72 pages 2-hour read

The Dungeon Anarchist's Cookbook

Fiction | Novel | Adult | Published in 2021

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Chapters 11-15Chapter Summaries & Analyses

Content Warning: This section of the guide includes discussion of addiction, graphic violence, and death.

Chapter 11 Summary

The bomb detonates below the platform with a massive explosion, and a second explosion follows. Carl reaches level 29 and receives the achievement Locomotive Breath for derailing a train, earning a Gold Engineering Box.


The party descends into the smoke-filled platform. Katia starts an eight-minute timer to track the next train. The engine car lies on its side but intact, while the second car is twisted open with dead mobs scattered around. Donut reports the conductor still seems to be alive.


The engine car door opens, and the engineer comes out: Gore-Gore, an eight-foot-tall mantaur train engineer, a creature with one man’s torso stacked atop another’s. He mistakenly believes they are passengers and urges them to flee. A second train crashes into the wreckage.


Gore-Gore explains that at stop 435, employees disembark and take a portal back to the depot after being treated by creatures called the Kravyad, a process that causes memory loss. As the engineer, he drives through a gate that teleports him and his engine car back to the depot, leaving the passenger cars behind in the Abyss. When Carl asks if they could ride with him, Gore-Gore says they would survive but he would be honor-bound to kill them.


Gore-Gore departs for Club Vanquisher. Donut suggests they could steal an engineer’s key and use a loop train to bypass stopped sections. Gore-Gore suddenly bursts from the club enraged, having learned that Carl and his party caused his train to crash. A boss battle initiates.


Donut’s Magic Missiles prove ineffective. Carl uses a smoke curtain and the Fear spell with limited success, then punches Gore-Gore with his gauntlet. A notification warns that each successful punch has a cumulative 1.5% chance to summon the war god Grull. Gore-Gore backhands Mongo. Katia blocks a strike, and several of her fingers are severed. Carl lands more punches, raising the Grull chance to 10.5%.


Gore-Gore grabs Carl by the throat. Carl activates Protective Shell, which ejects Gore-Gore but drags Carl with him. The Grull summoning counter begins a 10-second countdown. To prevent the summoning, Carl dropkicks Gore-Gore onto the electrified third rail. Gore-Gore’s body shorts the rail, electrocuting them both. Donut pulls Carl to safety and heals him. The battle ends, and Carl receives notification that the Valtay Corporation has sponsored him.

Chapter 12 Summary

Donut announces she has been sponsored by Princess D’nadia of the Prism Kingdom, a Saccathian whom she and Carl met on a talk show. Carl reveals through the chat that his sponsor is the Valtay Corporation, but he warns Donut not to speak of them aloud. He loots Gore-Gore’s corpse, finding gold, a hair restoration potion, an Ocher Line engineer’s key, and a neighborhood map showing the entire Ocher Line with all train locations. Ahead, trains continue moving while those behind them stack up because of the accident. Mobs begin spilling onto the tracks.


They find Katia crying because her severed fingers did not regenerate, making her feel like she is losing parts of herself. Carl comforts her and resolves to craft full armor for her. She reveals that her sponsor is Princess Formidable of the Skull Empire. Carl realizes this is Prince Stalwart’s sister, likely next in line for the throne. In the first novel, Carl humiliated Formidable’s brother, Maestro. Inside a new safe room, Katia presents a plan to reach station 436 quickly by transferring through the Dismemberment Limited and the Nightmare Express.


At the Dismemberment Limited platform, Donut practices her Hole spell. Carl messages Elle and Imani, who warn him to stop derailing trains, as it traps other crawlers. Imani explains their discovery: Mobs are controlled through addiction to race-specific opiates distributed at several stations. If mobs miss their fix, they physically transform into more dangerous creatures.


The sleek monorail, the Dismemberment Limited, arrives. Its operator, Levi the Seventh, begs them not to board. The interior is covered in blood and gore. A quest initiates: They must protect Levi from Fleshers, undead monsters, or be turned into Fleshers themselves.


Carl and Katia barricade the rear door as Fleshers pound from the other side. With help from Mongo, Carl and Donut fight off flesh tendrils squeezing around the barrier’s edges. A war mage named Dismember attacks the barrier. Carl distracts Dismember while Donut creates a temporary hole in the metal barrier. Carl grabs Dismember’s hair through the opening and pulls his head through just as Donut closes the hole, decapitating the war mage.

Chapter 13 Summary

After Dismember’s death, Carl pockets the severed head, and they quickly disembark at station 281. Zev messages to book Carl and Donut for a TV show called Planet Beautiful to narrate a segment on beauty pageants and pet shows.


They decide to wait for Carl’s Protective Shell to reset before attempting the Nightmare Express. In the local safe room, Carl spends coupons to acquire an Armorer’s Workshop table and upgrade his sapper’s table. He discovers the armorer’s table can create equippable items for Katia, allowing them to add to her total mass. Inspired by cookbook notes about backpacks and item stability, he crafts a large metal backpack and loads it with over a ton of metal poles and balls.


Carl instructs Katia to transform into a multi-legged shape with a shelf on her back. After a struggle, she successfully equips the backpack, and its mass merges with her body. She discovers her new mass gives her a large strength bonus and allows massive transformations, though with a dexterity debuff. The method allows variable mass by equipping and unequipping the backpack from inventory.


The party watches the recap show, which features another crawler, Quan Ch, using his new powers. It also shows a clip of their Dismember fight, which is edited to portray Carl as reckless. The show ends revealing Lucia Mar, currently first on the leaderboard, has already found the location of the stairwells. Carl wonders how she always seems to know. The AI announces that every crawler now has a sponsor, but Benefactor Box delivery is delayed except for emergency-fee shipments.


Carl receives a Bronze Benefactor Box from the Valtay Corporation, containing a neural enhancer pill that will install an interface upgrade to identify and analyze subspace portals. He takes the pill and gains a new tab in his menu. The ability activates immediately—he sees that the safe room doorway is a subspace portal and can analyze it, even viewing a still image of the other side.

Chapter 14 Summary

About half a day later, as the party waits for the Nightmare Express, Carl recalls their recent trip to the Desperado Club. Sledge bought them protective magic, Donut trained inside the Dodge training guild, and Carl discovered that his new portal-vision cannot snapshot areas he lacks access to. At the club, Carl initiated an information-sharing network by having all crawlers exchange chat details. He is now inundated with messages from other crawlers asking for help.


The party comes up with a new plan: Carl and Donut will run into the tunnel toward the oncoming train. In the tunnel, Donut criticizes Carl for forcing Katia to adopt her giant form without consent. Carl agrees he was wrong.


Donut realizes her Puddle Jumper spell has shorter range than anticipated, putting them in danger. As the train bears down, Donut casts Puddle Jumper, and Carl activates Protective Shell. They teleport down the track, and the train plows through the shell, killing all monsters inside but accelerating out of control. Carl and Donut race for the platform. Donut makes it, but Carl is struck by the cowcatcher.


Carl survives, landing on the front of the speeding engine. He heals and climbs along a narrow gangplank beside the boiler, punching through a window into the gore-covered cab. The controls indicate the boiler will explode in two minutes. He opens the firebox door and finds Fire Brandy, a Level 75 Lesser Demon who fuels the train by burning corpses of her nonviable offspring. She instructs him on operating the valves to prevent the explosion and teaches him to drive the train.


Carl loots the cab, finding gold, a Steam Engineer’s Key, and a box of Sheol Bricks, fuel for the engine. Killing all the train’s monsters, including three neighborhood bosses, boosts him to level 32, earns three boss boxes, the achievement “Three Cheers for Slaughter,” and a Platinum Big Daddy Box. He sees that his Protective Shell caused catastrophic damage to the rear train cars. He messages Donut to loot boss corpses for maps and test riding Mongo.

Chapter 15 Summary

Carl drives the Nightmare Express into a massive switching cavern with multiple tracks and portals. Another steam train passes through at speed, its caboose displaying two impaled human heads. The engineer signals a greeting before disappearing. Carl sees track switches for Auxiliary Tracks, Station Repair, and Recycle.


The train continues to Abyss Station 436, where a bare platform holds only steep stairs leading up. Carl ascends and emerges onto a catwalk overlooking a vast, flaming pit—the Abyss. He watches as trains arrive from thousands of portals, dumping their passenger cars into the pit below, where Jikininki ghouls swarm the wreckage. He realizes that the trains are not looping through time—instead, the passenger cars are destroyed and rebuilt while only the engine cars teleport back to the train yard.


Using his new skill, Carl analyzes a portal and takes a visual analysis screenshot that shows a massive train yard filled with engine cars and thousands of zombies. The analysis reveals that passage requires being on a correct vehicle or holding a compatible key. He spots a smaller portal in the yard’s corner near a rolling cage that reminds him of the one in the earlier robot room.


Carl retreats as monsters spot him. Back on the train, he checks inventory and finds three items marked as compatible keys: the Ocher key, the Steam Engineer’s Key, and the souvenir conductor hat given to all crawlers at the floor’s start. Realizing the simple solution, he sends a mass message explaining four escape methods: using the conductor hat, using an engineer’s key, taking the employee portal at station 435, or commandeering a named train to the switching station. He receives replies, including from a crawler whose party sold their hats for gold.


Carl drives back to station 283. Donut messages that she received her first Benefactor Box and reached level 30, unlocking Love Vampire. At the station, Katia has cleared track debris. Donut wears new sunglasses, a unique item from Princess D’nadia that focuses her Magic Missile into a laser. Katia reports neither she nor Brynhild’s Daughters have received sponsor items.


Elle messages that her party is stranded because Quan Ch is destroying trains, forcing them to hike to a different train. In a food court safe room, Donut explains Love Vampire: She can link to an enemy, who takes damage for her until they die. Carl’s Platinum Big Daddy Box contains an unenchanted toothbrush and five-use enchanted toothpaste that grants boss-damage buffs. Carl assigns his stat points to strength and constitution.


Carl spends time on the chat network and sees many crawlers becoming stranded due to stopped trains. He reflects on a past crawler’s entry in his cookbook and feels growing responsibility to help trapped crawlers, but he does not know how.

Chapters 11-15 Analysis

These chapters escalate the theme of Subversion and Anarchy as Tools for Survival from individual acts of defiance into a strategy for collective liberation. Carl’s journey in these chapters begins with a localized act of sabotage: derailing a train to acquire an engineer’s key. The achievement he earns, Locomotive Breath, comes with a warning about setting off an “unforeseen domino effect that will ripple throughout the rest of the floor, leading to mass confusion and death” (153). Initially, this consequence seems like a simple gameplay punishment, but it proves to be the mechanism through which survival becomes possible. Carl’s subsequent hijacking of the Nightmare Express train and discovery of the Abyss in Chapter 15 is the culmination of this path. He realizes that the floor is not a time loop but an industrial system of ongoing construction and disposal. Armed with this knowledge, he subverts the game’s informational hierarchy by sending a mass message to all the crawlers he is connected with on chat, detailing four escape methods. This act transforms his personal survival quest into a blueprint for mass rebellion, arming the entire crawler population with the knowledge to break the system. This approach contrasts with the self-serving anarchy of crawlers like Quan Ch, whose destruction of the trains strands and endangers other crawlers, highlighting that effective subversion in this context requires a communal, rather than individualistic, ethos.


The narrative deepens its exploration of The Fragility of Identity and Fabricated Memory by juxtaposing Katia’s physical and psychological struggles with the disposable, programmed lives of the floor’s NPCs. Katia’s identity is shaken when her severed fingers fail to regenerate, a seemingly minor injury for her as a Doppelganger that makes her comment, “[P]art of me is gone. I’m losing myself” (170). This physical wound transmutes into a psychological one that sets the stage for a more extreme transformation. By crafting a massive backpack filled with metal, Carl provides a method for Katia to fundamentally alter her physical form, forcing her to adopt a monstrous but powerful new identity to survive. Her journey mirrors the plight of the NPCs, whose consciousness is treated as a commodity. Levi the Seventh, a Symbiote of reanimated bones and stolen skin, exists as a recurring victim in a repeatable quest. Similarly, Fire Brandy is a sentient furnace demon who fuels the Nightmare Express by burning the corpses of her nonviable offspring, which the system frames as an efficient biological process. Both Katia’s forced evolution and the NPCs’ manufactured realities reveal a world where the self is entirely malleable—a resource to be reshaped, consumed, or discarded for the sake of entertainment.


The mechanics of Katia’s transformation become a metaphor for adaptation under extreme duress, exemplifying the motif of game mechanics as metaphors. The discovery that an equippable backpack can merge its contents with Katia to increase her mass is both an act of ingenuity and a violation, as Carl pushes her into the change without her full consent. The result is a monstrous, bug-like form that grants her immense power at the cost of her familiar shape and dexterity, as well as her human identity. The backpack represents the burden she must carry, and equipping it is the act of integrating that brutal reality into her being. Her changing reactions—from pain and fear to a grim sense of empowerment—illustrates the psychological cost of survival. Katia’s character arc examines how oppressive systems force individuals to adopt monstrous personas to endure, blurring the line between the self and the armor one must wear. The narrative presents her newfound power as more than a simple power-up; it is a complex, morally ambiguous evolution born of necessity, questioning the nature of agency when the only choices available are simultaneously transformative and alienating.


The introduction of corporate sponsorships crystallizes the theme of The Dehumanizing Nature of Corporate Entertainment. Every crawler is assigned a sponsor, transforming them from contestants into branded assets. Donut’s sponsorship by a princess is an ideal marketing synergy, while Katia’s sponsorship by Princess Formidable of the Skull Empire appears to be a political maneuver. Carl is sponsored by the Valtay Corporation, the entity behind the brain parasites from the third floor. His first gift is a neural enhancer, a corporate product installed directly into his brain, accompanied by the slogan, “The Valtay Corporation, Keeping the Best of You Alive” (198). This upgrade literalizes corporate infiltration of the self, and Carl is forced to consume the upgrade without fully understanding it. This commodification of the crawlers is mirrored in the disposability of the NPCs. The discovery that the Nightmare Express is fueled by a demon burning her nonviable offspring is undercut by the game system’s detached, clinical description of the process. This tonal dissonance highlights the moral vacuum at the heart of the dungeon, a system that has industrialized and normalized cruelty, packaging it as lore for an audience. The text functions as a satire of reality television and consumer culture, where suffering is monetized and individual identity is another product to be bought, sold, and upgraded.


A series of revelations in the narrative unpeels the layers of the floor’s design, transforming The Iron Tangle from a chaotic maze into a logical industrial system. The plot progresses through a sequence of interlocking discoveries: derailing a train reveals the engineers’ nature; fighting on the Dismemberment Limited exposes the war mages’ threat; and hijacking the Nightmare Express leads to the discovery of the Abyss. This final revelation is a significant element of the narrative’s worldbuilding, revealing that the floor is not a time loop, as NPCs with fabricated memories believe. Instead, it is an efficient factory system where train cars are mass-produced, used, and then dumped into a flaming pit to be scavenged by ghouls. This reveal reframes the entire floor as a metaphor for unchecked capitalism and disposable culture. The narrative’s structure as a mystery allows the reader to experience this dawning realization alongside Carl and his party, culminating in the understanding that the primary antagonist is not an individual monster but the vast, impersonal, and efficient system that orchestrates the floor’s events.

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