55 pages • 1-hour read
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The novel’s 11-year-old protagonist, Gregor, is a round character who exhibits significant growth. He embodies empathy, selflessness, responsibility, honesty, and protectiveness. As the eldest of three siblings and the hero who rescued his father in the first book of the series (Gregor the Overlander), Gregor shoulders a deep sense of duty. Even before returning to the Underland, he works hard to support his family, such as through helping his neighbor: “He’d use the money for his family. Because even though his dad was home, there was no way he could go back to his job as a science teacher” (6-7). His concern for others, especially his loved ones, drives much of his decision-making. When Boots is taken, he embarks on the journey to save her without hesitation, showing his unwavering devotion.
Gregor focuses less on his own fate than on Boots’s safety, distraught by his interpretation of the prophecy: “But his mind snagged on one phrase that chilled him to the bone: Die the baby…Die the baby…Die the baby…Boots…” (40). His protectiveness defines him and drives his actions, from keeping Boots close during their journey to blaming himself when he forgets her life jacket. Later, his insistence that the group leave him behind to face Bane alone proves his relentless self-sacrifice. Whether taking on leadership responsibilities or risking his own life, Gregor puts others first.
Beyond his strong moral compass and natural leadership, Gregor grapples with courage, morality, and violence. Unlike many Underlanders, he doesn’t dehumanize others because of their species, as is evident when he defends Twitchtip: “But we need her! We need her to navigate in the Labyrinth!” said Gregor. Why were they just standing there?” (148-49). He refuses to let prejudice dictate his choices, seeing value in every life. These same internal ethics motivate him to spare Bane, since he views killing the baby rat as unforgivable murder, despite the prophecy. Gregor’s mature decisions relate back to his honorable morals: He doesn’t believe in causing pain but in alleviating it. Thus, he struggles with his identity as a rager: “‘I’m not a natural-born killer!’ he gasped (162). While his combat abilities make him a powerful warrior, he fights only when necessary, never for cruelty or revenge. His actions highlight his belief that true strength lies in mercy, not destruction.
Gregor’s story highlights the depth of his familial bonds. While he faces countless external threats, losing Boots is his most profound challenge. In the chaos and fast pace of the quest, he suppresses his grief, but when reality sets in, he reflects and breaks down: “There, by the door, was the little pile of Boots’s clothes. He pressed her shirt against his nose and could smell that sweet combination of shampoo and peanut butter and baby that was his sister. For the first time, his eyes welled up with tears” (289).
His mourning emphasizes that vulnerability isn’t a sign of weakness but a testament to love. His pain likewise influences his view of Bane: He recognizes that the baby rat as innocent, just like Boots. Though he blames other rats for Boots’s assumed death, he ultimately refuses to let anger consume him. Gregor’s journey reveals how loss shapes people, but his refusal to become ruthless proves that compassion, even in war, defines true heroism.
Gregor’s two-year-old sister, Boots, is a lovable toddler who provides comic relief and charm throughout the novel. Full of innocence and joy, she toddles through the Underland with her endearing mispronunciations of Gregor’s name (“Ge-go”), her unstoppable appetite, and her love for storytelling. Though young, she plays a major role in the plot: Her kidnapping by the cockroaches sets the entire adventure into motion. The crawlers revere her as a princess, believing that she’s a sacred being they must protect at all costs. In truth, Boots is simply a happy, excitable child, but her pure-hearted nature endears her to nearly everyone she meets. Her cheerfulness and laughter bring light to the dark world of the Underland, making her a symbol of innocence and hope in a place consumed by tragedy, conflicts, and war.
Despite her happiness, Boots is frightened by the Underland’s dangers and can’t fight back on her own. She’s especially scared of the tentacle monsters and Gregor’s rager abilities when he fights: “‘Ge-go, no hitting! No hitting!’ he heard. Boots was crying” (129). Her crying brings Gregor back into himself, helping ground him after “raging.” She’s completely powerless in battle, reinforcing her role as someone who must be shielded at all costs. Her vulnerability adds emotional weight to Gregor’s mission, emphasizing his protectiveness and the immense responsibility upon him.
The contrast between her innocence and the war-torn Underland makes her survival even more crucial—not just for Gregor but also for the Underlanders who see her as a symbol of purity and peace in a brutal world. Boots may not wield a sword or make grand decisions, but her presence shapes the story, giving Gregor a reason to fight and reminding readers of the preciousness of life amid war.
As another essential minor character, Ares the bat is Gregor’s bond. Physically powerful, reliable, and feisty, Ares plays a crucial role in the journey. His flight and strength make him an asset, while his insight, bravery, and sense of responsibility make him invaluable. Ares mirrors Gregor’s sense of duty, reflecting the weight of responsibility that both bear. For instance, the others depend on Ares to fly their ship to safety after Pandora dies: His strength must now equal that of two bats.
However, Ares and Gregor’s relationship isn’t instantly easy. Still scarred by Henry’s betrayal, Ares resents being treated as a tool rather than a trusted ally: “‘Let us be clear on this from the start. I do not take orders from you!’ ‘Whoa!’ said Gregor, startled by Ares’s intensity. […] ‘…you are reminding me a great deal of Henry,’ said Ares” (31). Because Henry, his previous bond, used him for personal gain and betrayed him, Ares struggles with trust and refuses to be ordered around. Although he saved Gregor’s life in the first book—choosing him over Henry—Ares remains an outcast, banished for breaking his original bond. In turn, Gregor saved Ares from execution, binding them in a mutual debt of survival. However, their authentic friendship emerges as they navigate the challenges of their journey together.
Over time, Ares and Gregor grow closer, moving beyond obligation to genuine companionship and understanding. Ares recognizes Gregor’s kindness when the boy apologizes for taking him for granted, and Gregor sees Ares’s deep loneliness in exile. Their bond strengthens through quiet moments, like when Ares takes Gregor to his old cave—a place he once shared with Henry—to offer Gregor solace when he’s overwhelmed. Like Gregor, Ares is selfless, later agreeing to prioritize saving Boots over Gregor if it comes to that.
Ares’s most defining moment, however, is his willingness to sacrifice himself when they’re put on trial for sparing Bane. Knowing he’s already hated and distrusted, Ares offers to take the blame, willing to die for Gregor’s sake: “‘I cannot let this happen! I have already lost one bond. […] I will not lose the Overlander… […] ‘I will tell them that this was all my idea. That I would not let you kill the Bane…I…I…stole your sword…yes!’” (266). His resolve to not lose another bond, even if it results in his own death, demonstrates his unwavering devotion to Gregor.
In the end, thanks to Gregor’s heroism, Ares is gradually accepted again; other bats even snuggle up to him, signifying his return to the colony. Through his loyalty, sacrifices, and growing trust, Ares proves that he’s not just Gregor’s bond but a true, committed friend.
An outcast rat, Twitchtip is both a mentor to Gregor and an invaluable asset to their quest. Labeled “crazy” due to her extraordinary sense of smell and sharp personality, she’s irritable, tough, skilled, and darkly humorous.
Though her abilities make her a powerful tracker, they led to her banishment from rat society as she was seen as too different. Despite this rejection, Twitchtip proves herself indispensable. Her unparalleled scent detection allows the group to navigate the treacherous Labyrinth in search of Bane: “‘Yes, her sense of smell is so unnaturally heightened she can even detect color. She [Twitchtip] is one in a million. An anomaly. A fluke’” (84). Because she can even smell colors, Twitchtip’s community should value and protect her at all costs, yet others view her with suspicion, thematically reflecting The Impacts of War, Violence, and Prejudice. Only Gregor (and, reluctantly, Howard and Ares) attempt to save her from the whirlpool, showing the extent to which others overlook her worth.
Grateful for Gregor’s kindness, Twitchtip proves her loyalty by routinely scouting for danger, snapping with dark humor at the fireflies about “eating” them, and even giving some of her rations to Boots. Near the novel’s climax, she pushes herself to the brink, using every ounce of strength to guide Gregor and Ares forward until she collapses in exhaustion deep in the Labyrinth. Though she seemingly sacrifices herself, Boots later claims that they found her again, leaving her fate mysteriously ambiguous.
Beyond her physical contributions, Twitchtip mentors Gregor in understanding his rager identity. Unlike those who fear or reject ragers, Twitchtip assures him that being one isn’t a moral failing but a part of him that he can control: “‘Being a rager—it’s not a moral judgment. You can’t help being one any more than I can help being a scent seer. […] If you get a chance, though, I’d talk to Ripred about it’” (162-63). Her acceptance of Gregor’s rager identity and comparison of him to Ripred helps reshape Gregor’s view of himself. She gives him the confidence to later declare his rager status openly, threatening to fight Howard if he refuses to return to Regalia to save Mareth.
Without Twitchtip, the quest would have been impossible: Her scent skills alone make finding Bane feasible, and her insights help Gregor embrace his abilities rather than conceal them. Though her own kind misunderstands and undervalues her, Twitchtip proves herself a crucial figure in the quest, a fierce survivor, and one of Gregor’s most important allies.
Though a minor character, Howard plays a vital role in the group’s survival because of his expertise in seafaring, combat, and medicine. As Luxa’s cousin and a potential heir to the throne, Howard is initially distrusted, particularly by Luxa, whose suspicion influences Gregor’s perception of him.
However, Howard subtly reveals his true nature early on, cringing at his sister Stellovet’s cruelty and thereby hinting at his moral integrity. He soon proves trustworthy and dedicated, stepping up to join the quest as a sea and water expert. His sacred vow to protect anyone at sea defines much of his character: “‘I am trained in water aid. I have sworn to save anyone in peril related to the water’” (138). When he hesitates to save Twitchtip from his sinking ship, Gregor reminds him of this oath, prompting Howard to overcome his prejudices and honor his duty. By tying Gregor to a rope and holding him steady so that he can dive to rescue Twitchtip, Howard demonstrates his growth and commitment to doing what’s right, even when it challenges ingrained biases.
Beyond his pivotal role in the whirlpool disaster, Howard has several defining moments that highlight his maturity and dependability. For instance, he’s visibly uneasy about Luxa’s decision to join the mission and doesn’t want frail Nerissa or his ruthless sister to become queen, illustrating his nuanced understanding of leadership. However, he’s particularly raw and emotional when his bonded bat, Pandora, is killed. Overwhelmed with grief and guilt, Howard breaks down completely. This vulnerability makes him more relatable, proving that even the most competent warriors struggle with loss. With rare tenderness, Luxa comforts him, and their shared grief brings them closer as family, strengthening their bond in a way neither allowed before: “Howard buried his face in her lap. She leaned her cheek against the top of his head. And it was a long time before either of them stopped crying” (181).
In pushing forward from grief, Howard exhibits notable inner strength. He teaches the group to fish, tends to their injuries, and ultimately accepts Gregor’s plea to take Mareth back to Regalia, despite the hardship it requires. Over the novel’s trajectory, Howard proves not just a capable fighter and sea expert but a compassionate and principled ally, demonstrating that honor lies in action, not status.
The prophecy (in its initial interpretation) foretells that Bane is the antagonist. The group expects him to be a fully grown, monstrous rat, a terrifying warlord destined to lead the gnawers into battle. This establishes him as Gregor’s greatest enemy: a vicious, bloodthirsty beast that wants to kill Boots.
However, the plot twist is that Bane isn’t a fearsome leader or warrior at all; he’s just a helpless, orphaned baby rat. Rather than attacking Gregor, he cowers and cries desperately: “It was trying to hide from him, the Bane. […] But just before the point made contact, the creature made a sound that hit Gregor like a cannonball. ‘Ma-maa!’” (228). This unexpected revelation shatters assumptions about Bane’s villainy, reframing him as a fragile, innocent creature more akin to Boots than to an enemy. Like her, he’s powerless and needs protection, turning what would have been a climactic showdown into a moral dilemma about whether Gregor can—or should—kill a baby animal.
Despite his aggressive species and despite the prophecy’s implications, Bane is a likable, sympathetic figure. For example, he cuddles into Gregor’s shirt, seeking comfort and warmth, which reinforces how much he craves love and security after losing his family. He clings to simple joys like chocolate, further emphasizing his innocence. Such small details humanize him and make it impossible to see him as a monster. Because Bane’s mother is dead and his future is uncertain, Gregor leaves him in the care of Ripred, who assumes a paternal role. This relationship introduces a glimmer of hope, since Ripred’s influence could potentially help shape Bane’s destiny, proving that fate isn’t as rigid as the Underlanders believe. If nurtured correctly, Bane may never become the tyrant that the prophecy predicts, reinforcing the idea that evil isn’t innate (natural) but learned (nurtured) and that prophecies aren’t always correct (or at least not interpreted correctly).
As the 14-year-old heir to the throne, Luxa holds a complex position as both a leader and a friend. While she takes her royal duties seriously, her desire to be part of the action often pushes her into roles that are less conventional for someone of her status.
Luxa is strong, brave, and knowledgeable, frequently providing Gregor with insights into the Underland. In addition, she’s incredibly loyal to her friends, as is evident when she secretly joins the quest despite Mareth’s objections, demonstrating her commitment to the cause and to those she cares about. Balancing Luxa’s independence and self-assurance are moments of vulnerability, particularly when she struggles with grief over the betrayal and death of her cousin Henry, to whom she was extremely close. She’s similarly vulnerable and empathetic toward Howard after Pandora’s loss, crying alongside him and comforting him by whispering, “‘She will fly with you always. You know this’” (181). These emotional moments reveal her depth and make her a more relatable character, despite her royal status and somewhat quiet, guarded personality.
Luxa speaks in a formal manner, rarely using contractions, which underscores her upbringing as a royal and her diplomatic training. Though she’s highly skilled in diplomacy and combat, she doesn’t always appreciate the need for protection, often feeling burdened by it. Her beauty, athleticism, and physical prowess make her a formidable figure, but her inner strength and ability to lead set her apart as someone capable of ruling. While Luxa’s deep-seated anger toward rats (because they murdered her parents) shapes her interactions with Twitchtip and others, she’s a born leader who’s willing to risk her life for others, such as when she flies in on her bat to save Boots during the serpent attack. By the end, though Luxa is presumed dead in the serpent flood, Gregor and the others hold onto hope that she could still be alive, a testament to her courage and memorable impact. Luxa has the potential to be a great queen, blending her strength with compassion and an unwavering commitment to protecting her constituents.
A responsible, mature, and commanding leader, Mareth takes his role as protector and military specialist in the Underland seriously. Physically and mentally strong, he serves as a vital guide and trainer to Gregor.
His leadership is marked by a sense of duty, especially when he expresses concern over Luxa’s impulsive decision to join the quest: “Mareth was [Luxa’s] coach, and he wasn’t afraid to chew her out. […] ‘This venture is extremely dangerous, and what if you die? You leave Regalia with Nerissa as a leader, and she is of age’” (136). Though he chastises her, he only wants to keep her safe, showcasing his vigilant nature and respect of the royal family. He provides crucial leadership in many moments, such as when he shouts at Gregor, “Overlander, enough!” when he’s consumed by the rager impulse. As the oldest human, Mareth’s calm demeanor and rational presence make him a steadying influence on the group. Mareth’s thoughtful approach to leadership helps maintain the team’s morale, even in the most dire situations—traits that Gregor emulates.
Additionally, Mareth is supportive and encouraging during Gregor’s development. A talented warrior and coach, he becomes a mentor to Gregor, helping him train and grow stronger in preparation for the challenging quest ahead. Mareth’s surprise and admiration when Gregor succeeds in their combat training—especially when Gregor hits all the targets—demonstrate his appreciation for Gregor’s potential. However, Mareth’s upbeat attitude and physical strength are tested when he sustains a serious injury. His leg wound forces Gregor to send him back with Howard to recover, and Mareth’s exit from the story underscores the adventure’s savage cost. His injury pushes Gregor to take on more control as the quest’s leader and to prioritize his companions’ well-being.
A seer and Henry’s younger sister, Nerissa is a minor character who has a distinctive and influential gift to see the future. However, her frailty and nervous demeanor often overshadow her talents, leading others to view her as “crazy,” weak, or unreliable. Emaciated and ill, she can barely keep up with the others, yet her insights are crucial. Early on, Nerissa explains that Gregor must be the one to kill Bane but offers no further explanation, leaving Gregor and readers to wonder about her full interpretation of the prophecy. Her frailty (most evident when she faints during the coronation) and her reluctance to provide more information make her a mysterious and enigmatic figure, but her role as a seer adds tension and uncertainty.
Nerissa’s introspective nature sets her apart from other characters, and though she may seem delicate, she’s a critical, wise character whose actions change the conclusion. In the climactic trial, Nerissa’s role becomes pivotal when, in a dramatic twist, she reinterprets the prophecy, revealing that Bane, not Boots, is the baby it mentions. This realization shifts the plot, clearing Gregor and the others of the charges of treason and sparing their lives:
She heaved a huge, shuddering sigh and sank down to the ground at his feet, laughing in relief. […] ‘The warrior has fulfilled the prophecy.’ ‘No, Nerissa, he did not succeed in killing the Bane,’ Vikus said gently. […] ‘The baby lives. So lives the warrior’s heart. The gnawers do not have their key to power.’ […] ‘Trial? For the warrior? Of course there will be no trial! He has saved the Underland,’ [Narissa ordered]. […] ‘And all who helped him are held in our highest regard’ (279-83).
Nerissa’s correct analysis of the prophecy ends the trial, emphasizing her role as not just a seer but a literal lifesaver for Gregor and his companions. Her courage in speaking the truth, despite her frailty and illness, shows that she’s far more capable than many realize. Thus, her final act of rescuing Gregor and the others from a death sentence solidifies her importance in the story, turning her from a fragile, nervous figure into a placid but decisive force for good.



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