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Talk about book 2 on Discord

Place · from book 1

The Dungeon

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.

First appears: Book 1

Series arc

As of book 2. Eighteen floors, three seen. Book 1 gave the structure — quadrants, safe rooms, guilds, boss tiers, a timer per floor — and the hint that floors three, six, nine, twelve, fifteen and eighteen are one linked setting. Book 2 drew the map: the Over City on three, six and nine; the tenth's own rules; Divine Guardians on twelve; Sheol on fifteen; a resort on eighteen. Stairwells hide behind quests from here on.

Through book 1

Two of eighteen floors seen. Book 1 supplies the structure (quadrants, safe rooms, guilds, bosses in six tiers, a timer per floor) and one structural hint about the rest: floors three, six, nine, twelve, fifteen and eighteen exist simultaneously and are one linked setting (B1 ch. 44). The series' plot spine — floors, not books — starts here; floor pages arrive with book 2.

Through book 2

Book 2 draws the map: floors three, six and nine are one world; the tenth has its own rules; the twelfth has Divine Guardians; the fifteenth is Sheol; the eighteenth is a resort (B2 ch. 3, B2 ch. 7, B2 ch. 24). Stairwells hide behind quests from here on (B2 ch. 12).

Where they appear

Book Chapters they are in (of the book's) Where
1 — Dungeon Crawler Carl 39/48 1–10, 12, 14–15, 18, 20–23, 25–30, 32, 35–48 · the book's own page
2 — Carl's Doomsday Scenario 17/26 1–3, 6–8, 10, 13–15, 18–21, 24–26 · the book's own page

By book

The Dungeon in book 1 — Dungeon Crawler Carl

Named and explained in the first three chapters: eighteen floors under the surface, the first three a tutorial designed to drown crawlers in loot and kill them, floors collapsing on a timer (ch. 1–ch. 3); just under 13 million entering, and under 10 million left when it seals (ch. 4). The first floor is a condensed Seattle in a grid of squares (ch. 15); the second is cinderblock and grubs (ch. 30); the third onward, everyone says, is where it gets strange. Zev's parting hint (ch. 44): floors three, six, nine, twelve, fifteen and eighteen exist at once and are one linked setting.

The Dungeon in book 2 — Carl's Doomsday Scenario

Book 2 adds the shape of the whole: floors three and six are one volcano-world (Over City, Hunting Grounds), the fourth and fifth are random (ch. 3), and its capital sprawls on the ninth (ch. 18); the eighteenth is a billionaires' retreat and the fifteenth is Sheol (ch. 3, ch. 24); the tenth has rules of its own (ch. 15, ch. 24); a Divine Guardian guards a fire gate on the twelfth (ch. 7). Stairwells now hide behind quests (ch. 12), and the door at the bottom says 'Mind the gap' (ch. 25).