Motif · Book 4, The Gate of the Feral Gods
Explosives
Goblin dynamite that sweats, hobgoblin pus with a deodorant-stick detonator, a ton of funpowder, and eventually Carl's own entry in the Dungeon Codex. The skill tree the game keeps rewarding, and the reason a marine technician can drive a level-93 elemental into a stairwell.
Segment appearances
- Chapter 1 — Hump Town
- Chapter 2 — The Wasteland through a telescope
- Chapter 3 — A goose from the sky
- Chapter 4 — The Royal Chariot; Ifechi
- Chapter 6 — City hall
- Chapter 7 — The frog con
- Chapter 8 — A yam from the pacifists
- Chapter 9 — Ruckus
- Chapter 14 — Maggie
- Chapter 17 — Jennifer and Dale's house
- Chapter 18 — One
- Chapter 19 — Orren
- Chapter 22 — Mrs. Ghazi
- Chapter 23 — The winding box explained
- Chapter 25 — The Akula
- Chapter 27 — Leatherface
- Chapter 28 — Emberus
Progression
The sapper's floor
Eighth-strength hob-lobbers, sparklers of a wick and a fuse (ch. 6, ch. 7); rockets from a camel's bazooka rebuilt with Mordecai's accelerant and Surefire guidance, a full stick's warhead each, a two-stage design that blows early (ch. 9); eight fired from the ground and twelve loaded into four-pack launchers in a balloon (ch. 12); depth charges of nested barrels with a dial for crush depth, narrated on air (ch. 27); chum bombs on one detonator (ch. 25); burn gel of moonshine and paste in a piping bag (ch. 22); a Bloodlust potion taped to a hob-lobber in a minifridge (ch. 27); a smoke curtain infused with invisibility into a disco ball (ch. 18); timed charges sucked into a portal (ch. 34). Explosives Handling makes a toy's charge stronger just by sitting on the bench (ch. 19); the Battle Rattle adds half again the range; Drakea's kerchief adds remote detonation (ch. 28).