Places
The places with pages across the series. 10 in all through book 2.
- Club Vanquisher from book 1 — The other club. A warning card on the first floor says that holding a Desperado Pass negates the ability to obtain a Vanquisher pass, and that is all the first book says about it.
- Production trailers from book 1 — Boats on the winter ocean where crawlers are held between floors while a holographic studio is projected around them for interviews. Menus go dark, the sets are bigger than the rooms, and nothing on the couch is quite real except the cat treats.
- Safe rooms from book 1 — Restaurants, bus stations and storm shelters lifted whole from the surface and set into the maze, where no violence is possible, food is served by surly Bopca Protectors, and three screens count down the collapse, the next episode, and the living. Mobs that attack inside one are teleported out — a rule that cuts both ways.
- Sheol from book 2 — 'The mysterious 15th level of the World Dungeon', where Sheol Glass Reaper Cases are forged and sold by traveling Spider Reaper Minions, who also sell lollipops; a case can blast whoever opens it with the Sheol Fire spell.
- The Desperado Club from book 1 — Known in the first book only as a dagger tattoo burned onto Carl's neck and Donut's shoulder out of a Bronze Asshole's Box, three drink tickets, and a warning that holding a Desperado Pass forfeits a Vanquisher pass. Mordecai will not discuss it before the third floor.
- The Dungeon from book 1 — The eighteen-floor structure that replaces the surface of the Earth at 2:23 in the morning, into which some thirteen million people descend: a maze of quadrant-sized squares, safe rooms, tutorial guilds and boss lairs, run as a broadcast for an interstellar audience and collapsing a floor at a time on a timer.
- The Hunting Grounds from book 2 — The sixth floor by its NPC name, first spoken by Mordecai on the third: for the over-city's printed residents it is the next level down, an urban floor of bigger and richer villages gone to jungle ruin, once ruled by the high elves. Signet was taken from it as a child, and Carl guesses her story is heading back there. One of the Desperado Club's unlit doors leads to stairs down to it, which open once crawlers reach the sixth floor.
- The Over City from book 1 — The third floor, named once in the first book, when Zev tells Carl that 'once you do hit the over city' he will need something compelling. She says the third, sixth and ninth floors are linked in a way that will later become clear, and that they all come into existence at the same time.
- The Penis Parade from book 2 — One of the lit signs in the Desperado Club beside Bitches, which Carl takes for the restrooms: the male strip club and brothel, which Mordecai tells Carl and Donut to stay out of.
- Tutorial guilds from book 1 — Rooms off the corridors, each holding the guide assigned to whoever enters — Mordecai for Carl and Donut, Mistress Tiatha for the Meadow Lark party — where a crawler's inventory is switched on, boxes are opened and fight notes are reviewed. Viewers can watch the crawler there but not hear the guide.