Bomo is a cretin mercenary who becomes a recurring ally of Carl and Princess Donut. He is first encountered as a level-35 rock-creature bodyguard employed by the Desperado Club. He and The Sledge subsequently pass into the crawlers' service as part of the compensation for the temporary loss of the Gate of the Feral Gods. Although Bomo speaks in short, blunt sentences, his actions show initiative, technical adaptability, and a loyalty that grows beyond the narrow requirements of paid security.
Bomo's principal dungeon-granted ability is the level-15 spell Teleport to Stairwell. The spell can identify the exits on a floor and transport a group to a selected stairwell, though its cooldown is measured in weeks. Carl consequently treats Bomo as both a heavily built combatant and a strategic resource. Bomo also develops a fondness for video games, a skill that later makes him well suited to remote missile controls. His closest relationship is with the Sledge. Their separation on the Eighth Floor leads Bomo to give up a divine reward in order to be reunited with his friend in Larracos.
Desperado Club bodyguard
Carl and Donut hire Bomo and the Sledge on the Fourth Floor after learning that crawler violence remains possible inside the Desperado Club. Both are seven-foot-tall cretins: massive, stone-bodied humanoids dressed as club security. They follow at a discreet distance, deter strangers from approaching, and say little. Bomo's silence initially makes him appear slow or indifferent, but he watches his clients carefully and reacts quickly when he detects a threat.
Their first assignment ends in failure when an attacker uses magic to stun both guards and nearly kills Donut. Donut survives through her Cockroach ability and kills a second assailant while defending herself. Club management regards the security lapse as inexcusable and prepares to hold Bomo and the Sledge responsible. Carl intervenes on their behalf, asks that they not be punished severely, and requests them as the pair's regular guards. The club then grants Carl and Donut complimentary security. That decision changes Bomo from a disposable employee into a familiar part of their visits.
Bomo's conduct after the attack is subdued rather than defensive. He follows Carl and Donut through the club, keeps other patrons at a distance, and does not try to excuse being stunned. His protection also improves. The Sledge acquires a magic-protection spell for Donut, while Bomo later announces that he has obtained a physical shield spell, which he describes as protection against being struck. Together the two guards layer magical and physical defenses around their clients. Bomo also supplies useful observations: he identifies regular patrons, warns Carl through sudden movement when Frank Q produces an unknown object, and interposes his own body before the object can threaten him.
The relationship is reciprocal. Donut regards the cretins as people rather than replaceable club equipment, while Carl trusts Bomo to watch her or remain beside him during dangerous conversations. Bomo's speech remains sparse, but his vigilance becomes reliable enough that Carl briefly considers whether the pair could be hired outside the club. That possibility becomes real two floors later.
Mercenary contract and Teleport to Stairwell
At the beginning of the Sixth Floor, Bomo, the Sledge, Clay-ton, and Very Sullen enter the crawlers' personal space as contracted mercenaries. They are part of the negotiated compensation for temporarily surrendering the Gate of the Feral Gods. A Mercenary Quarters appears for them, and their map markers change to show hired status. The agreement grants access to the four cretins on Floors Six through Eight. If one is killed during that period, the contract rules provide for regeneration on the following floor rather than immediate revival.
The four are assigned according to their existing attachments: Bomo and the Sledge remain with Carl and Donut, Very Sullen goes to Katia, and Clay-ton stays with Chris. Bomo and the Sledge are considered too strategically valuable for routine exposure because each has received a powerful spell intended to replace part of the Gate's utility. The Sledge receives Zerzura. Bomo receives level-15 Teleport to Stairwell, which presents a list of the floor's exits and can transport the party to one of them. Its roughly twenty-five-day cooldown prevents repeated use, but its ability to reveal stairwell locations remains useful even while the spell is unavailable.
Carl uses Bomo's spell almost immediately. He brings Bomo outside on a supposedly routine search for alchemical ingredients, then orders him to transport the group to the stairwell at Zockau. Bomo begins the cast, counts down its thirty-second activation, and carries Carl and Donut across the floor. The operation demonstrates why Carl accepts the risk of deploying him: Bomo can bypass ordinary travel and insert the party beside a known exit, but using the spell consumes a resource that cannot be recovered during the remaining Sixth Floor timetable.
Bomo's mercenary status also lets him enter saferooms and move through the situationally generated door connected to the personal space. Carl repeatedly exploits that access without treating Bomo solely as a fighter. Bomo carries a note into Zockau and waits there for a response, enduring two prohibited attacks from a hunter whose attempts trigger escalating saferoom penalties. Later, after the surviving hunters abandon the city, Bomo returns to collect weapons and armor they have left behind. Because their departure ends any meaningful claim of theft within the room, he can carry abandoned equipment back in bulk. His strength and special access turn him into an effective courier and salvage operator.
Carl also considers using Bomo to deliver a large bomb through the Zockau door. Donut objects to sacrificing a friend even if the contract would cause him to regenerate on the next floor. A revised plan would have Donut create a clockwork duplicate to push the explosive outside while the real Bomo reports from the saferoom. The mission is abandoned before execution when Vrah leaves a warning that further explosions would kill protected NPCs rather than the hunters. Bomo's disappointed reaction suggests willingness, but he is not actually sent to his death.
Life in the personal space gives Bomo interests unrelated to the contract. He and the Sledge become absorbed in video games, especially after Carl adapts controllers for their oversized hands. Their rivalry over Frogger becomes serious enough that the Sledge resents being denied play while Bomo is away. The detail later acquires military value: familiarity with game controls allows both cretins to operate customized targeting equipment during Faction Wars.
Separation from the Sledge
The transition past the Sixth Floor separates the four mercenaries. On the Eighth Floor, Bomo is the only one still accompanying Carl and Donut; the Sledge and the other two cretins have gone down with the High Elf castle to the Ninth Floor. Bomo's normally impassive face appears lonely, and Carl recognizes that he misses his partner. With Teleport to Stairwell still on cooldown, Bomo cannot immediately move the party, but he can open the spell interface and use its exit list to help locate the second stairwell in their isolated zone.
Bomo remains in the personal space for much of the floor, where he plays on an adapted GameCube, helps Donut prepare for a program by brushing her, and lives alongside Mordecai and the cleaner bot. These domestic tasks do not replace his combat role. When Carl prepares an expedition through a graveyard overrun by ghommids, he builds Bomo a massive suit of modular scrap armor. The cretin's exceptional strength allows him to carry the unenchanted metal without losing too much mobility. The suit holds six area-stun missiles and six single-target anti-undead missiles, turning Bomo into a mobile weapons platform.
During the run to Asojano's temple, Bomo fires the shoulder-mounted missiles to break gaps in the undead mass. When Paz is immobilized by terror, Bomo carries him through the fog while continuing to clear the route. Inside the temple, the armor serves a second purpose. Donut casts Laundry Day, causing the many loosely attached plates and daggers to burst away from Bomo. She animates the pieces into a phantasm shaped like him, and the spirit-driven metal swarm attacks the noncorporeal enemies and Asojano. The tactic depends on Bomo's body and strength even though the animated copy operates separately from him.
Bomo then performs the act that determines his reward. Carl directs him to reassemble the broken shrine of the goddess Yemaya, explaining the task through Bomo's familiarity with Tetris. He fits the few pieces into an obelisk and completes the shrine while the others fight. When Yemaya appears, she credits Bomo with restoring it and offers him a boon. He first considers asking for more games, then instead asks for the Sledge because he misses his friend. Yemaya immediately sends him to Larracos on the Ninth Floor. The choice establishes that his attachment to the Sledge matters more to him than entertainment or a personal power increase, even though leaving deprives Carl's party of Bomo and his stairwell spell for the rest of the floor.
Personal Guard and Faction Wars
Bomo and the Sledge are together again when the Earth crawlers enter Faction Wars. Donut selects both for the Princess Posse's Personal Guard platoon. Membership grants a constitution bonus while the guards remain physically close to either warlord, reinforcing their role as her immediate protection. Bomo nevertheless works across several assignments rather than remaining beside Donut at every moment.
During a Reaver infiltration of the allied castle, Bomo notices an unexpected saferoom door in the shared situational space. The door reveals that the enemy has reproduced the crawlers' own planned infiltration method and gained access inside the defenses. Carl orders Bomo and the Sledge to hold the entrance. In the ensuing fighting, both recover quickly from a large explosion and join the first group to finish the surviving cyborg defenders. They later help move supplies out of the crafting rooms before access is lost, combining security work with the physical labor demanded by a collapsing base.
For the main offensive, Bomo and the Sledge operate long-range missile support from Shanty Town. Most batteries are positioned elsewhere in the woods and fire through magical triggers linked to portable control stations. A former crawler modifies the controls to resemble the cretin-sized game controllers they already know. Painted targets appear on their screens, allowing the pair to choose among more than fifteen hundred prepared missiles. They bombard the Reaver and Madness strongholds, respond to changing target calls, report misses, and redirect fire toward marked enemies. By the assault on the Madness castle, the repeated barrages have nearly exhausted the coalition's arsenal. Bomo warns Carl when only the last missiles remain, fires them at marked mind mages, and receives orders to keep Donut safe.
The goddess Eris's floor-wide Bear Witness ritual temporarily separates the pair again. The Sledge is caught outside, while Bomo reaches the interior of the Nest tower and remains unaffected there. Once the crisis changes the battlefield, Bomo stays in the tower's lower section with Toyotomi and allied mages, guarding Donut while the Sledge is elsewhere among the transported combatants.
Death in the Nest tower
Bomo is the first tower defender to report an intruder approaching. The protections around the Nest initially suggest that an ordinary enemy should be unable to enter, but Toyotomi identifies the attacker as Lucia Mar accompanied by a dog. The system marks Toyotomi and another defender as dead while their messages are still reaching Carl. Bomo's final message states that he will stop Lucia, and it too arrives labeled as coming from a deceased mercenary.
When Carl reaches the tower, he finds Bomo, Toyotomi, and the defending mages cleaved in half by a spell. The distinction between their statuses matters. Toyotomi is permanently dead, whereas Bomo is expected under mercenary rules to regenerate on the Tenth Floor. That expectation does not amount to a confirmed reunion. The Princess Posse no longer holds Bomo's contract, so Carl does not know where the cretin would return or whether they will meet again.
Donut grieves Bomo despite the possibility of regeneration. She tells Carl that the Sledge will be devastated because the two are best friends, and later includes Bomo among those who died during the battle. At the end of the floor, the Sledge also treats reunion as a hope rather than a certainty, telling Donut that he may see Bomo again. Bomo's last confirmed act is therefore consistent with his entire service: he remains at his assigned post, attempts to protect Donut from an opponent who has already killed the other defenders, and is destroyed before abandoning the tower.