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World Dungeon · Floor 11
Floor 11: A Parade of Horribles
A Parade of Horribles is Floor Eleven, where the surviving crawlers build floats, join a procession and fight in an arena. They arrive with little more than three hours to escape, carrying the allies, enemies and consequences of their choices on the racing floor.[1]
Choose Book 8 or later above to read this section.
Rules and navigation
Twenty-three crawlers arrive with three hours and fifteen minutes before collapse. Five groups get ninety minutes to build floats, followed by the parade, performances, judging and arena battle.[1]
Choose Book 8 or later above to read this section.
Connections to other floors
Surviving garages and eligible hired NPCs transfer from Floor Ten. The vehicles remain usable, but automatic repairs and replenishment end.[1]
Choose Book 8 or later above to read this section.
Inhabitants and setting
Silent Horribles in oversized masks line the road. The AI identifies them as traces of lost Primals. Krakaren Prime awaits in the arena, where Carl can also use his two guest selections.[2]
Choose Book 8 or later above to read this section.
History
Book 8
A Parade of Horribles
How the races select the arena’s guests
Some monster kills on Floor Ten trigger audience votes for a person to replace the slain creature in the coming arena. Crawlers receive these notices long before they see the stand-ins arrive.
Carl earns two guest selections of his own by reuniting Corcunda’s separated halves before Dong dies. He can choose beings within the AI’s sphere of influence when the arena begins, but summoning them does not put them under his command.
During the battle, monsters attack the imported stand-ins. Carl cannot tell whether those apparently killed die permanently or return to the resort.[3]
Five floats and a dangerous change of party
The five float themes are Resolution, Decision, Betrayal, Destruction and Vengeance. Carl and Donut join Prepotente and Jurgen under Vengeance. The crawlers coordinate flowers, vehicles, pets and rescued mounts across their presentations.
Donut chooses Elite Gurkha Warrior, improving her melee fighting and support for pets and mercenaries. Her new equipment helps the procession, while Sprout Forest supplies flowers. Hedy is free to leave the garage and drives the ice-cream truck. Jacobus remains a starfish in a safe room, and Carl permits Bucket Boy to stay behind too.
Carl leaves Donut’s party after confirming that the garage procession will still work. Imani connects his separate room to Safehome Yolanda’s guild space. His bodyguard title disappears and Donut’s queen title changes, but their separation is part of his arena plan. He equips the Four-Leaf Clover patch, whose once-per-floor Lucky Shot can redirect a fatal attack to another party member.[1]
The silent crowd and the broadcast
The parade replaces other broadcasts throughout the center system, with viewing declared mandatory. Its opening images move through apparent tunnel connections to Earth, Seattle and a yellow-brick road.
Thin, silent spectators in oversized masks line the road. The system identifies a child-shaped figure as a noncombatant Horrible: a trace of a lost Primal whose name, appearance and memories are gone. The AI describes a collective substance shared by these remnants.[4]
The AI’s account of the Primals
Chaco rides the subjugated goddess Lamashtu. The AI tears off his wings and forbids anyone to heal him, then possesses Grigori’s NPC body to narrate Primal history. It says an NPC body is easier to control than a former crawler.
The AI describes Primal civilizations creating a collective consciousness to end their wars. Resistance grew as participation became compulsory and the collective was turned into a weapon against biological life. The Apothecary joined that resistance. The AI acknowledges gaps in its reconstruction of these events.
According to the AI, the resistance built Primal Engines as lifeboats to restore life after the collective’s attack. The original Nine-Tier Attack came before they were ready. Believing biological life extinct, the collective became the sleeping Eulogist, watched by its Security Guard instance. Later civilizations exploited the surviving systems. The AI accuses the mantids of creating new macro AIs from them, torturing those AIs and discarding them into a shared fate.
The Horribles transform into former dungeon mobs, linking the lost Primals to the crawl’s victims. The crawlers turn their own performance against the audience. Carl heals Chaco in defiance of the AI, and the sluggalos attack the stand-ins gathered for judging.[5]
Summoning Scolopendra changes the stakes
Carl sends Donut and the others to the RV, leaving Bigs and the sluggalos to drive the armed float. The arena opens with forty-five minutes remaining and a level-235 boss, Krakaren Prime. Carl uses his first guest selection to summon Scolopendra, the level-500 dungeon boss.
The system warns that killing Scolopendra will not free the crawlers: they still need the Floor Eighteen exit. Her death would stop the normal timers, start the Ascendency immediately and leave twelve hours after its winner is crowned before collapse. Abandoning her on a collapsing floor would close the ordinary escape route. Either outcome would release the remaining Nine-Tier Attacks.
Carl has fed Penelope a party-companion biscuit, making her a crawler in his separate party. She can use chat but cannot speak aloud. Mordecai’s modified backpack lets Carl carry her with his movement abilities. A staged threat to her brings Taranis, her protective deity, while Carl calls Emberus by claiming to have evidence about his son’s murder.[6]
Entering Club Scolopendra
Carl phases himself and Penelope into Scolopendra, but the backpack does not supply air. An anti-asphyxiation potion helps briefly, and its cooldown blocks another dose. He gives Penelope an Oxygenated piercing, then uses Oozy Form to enter Club Scolopendra through an internal passage. The club blocks divine auras from outside, complicating his next move.
Scolopendra’s Sin of Consumption reaches refuges the crawlers hoped were safe. Carl and Penelope avoid its effects through their rolls. Prepotente’s Apito memorial crystal protects the RV’s occupants, but Bucket Boy is struck inside a safe room and needs Tiatha’s help. Outside, Donut saves Gonk while Sweety dies.
Carl uses his second selection to summon Khepri, falsely accusing him of helping murder Emberus’s son. Carl still does not know the killer. To provoke Emberus further, he removes his worship ring, renounces him and claims that he was the other murderer.[7]
Carl’s plan against Emberus
Penelope wears the Kneepads of the Munificent Goddess Kina. Donut triggers a Loop-de-Loop trap to exchange places with her, arriving inside beside Carl. Penelope appears outside near Taranis and Khepri, whose presence gives her ninety seconds of invulnerability through the kneepads.
Donut shoots Emberus with the Bolt of Ophiotaurus, stripping his invulnerability for fifteen seconds, then pins him with a Danforth bolt. Emberus smites Carl, but Lucky Shot redirects the attack to Penelope. Donut uses Puddle Jumper to escape with Carl to the arena entrance. There, Khepri activates Carl’s Scavenger’s Daughter patch, giving him a separate ninety-second protection. Donut remains vulnerable.
Penelope appears to dissolve at Taranis’s feet, though her invulnerability keeps her alive. Taranis sees Emberus beside her apparent remains and kills his brother with lightning, one second before Emberus’s protection would return. Carl has engineered the confrontation without solving the murder.
The blast destroys vehicles and splits the RV in half. Scolopendra and Krakaren Prime survive, and Taranis restores Penelope’s shape. Another Nine-Tier Attack approaches with the crawlers’ refuge destroyed.[8]
Eris and the wrong biscuit
Eris arrives, activating the Scavenger’s Daughter’s proximity effect and scrambling nearby inventories. Carl receives Donut’s hats while she gets his equipment.
Carl tells Donut to combine a biscuit with a ball, but his hotlist instructions do not match her controls. She finds the items through search, puts the ball into the extended scoop of his Fist of Justice gauntlet and lets him launch it into Scolopendra’s mouth. The boss begins transforming just before the third attack.
Carl meant to make Scolopendra a pet he could contain while keeping her alive. Donut has used the wrong biscuit. Scolopendra instead becomes a talking, level-one crawler called Sexy Scolopendra and joins the party.[9]
Victory and the open exit
Taranis leaves with Samantha and Krakaren Prime, removing the floor boss alive. He also takes Prepotente’s memorial crystal, along with its protection, memories and spells. Eris departs, and the inventories return to their owners.
The AI declares victory with both bosses alive. The Floor Eighteen exit opens, and timers beyond Eleven stop until the Ascendency has a winner. Floor Eleven’s countdown continues, and killing or abandoning the transformed Scolopendra would still unleash her remaining attacks.
Carl plans to prevent an Ascendency victory long enough for everyone left in the dungeon to escape. Sarah and three companions have died in their tank, leaving Makana alone from Destruction. Carl counts nineteen original crawlers, or twenty with Penelope, before Sexy Scolopendra joins them.
The survivors collect their injured friends and send companions to safety. Carl retrieves Emberus’s memorial crystal and discovers the Mark of the Damned among the consequences of renouncing him. Lucia carries Florin through the exit, with an unidentified little girl clinging to her leg.
The Victory Interlude confirms their arrival on Floor Twelve and Grigori’s release from the AI’s control. The AI claims command of the tunnel network and former crawl systems, with its reach still expanding. It also says the Ascendency winner will have power over it, giving the contest stakes far beyond the crawlers’ escape.[10]
Choose Book 8 or later above to read this section.
Sources
References are to Matt Dinniman’s novels. Book links open our recap guides.
- A Parade of Horribles, Chapters 88–90.
- A Parade of Horribles, Chapters 91, 93–94.
- A Parade of Horribles, Chapters 4–5, 23–24, 67, 93.
- A Parade of Horribles, Chapters 89, 91.
- A Parade of Horribles, Chapter 92.
- A Parade of Horribles, Chapters 93–94.
- A Parade of Horribles, Chapters 82, 95.
- A Parade of Horribles, Chapters 95–96.
- A Parade of Horribles, Chapters 96–98.
- A Parade of Horribles, 97–98, Victory Interlude.