72 pages • 2-hour read
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Content Warning: This section of the guide includes discussion of graphic violence and death.
The Dungeon Crawler Carl series is based on the premise that a galactic governing body, known as the Syndicate, has collapsed every building on Earth, killing most of its inhabitants, in order to mine the planet for valuable resources. Before they do, however, they invite all the Earth survivors to participate in a dungeon crawl that will end with one of them, the victor, being allowed to survive. The crawl is broadcast around the galaxy, and participants are also beholden to fans, who can donate gifts to help them.
Carl, the protagonist, and his girlfriend’s cat, Princess Donut, form a team and succeed in passing three levels of the dungeon. Along the way, they add Katia, another Earth participant, and Mongo, a game-designed velociraptor, to their team. As this novel begins, the team is entering the fourth level of the dungeon.
On the fourth floor, Carl, Donut, Katia, and Mongo materialize aboard a dilapidated former Moscow Metro car on the Red Line, in a vast subway system called the Iron Tangle. They have 10 days to complete the floor and find the stairwell to the next level. Carl is ranked sixth on the leaderboard with a 100,000 gold bounty. Sponsorship bidding has begun.
Katia discovers that her constitution has doubled due to a momentum bonus. Donut must choose a new class within six minutes; with Mordecai’s help via chat, she selects Football Hooligan, gaining the Mascot skill that buffs (protects/strengthens) the party whenever Mongo attacks. Mordecai reveals that skills leveled during her temporary classes persist across floors.
Using her Pathfinder skill, Katia maps the 20-car train that they are on and identifies several unusual cars, including car 15. As they move forward to investigate, an announcement names the upcoming stations. Approaching Sirin Station, they see hundreds of demonic, baby-like monsters called Drek swarming the platform.
The party rushes into car 15, discovering two Jikininki janitor ghouls. Carl and Mongo kill them quickly, triggering Donut’s Mascot bonus. Trapped between Drek-filled cars, Carl places alarm and spike traps in the forward gangway. He attempts to access the train’s electrical system but needs an engineer’s key.
At Mora Station, larger monsters board. The Drek breach the forward gangway, triggering the alarm trap, which causes a pop song to blare. The Drek are impaled on the spike trap. Carl casts Protective Shell, a spell that creates a protection bubble around the group. As the train moves forward, the bubble remains in place and acts like a bulldozer, pushing through the moving train and crushing pursuing mobs. The party retreats through gore-splattered cars, looting gold as they go.
The party disembarks at station 83. Carl uses his Escape Plan skill to examine the Red Line map, discovering the locations of stairwells at lower-numbered stations, though their accessibility is unknown and there is no obvious route back. The station hub contains a general store run by Limp Richard, a “mole man,” plus a guild and a safe room.
Inside the safe room, they reunite with Mordecai, now transformed into a toad-like Grulke. He informs them the crawler population has dropped by several hundred thousand. Wendita, the proprietor of the safehouse, lists personal spaces at 50,000 gold. Donut begins negotiating, using her charisma, the highest in the group.
In the safe house, all the party members open the loot boxes they have received. Carl receives a special apology reward from the AI, which contains coupons for a free level three personal space and multiple high-value upgrades. Carl also obtains the Enchanted Necklace of the Haute Bourgeoisie, granting him tax income from his third-floor settlement, plus five dexterity and the Talon Strike skill. He learns the spell Bang Bro from a tome.
Donut receives similar coupons, a new tiara, and a spellbook for the spell Hole—when she levels the skill up, she will be able to create a hole in any material. Katia receives a shapeshifting arm bracer that forms a shield. Mordecai explains she can reshape any equipped armor into different body parts, making her potentially formidable.
After distributing stat points, the party uses their coupons to purchase and conjoin three level three spaces, creating a level five communal base. They buy an ultra-fast-resting bed (in which they can received a full night’s sleep in 2 hours), enhanced shower, crafting studio, and training room. The massive transaction delights Wendita. A previously locked door opens, granting access to their new home.
The party enters their new hangar-sized personal space. Donut, as team leader, places communal rooms, including a kitchen, living area, and training facilities. Individual doors appear for Carl, Donut, Katia, and Mordecai. Mordecai explains that his manager’s room can only attach to a level five base.
Donut insists that Carl and Mongo sleep in her room. Carl lies on the new bed and falls asleep immediately. He awakens two hours later feeling perfectly rested, receiving the Good Rest buff that boosts stats and experience gain by 10% for 30 hours.
The party watches the recap show, which shows what the other parties are up to and offers a segment on Earth’s rail history. Mordecai outlines a new daily schedule: buffs, training, crafting, and exploration. Katia reports that her former party, Hekla and Brynhild’s Daughters, which she has been chatting with, is also at station 83 on a different line.
The daily announcement states that stairwells will only open six hours before collapse and explicitly forbids early descent. Bounty hunting on top-10 crawlers, by other crawlers, is confirmed active.
After the announcement, Carl discovers a message from Brandon, his deceased friend, in a special folder in his chats. Brandon died on the third floor, sacrificing himself to save others. His dying wish is for Carl to tell his estranged brother, Chris, that he loves him. Devastated and enraged, Carl ignores Mordecai’s schedule and spends an hour in the training room, furiously working his Bare Knuckles skill.
After training, Carl sets up his crafting tables in the studio. He uses the goo-inator shaping tool to begin reshaping a heavy iron breastplate, earning the Martha Stewart achievement and a box containing tools and a bucket of glitter.
The party visits Limp Richard’s store. Carl notes a Battery Fabricator priced at 75,000 gold. He trades five Western novels for five science fiction books, establishing rapport with the proprietor. They investigate the Nightmare Express platform, discovering that its figure-eight route connects multiple train lines.
At the Yellow Line platform, they observe monsters on arriving trains. Realizing they can safely kill monsters from the platform, they spend an hour killing them to gain experience. Katia relays that Hekla’s party has been exploiting this tactic, and they believe that monsters exit into cave systems every five stops.
The party boards a Yellow Line train at car two. The door to the engine car requires a Yellow Line Engineer’s Key. Five Cave Mudge Bonkers attack from the next car. The party forms a defensive V-formation, using the car’s layout to funnel enemies. Katia shapeshifts her arms to parry attacks more effectively. They successfully defeat the first wave. When a second wave charges, they reset their formation to engage.
After clearing the monsters and deploying barricades, the train stops at Phantom Kangaroo Station. Fish-like Pollyslogs attempt to board but are blocked by Carl’s metal wedges. The closing doors sever arms and bisect bodies.
The party enters car five, an Employee Break Room, and meet Vernon, a dwarven train conductor. Two Jikininki janitors pass through peacefully, ignoring the party. Vernon, charmed by Princess Donut, becomes talkative. He explains the train exists in a loop: It resets at the end of the line, bringing him back to the beginning, but he retains memories and injuries. Items present on his first day duplicate with each loop, allowing him to accumulate wealth. He reveals that only a derailment will force the reclusive engineer from the engine car, allowing them to gain access.
After an hour of information gathering, Katia records the details for on the map of the rail lines that Mordecai is compiling. Carl, Donut, and Mongo investigate car 10, discovering that it is the Yellow Line Reward Room. A giant porter non-player character (NPC) named Pierre offers them prize suitcases. Carl selects number one and Donut chooses eight.
They return to the break room and open their suitcases. Carl’s suitcase contains clothing and an Invisibility Potion. As he unzips Donut’s case, his Find Traps skill activates, indicating a trap, but it is too late to stop. The suitcase releases thousands of fire ants that ignite the room. A moonshine bottle explodes, spreading flames. Vernon is engulfed and killed.
The party flees through the next car and jumps onto Banshee Station’s platform. They watch helplessly as the burning train departs, fire ants overwhelming the monsters inside.
The design of the dungeon’s fourth floor, the Iron Tangle, acts as a metaphor for the dungeon’s illogical, unpredictable, and oppressive corporate framework—a system engineered for entertainment through deliberate confusion rather than functional coherence. The environment is a chaotic subway network with unidirectional tracks and nonsequential station numbers, making navigation toward the required stairwells at lower-numbered stations extremely difficult. This constructed absurdity is further articulated through the NPC Vernon, who reveals that his train exists in a loop, resetting its physical state while he retains memories and injuries. This structure underscores the artificiality of the crawlers’ world, emphasizing that it is a fabricated arena. The rules are arbitrary, and game mechanics are meant to frustrate and disorient, reinforcing the theme of The Dehumanizing Nature of Corporate Entertainment. Vernon’s cyclical existence demonstrates how even programmed entities are trapped in a repetitive performance for viewers’ consumption, their lives reduced to a predictable, monetizable narrative.
Throughout these chapters, game mechanics function as metaphors for psychological states and social realities. Donut’s mandatory class change to Football Hooligan illustrates how identity can be strategically adopted for survival, with the absurd persona providing a crucial Mascot party buff. This mechanic suggests that in high-pressure environments, individuals assume roles that offer tactical advantages for both themselves and their team. The conjoined personal space introduces another significant mechanic: an “ultra-fast-resting bed” that reduces required rest to two hours. While a practical advantage, this upgrade erodes the sanctuary of sleep, as Carl’s reaction denotes: He is “fascinated and horrified at the idea” (39). This new tool pushes the crawlers toward hyper-vigilance and serves as a metaphor for a culture where rest is minimized in favor of relentless productivity and performance—a core tenet of the dungeon’s entertainment-driven ethos that blurs the line between life and labor.
Carl’s unconventional use of his Protective Shell spell exemplifies the theme of Subversion and Anarchy as Tools for Survival, showcasing how exploiting the dungeon’s rigid logic can be more effective than direct confrontation. Trapped in a train car swarmed by Drek monsters, Carl recalls that the spell remains “static in the spot where it was cast” (18). He activates it while the train is in motion, causing the magical barrier to act as a “bulldozer” that clears the rear cars by obliterating the pursuing horde. This act subverts the spell’s intended defensive purpose, transforming it into an offensive weapon by introducing the external variable of motion. This tactic reflects Carl’s identity as an anarchist: He does not break the dungeon’s rules, he bends their literal interpretation to create chaos that benefits his party, proving that intellectual subversion can be more powerful than brute force.
The introduction of the dwarven train conductor, Vernon, explores The Fragility of Identity and Fabricated Memory. His character functions as a living symbol of the dungeon’s artifice, embodying an existence defined by programmed consciousness. Vernon describes a state where he retains memories and physical injuries from one loop to the next, yet the train resets, and he cannot recall the transition, explaining that “everything gets fuzzy” (75). His identity is tethered to a repetitive present he cannot escape. Vernon is an NPC with programmed memories who gradually becomes aware that his reality is flawed but remains powerless to alter it. His motivation—to accumulate gold to return to a life he can’t fully remember—renders his apparent free will an illusion. His condition acts as a dark mirror for the crawlers, who are themselves being systematically stripped of their past identities and reshaped by the game.
Amidst the forward momentum of combat and strategy, the discovery of Brandon’s death provides a moment of character development for Carl, grounding the violence in genuine human loss. The news of his friend’s sacrifice arrives as a quiet notification in a special folder, a detail that underscores the dungeon’s indifference to individual lives. The emotional impact shatters Carl’s focus, compelling him to abandon Mordecai’s schedule. His response—channeling his grief and rage into an hour of leveling his Bare Knuckles skill—is an attempt to process trauma within a system that has no language for it beyond quantifiable metrics. This scene contrasts the cold, game-oriented mindset necessary for survival with the pain of personal loss, deepening Carl’s character beyond that of a resourceful survivor and highlighting the psychological cost of his journey.



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