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Dungeon Crawler Carl

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Book 2: Dungeon Crawler Carl - 02 - Carl's Doomsday Scenario

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Chapter-by-chapter progression through Book 2

Book 2: Dungeon Crawler Carl - 02 - Carl's Doomsday Scenario

1

Chapter 1

Carl, Donut, and Mongo arrive on the third floor's illusory outdoor guildhall, greeted by the transformed incubus Mordecai, who guides them through race and class selection in his familiar room. Donut stubbornly sticks with her cat race, then tricks everyone by feigning interest in Artist Alley Mogul before selecting Former Child Actor, gaining poison immunity, Cockroach skill, boosted Charisma, and the Manager benefit that binds Mordecai as their permanent saferoom companion, infuriating him. The tone mixes excitement and deception, with Carl's strategic relief clashing against Mordecai's exasperated fury as Carl prepares for his own choices.

2

Chapter 2

In a tense safe room session, Carl meticulously reviews 398 race options with Mordecai's guidance, rejecting AI-recommended Hobgoblin and Sasquatch for their grotesque appearances despite strong bonuses, and selects Primal for its skill progression potential at the cost of stats; he then chooses the rare Compensated Anarchist class, tailored to his explosives expertise and popularity, after weighing alternatives like Bomb Squad Tech and Prizefighter. Donut awakens with enhanced cat racial stats and skills, while Carl allocates points to meet class minimums, solidifying his tank role amid self-doubt about his grind-heavy build. The second floor collapses, ushering them into the third floor's bustling, sulfurous village under a crimson sun, where Mordecai presents them amid rising urgency and a polluted, urban heat.

3

Chapter 3

In Chapter 3, Carl, Donut, and Mongo enter the sprawling Over City of the third floor—a vast, simulated urban expanse atop a dormant volcano, dotted with villages and ruins filled with engineered NPCs whose memories are cyclically altered by the Borant Corporation. Mordecai briefs them on the floor's mechanics, including random crawler placements, guildhalls, saferooms, holographic navigation signs, and escalating dangers in the ruins by night, while warning against village guards and seductive horned females drawn to Carl's rising charisma. As they venture into the foggy, decrepit ruins toward a larger village for shopping and training, the tone shifts from intrigued exposition to tense anticipation of grinding and survival.

4

Chapter 4

While training Mongo along a road in the expansive, illusory-skied ruins of the Over City, Carl and Donut encounter Zev, who shares positive viewer feedback on their unique class choices, before being ambushed by knife-throwing circus lemurs and a monstrous giraffe-mounted horde, triggering the 'The Show Must Go On' quest to dismantle the feral circus. They battle and kill a towering Terror the Clown, loot its corpse—causing Mongo to grow slightly—and flee through alleys and smoke bombs to the 'Belly-Rubbed Pug' saferoom, a costlier renaissance-fair pub. A drunken, vomiting Mordecai teleports in, hilariously underscoring their doomed prospects amid the frantic, darkly comedic tone.

5

Chapter 5

In the saferoom, Mongo rapidly grows larger and more formidable, while Donut and Carl open Silver Earth boxes yielding nostalgic items, hobby potions—granting Donut scutelliphily and Carl Cesta Punta skill—and Donut's new Clockwork Triplicate spell, which she practices gleefully with her pet. They tinker with gear, decide to explore the circus area instead of rushing to the settlement, and stealthily dispatch a skull-headed lemur guarding three dead crawlers, with Donut's bold pounce and Mongo's savage finish revealing the beast's grotesque true form. Amid banter laced with nostalgia and tension, Carl regrets belittling Mongo as 'just a pet,' strengthening their bond as they plan to scout the distant circus tents, giraffes, and eerie music.

6

Chapter 6

Carl and Donut discover a gruesome trap of crawler corpses looted for gear like strength rings and an anklet, boosting their stats amid the eerie, calliope-haunted streets leading to a fortified circus encampment teeming with lemurs, clowns, and freakish mobs preparing for battle as night falls. They kill sentries, loot more, but draw mortar fire that collapses their hiding spot into a basement, where they encounter the seductive Level 60 Elite Tsarina Signet—a tattooed half-naiad, half-elf summoner—who charms Carl until he snaps his finger to break it, revealing her traitor status. Tension escalates from grim discovery to visceral horror and dread as Signet traps them by unleashing caged beasts, surrounding them in the encroaching darkness.

7

Chapter 7

In a tense nighttime confrontation on the Over City's ruined streets, Carl and Donut battle six grotesque Mold Lions surrounding the half-naiad summoner Signet, using clever tactics like Protective Shell, Confusing Fog, and Donut's necromancy to turn the tide and level up to 14, while Mongo grows stronger. Signet reveals her blood magic requires a sacrifice—which she intended to be Carl—and shares her vendetta against the parasitic Grimaldi's Circus, leading to a planned meeting; back at the Belly-Rubbed Pug saferoom, Mordecai warns of elites' scripted dangers and plot armor amid a recap show highlighting crawlers' transformations. The chapter pulses with high-stakes adrenaline shifting to wary intrigue and strategic reflection.

8

Chapter 8

In the Over City ruins, Carl wakes to massive viewer stats, reads updates from Brandon and Mordecai—who reveals a looming regional battle via a stolen Bopca newsletter—and sets out with Donut and Mongo toward a skyfowl settlement, only to be ambushed and knocked unconscious by Signet for breaking his promise. Awakening separated from his companions (Donut and Mongo left asleep and guarded under her Water Lily spell), Carl learns Signet's tragic backstory tied to the circus cataclysm and Grimaldi's transformation, forcing him to agree to kill the grotesque clown-bear boss Heather during an impending assault to summon Signet's team. The chapter's tense, fearful tone underscores Carl's vulnerability and desperate scheming amid rising dread, with no setting shift beyond the ruined city.

9

Chapter 9

In a tense urban intersection at dusk, Carl battles the Level 19 Neighborhood Boss Heather the Bear, a monstrous roller-skating circus relic infested with burrowing worm claws; he cleverly uses smoke bombs, moonshine fire, and a cursed custard lottery ticket to purge the parasites, freeing the weary, ancient bear who dies begging for mercy, earning him levels and a map upgrade. Signet, watching from afar, sacrifices Heather's blood to summon a flapping army of 2D tattoo elementals—giant paper cutouts of ogres, serpents, and sharks—that decimate the circus's night defenders, from lemurs to clowns, in a chaotic, fiery assault marked by explosions and eerie calliope music. Though they breach the outer tents, ancient magic shields the impregnable big top, tasking the awestruck, battle-hardened Carl with infiltrating via ticket for a suicidal solo mission inside, his sarcasm masking rising dread amid the grim, triumphant yet futile tone.

10

Chapter 10

Carl enters the dilapidated Grimaldi’s Circus big top under a 30-minute time limit, clutching a ticket that shields him from the grotesque, performing clown mutants and demonic acrobats amid a chaotic parody of circus acts. A flood of childhood memories triggered by the nostalgic circus scent fuels his rage against the dungeon's intrusions into his past, steeling his resolve as he discovers the massive Level 85 city boss, Ringmaster Grimaldi, transformed into a Pestiferous Vine. Following Mordecai’s plan, he poisons himself, drips tainted blood onto the vine’s root, and antidotes himself, leaving the arena unchanged but planting the seed of its potential demise in a tense, anticipatory tone.

11

Chapter 11

In a high-stakes gambit amid the chaotic circus arena, Carl poisons then heals the city boss Grimaldi, negotiates a deal with the 'Vengeance of the Daughter' producers via Zev to join their storyline on the sixth floor, and ingests parasite-infested ice cream to infiltrate Grimaldi's mind, using Wisp Armor to resist control. He confronts Signet outside the tent, brokering an emotional reconciliation between the estranged lovers by appealing to their shared love for their corrupted clown family, allowing Signet to enter and resolve the conflict while freeing Donut at dawn. The chapter shifts from tense bleachers to the eerie big top exit, blending desperate improvisation with poignant nostalgia for lost innocence, culminating in Carl's level-up and a foreboding alert about Donut's plummeting health.

12

Chapter 12

In a spike-filled skirmish within Signet's abandoned building amid the ruined Over City, Carl rescues a critically injured Mongo and unconscious Donut from Street Urchins drawn by his debris barricade, healing his pet with a crafted potion and realizing they've become his surrogate family as dawn breaks. Donut awakens disoriented but leveled up, and the duo journeys to a larger skyfowl settlement, practicing spells, developing combat 'plays,' and noting Mongo's growth into a formidable ally while spotting the exclusive Desperado Club. Amid nostalgia for lost loved ones and wary insights into Donut's cunning maturation, the tone blends tense relief, budding camaraderie, and wistful longing in this bustling, avian-populated hub.

13

Chapter 13

In Mordecai’s chamber at the medium settlement, exhausted Carl and Donut open a flood of achievements and boxes from their boss battle, earning massive view milestones, upgraded quest rewards like Donut's Acute Ears skill and Fang Caps for Mongo, and Carl's hilariously upgraded BigBoi Boxers that boost stats but ban pants via the 'Freeballing' benefit, blending triumph with cosmic mockery. Mordecai shares insights on his alchemy background, floor changes, and a mysterious 100,000-gold casino chip for the Desperado Club, while hinting at shifting loot to fit their celebrity personas. The tone mixes weary relief, giddy excitement over loot, and exasperated humor amid growing fame and strategic planning.

14

Chapter 14

After escaping notice by retreating to the seedy One-Eyed Narwhal pub in a rundown district of the skyfowl-dominated town, Carl equips Mongo with electric chompers, allocates stat points to strength, and the group watches a recap show highlighting other crawlers while brushing off a quest from the weeping orc NPC GumGum. The next day, they shop at general stores—haggled expertly by Donut—stock up on supplies including a magical pet carrier for Mongo, grind brain boilers, and defeat the neighborhood boss Dispenser, leveling up skills and characters amid a tone of weary competence and mounting moral tension. Returning to town, they encounter GumGum disposing of a pile of mysteriously slain sex workers, accepting a new silver quest despite Mordecai's warnings, as Carl grapples with his compulsion to help in a darkening, violent world.

15

Chapter 15

Carl, Donut, and Mordecai enter the vibrant, multi-planar Desperado Club in the Over City—a retro-futuristic nightclub blending 1920s speakeasy aesthetics with pounding dubstep and illicit temptations—gaining access via passes and navigating its crowded main room filled with crawlers, NPCs, and bots. They activate privacy bubbles to converse freely, order drinks (Donut gets hilariously drunk on a Dirty Shirley), meet Mordecai's old friend Quint the half-djinn pharmacist to trade moonshine for an alchemy starter kit, and learn of a chaotic incident involving Lucia Mar's rampaging pets. Amid revelations about manager protections and club dangers, Mordecai's reluctance about his role hints at deeper complications, blending excitement, wariness, and revelry in a tone of gritty wonder.

16

Chapter 16

In the dimly lit Silk Road market of the dungeon's third floor, Carl and Donut meet the eccentric hobgoblin merchant Pustule at Hobgobs and Boom Sticks, haggling for explosives like Hob-lobbers and goblin dynamite while gauging the value of Carl's Boom Jugs; Donut's charisma secures a discount, revealing Pustule's quirky madness amid a tone of uneasy amusement. Transitioning to the dark, perilous night streets outside the One-Eyed Narwhal inn, Mongo dashes into a squalid alley chasing lured prey, where they confront flying vampire heads (Krasue) and a deranged elf assassin who ambushes them dramatically. Carl and Donut dispatch the elf with brutal efficiency—Carl's kick shattering his pelvis as Donut's missile decapitates him—leaving them stunned and questioning his identity in a shift from whimsical commerce to visceral horror.

17

Chapter 17

In a grim alley, Carl and Donut loot the corpses of Vicente the city elf—revealing his 201st Security Group uniform and a spell scroll—and GumGum the orc, uncovering a Gate Pass and Mysterious Letter in necroscript, fueling their resolve to pursue a quest linked to murdered prostitutes and krasue ghosts amid conspiracy-laden revelations from Mordecai about city elf cultists. Back at the inn, Carl gains a transformative xistera (jai-alai basket) from a fan box, shrugging off a taunting photo of ex-girlfriend Bea, while processing GumGum's tragic backstory and planning to confront Magistrate Featherfall. The chapter's tense, defiant tone builds through Carl's emotional growth and ends ominously with another twisted body crashing outside, carved with a threatening message.

18

Chapter 18

Carl and Donut navigate the skyfowl town's opulent administrative mall to confront Magistrate Featherfall about murdered prostitutes, but receptionist Miss Quill dismisses them until Carl dramatically slams a corpse on her Beanie Baby-adorned desk, revealing the magistrate's nocturnal habits and sparking a chaotic scene that forces her to promise to relay their visit. Frustrated, they venture into decrepit slums for experience, ambushed by Shambling Berserkers in unnatural darkness enhanced by city elf anti-magic, leading to explosive combat where Carl blacks out after landing on a bloating boss corpse, while Donut and Mongo finish the horde. Amid gore-soaked victory and level gains, Carl suspects Featherfall's involvement, blending determined sleuthing with visceral horror and triumphant camaraderie.

19

Chapter 19

In a luxurious floating production trailer on the open sea, Carl and Donut are meticulously cleaned by a high-tech robot before entering the live 'Danger Zone' studio for a panel with host Ripper Wonton, fellow crawler Hekla, and alien guests including the outspoken Princess D’nadia and comedian Tucker. Carl sows seeds of rebellion against the Skull Empire with a frog-in-boiling-water metaphor, sparking mixed reactions, while Donut hilariously dismantles Tucker; the tone shifts from witty banter to chaos when a pulse attack meant for them kills singer Manasa, prompting Valtay retaliation against Skull Empire assets. Amid the escalating intergalactic conflict, Carl remains defiantly stoic, Hekla observes coolly, and Donut reveals playful backstory, underscoring their bond in a whirlwind of danger and scorched-earth disruption.

20

Chapter 20

After a tense interview ends with Manasa's tragic death in an assassination meant for Carl and Donut, the duo returns to the saferoom, piecing together a larger conspiracy involving Borant and the Skull Empire, while Mordecai imposes a no-meddlers rule. Back in the ruined town, they test powerful hobgoblin dynamite on undead foes and confront the fanatical 201st Security Group city elves at their corrupt temple, where Donut's anklet provokes their frenzy. Chaos erupts with a dwarf family's intervention, leading to a explosive 'Mic Drop' escape that incinerates the elves and guards, leaving Carl with a vengeful dwarf boy and a branded troublemaker status amid a tone of grim humor and escalating peril.

21

Chapter 21

After waiting out the sunset atop a burning temple, Carl, Donut, and Ricky Joe descend and part ways, then resupply before meeting low-level doppelganger crawler Katia at the One-Eyed Narwhal, recruiting her to their party despite her awkward shapeshifting struggles and tank class limitations; Mordecai briefs them on grinding plans amid a recap show hyping a fabricated feud between Donut and Lucia Mar's pets. In the eerie nighttime town, they battle Shadow Leaks, scale buildings, and execute a diversionary plan with clockwork Mongos, smoke bombs, and dynamite to breach the magistrate's office undetected, using a spy scroll to mislead pursuers. The tone blends tense caution, wry humor, and mounting anticipation as their elaborate quest unfolds under guard aggro constraints.

22

Chapter 22

After detonating explosives that destroy half the magistrate's quarters in the skyfowl settlement, Carl and Donut gain levels, new titles, and control of the town, but discover the real Magistrate Featherfall has been a long-dead krasue fetish while Miss Quill was the true villain. Entering the gore-filled bedroom reveals dozens of hanging female krasue corpses; a fight ensues when Mongo attacks, forcing Carl to unleash a fireball that crisps the room and building. Surviving krasue Burgundy reveals Quill's husband Remex, a monstrous undead in a nearby building, is plucking skyfowl feathers for a resurrection spell using cursed women as an army, before Donut mercy-kills her amid the collapsing structure, shifting the tone from triumphant to horrified urgency.

23

Chapter 23

After escaping the collapsing municipal building with a mysterious enchanted plush from Miss Quill's debris, Carl and Donut encounter the powerful Tigran crawler Daniel Bautista, who reveals his family's tragic losses, offers alliance, and shares intel on Quill's stuffed creatures before departing into the night. Amid a gathering crowd of villagers in the dust-choked streets, they prepare to confront the suspected lich Remex in a swordsmen warehouse by rigging it with dynamite, entrusting the detonator to Katia as a failsafe while navigating the tension of awakening guardian armors and fading night. The chapter builds a taut emotional tone of grief, resolve, and precarious camaraderie, culminating in Carl's shocked discovery that the cornered 'lich' is no undead horror at all.

24

Chapter 24

In a tense warehouse confrontation, Carl and Donut interrogate Remex, a tormented Soul Leech Capacitor and former crawler turned undead minion, uncovering Miss Quill's plot to amass soul power via a Soul Crystal for 'The Final War' spell—a genocidal ritual to reclaim the Over City for skyfowl, thwarted by Quill's death. Their quest completion triggers a massive magical explosion across 45 square kilometers, forcing a desperate group quest for survival amid awakening guards and a ticking countdown. Choosing heroism over flight, Carl encases the volatile crystal in a Sheol Glass Reaper Case to shield others like Katia, bracing with Donut in the epicenter as the blast looms, their bond deepening in quiet resignation and mutual pride.

25

Chapter 25

In a chaotic warehouse atop a burning floor, Carl narrowly contains an exploding soul crystal artifact called Carl’s Doomsday Scenario, but it infects Remex with a 20-minute timer, triggering precursor bursts that destabilize magical gear across the city. As Carl, Donut, and Katia lead a group of naked crawlers eastward through deadly pulses—exploding quivers, crumbling armor, and wild magic effects like poisoning and teleportation—they race to a decrepit stairwell to the fourth floor, evading mobs amid mounting panic. The frantic escape underscores Carl's quick-thinking leadership and the party's deepening bonds, laced with gallows humor and relief as they descend just in time, pondering lost allies and NPC fates in a tone of breathless terror and defiant triumph.

26

Epilogue

In the epilogue set in a gently rocking green room aboard what feels like a boat, Carl, Donut, Katia (now in her true mid-thirties black-haired form), and Mongo appear for a live interview with Odette, where a humiliating sex tape clip airs and they learn Borant vetoed their Celestial prize boxes from the third-floor quest due to massive financial costs from 83 accidental upgrades to other crawlers. Despite the outrage and loss, their levels surge—Carl to 27, Donut to 26, Katia to 21—propelling them into the top-10 leaderboard amid revelations of bounties and warnings about Hekla's designs on Donut. The tone blends exhausted vulnerability, frustrated betrayal, triumphant excitement, and mounting dread as the perilous fourth floor looms.

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