, the elite NPC Signet does not give them any choice. Their lack of agency in the encounter illustrates how quests in the dungeon function more like traps than opportunities, designed for spectacle.


Signet is the first important NPC Carl and Donut meet in the game. Though she is, like the other NPCs, a bioengineered being with a predetermined backstory implanted as memory, she is a crucial secondary character for two reasons. First, she has a direct impact on the plot arc of the book when she kidnaps Donut and forces Carl’s cooperation. Second, Carl’s deal with the producers of Signet’s drama suggests that Signet will appear later in the series, likely to become a major character when they reach the sixth floor. Her role as an “elite” introduces a new tier of narrative power in the dungeon: Carl must now navigate not just monsters and mechanics, but scripted dramas with rules of their own. Carl’s willingness to strike a deal with the show’s producers also reflects his deepening bond with Donut. He does not only negotiate for his own life—he does it so he can return to protect her. This reinforces the theme of The Value of Friendship in Survival Situations, as Carl’s loyalty to Donut drives him to confront powers far greater than himself.


Carl also learns a great deal during his encounter with Signet. He sees firsthand the enormous difference in power between himself and the stronger NPCs he will soon be facing. Signet and Grimaldi are both far too formidable for him to defeat, and he is only on the third floor. This does not bode well for the powers he will face on deeper floors. Additionally, this quest forces him to face overwhelming emotions: his frantic concern for Donut’s safety, his yearning for happiness he experienced with his mother, and his deep anger at the cruelty of the game. In these moments, Carl silently repeats his mantra, “you will not break me,” underscoring his refusal to lose his sense of self in a system designed to dehumanize him. The mantra serves as a verbal shield, a reminder that even in a world engineered for violence, he can still choose compassion. These feelings inspire him to enact a small act of defiance against the system, choosing a compassionate solution to the conflict between Signet and Grimaldi and planting his first seed. Carl’s metaphor of planting seeds, inspired by his mother, becomes a symbol of hope and defiance throughout the novel. In a system engineered to reward violence and exploitation, Carl’s choice to end the conflict with empathy rather than brute force marks a radical departure toward a quiet resistance that challenges the dungeon’s core values. The circus arc thus serves as a crucible for Carl’s identity, not just as a crawler, but as someone still willing to see others, even enemies, as capable of change. This choice—to find a merciful solution rather than taking revenge—also exemplifies The Balance Between Survival and Morality. Carl could have killed Grimaldi or simply escaped, but he instead chooses to de-escalate the conflict by appealing to Grimaldi’s love for Signet. His solution is not only effective, but moral—though riskier—which illustrates Carl’s ongoing effort to maintain his humanity within the dungeon’s brutal system.


As Carl and Donut become entangled in Signet’s storyline, the narrative deepens its exploration of The Blurred Lines Between Entertainment and Reality. The first book already established that Dungeon Crawler World is primarily a mode of entertainment. Carl and Donut know this. Donut has demonstrated a great understanding of the implications inherent in their roles of entertainment commodities. Carl even understands that his value as a form of entertainment directly affects his chances of survival in the dungeons. Yet, in the first book, there was a clear division between their fight for survival in the dungeon and their television presence on shows like Odette’s. The mobs and bosses they fought in the first book were caricatures with little depth. Now, however, the circus quest inserts a new layer of storytelling into the entertainment structure. Though the NPCs have been programmed with memories and motives written by a team of writers for a drama, the NPCs themselves do not know this and fully inhabit their roles and lives. For Signet, the story is real. And in Signet’s story, Carl and Donut are the side characters or guest stars, another important motif that appears at several points in the novel. Even more crucially, the story, fictional though it may be, has a direct and potentially deadly impact on Carl and Donut. It does not matter if they know it is not real. For Carl and Donut, just as for Signet, there is no substantive difference between the two anymore. What begins as scripted entertainment for an external audience becomes a site of real emotional and physical peril. Carl must now perform not just for survival, but to maintain narrative coherence within stories that are not his own. The dungeon no longer simply mimics reality: It consumes it, turning Carl’s memories, emotions, and traumas into entertainment products with life-or-death stakes.

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