Floor guides are organized by dungeon level. Each page covers the floor's rules, theme, key mechanics, mobs, and notable events (spoiler-gated where appropriate).
Floor 1: The Tutorial
The tutorial. Where Carl learns the rules, Donut learns to talk, and the AI learns about feet.
Floor 2Floor 2: The Rev Up
Rev Up pyramid scheme. Mongo adoption. The AI discovers Ralph. The dungeon shudders.
Floor 3Floor 3: Race and Class Selection
The most important floor. Choose your race. Choose your class. Choose wrong and die.
Floor 4Floor 4: The Iron Tangle
An impossible subway system tied in a knot. Up is down. The Cookbook's namesake floor.
Floor 5Floor 5: The Bubbles
1,172 bubble worlds. Four castles per bubble. Fifteen days. The format shifts from dungeon crawling to territory warfare.
Floor 6Floor 6: The Hunting Grounds
Class specialization. Guilds form. Parties capped at 30. The dungeon becomes political.
Floor 7Floor 7: The Fairytale Maze
A fairytale-inspired maze where paths close behind you. Or it would be, if Prepotente hadn't broken the entire thing.
Floor 8Floor 8: Ghost Earth
A replica of Earth before the Transformation. The ghosts don't know they're dead. You can see them. They can't see you.
Floor 9Floor 9: Faction Wars
The largest floor. The scale goes from reality TV to actual war. NYT bestseller territory.
Floor 10Floor 10: The Races
Races. Vehicles. Upgrades. It seems too simple. Ignore the glitches.
Floor 11Floor 11: The Coming-Out Party
The AI calls it 'a coming-out party for the ages.' Nobody knows what that means. Not even Borant.
More floors coming. We're descending as fast as we can. The timer is running.