Carl's Doomsday Scenario, Chapter 10

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Book 2 Chapter

Chapter 10 of Carl's Doomsday Scenario follows Carl into the big top of Grimaldi's Traveling Circus on the Third Floor. While Signet waits outside with her temporary summons, Carl uses a ticket to move through a tent full of hostile performers and reach...

Chapter 10 of Carl's Doomsday Scenario follows Carl into the big top of Grimaldi's Traveling Circus on the Third Floor. While Signet waits outside with her temporary summons, Carl uses a ticket to move through a tent full of hostile performers and reach the plant at its center. There he discovers that Ringmaster Grimaldi is both an elite and a level 85 city boss. The immediate confrontation is quiet: Carl tries to poison Grimaldi through a root, then has to wait without knowing whether the poison has taken hold. The visit also revives a childhood memory of his mother that changes what the circus means to him.

A protected entrance and a short deadline

The assault outside the big top has already driven the circus defenders into its main tent. Signet's summoned battle squad cannot remain indefinitely; as Carl approaches the entrance, she says it has thirty minutes left. She cannot enter the tent herself, and her summons cannot break through its protected exterior. Carl therefore has to go inside while the force holding the circus perimeter still exists. Before entering, he asks Signet to free Donut if he dies. She agrees. His request reflects the immediate cost of the plan: Donut is unconscious elsewhere, with Mongo as her only protection, while Carl is about to cross into a concentration of enemy mobs alone.

Carl carries a Big Top Ticket. Its promise of safe passage applies to public areas, with the rings excluded from that protection. The restriction makes the ticket useful for approaching the center but does not solve Signet's task for him. She wants the three poles in the rings destroyed so that the protective spell will fail. Grimaldi's plant body occupies the center ring. Carl had already judged a direct assault on three defended positions impossible for one crawler, so he enters intending to exploit what Mordecai told him about the plant instead of fighting through the performers.

The entrance resembles a clown's open mouth. Inside its curved approach, the music changes to the brisk sound of an ordinary circus performance. Carl's minimap, however, is crowded with hostile marks. He encounters a Clammy the Clown at close range. The system identifies this individual as a level 9 clown and describes the revived Clammy copies as members of Grimaldi's company who have become dangerous eaters. Carl raises his ticket; the clown sniffs it, hisses, and steps aside. That encounter gives Carl practical confirmation that the ticket is recognized by at least one guard. He continues to hold it visibly rather than assume that the protection will persist if he puts it away.

The interior presents another contradiction. Outside, the performers were fighting Signet's summons; inside, the transformed troupe carries on as if no battle has occurred. Acrobats cross overhead, lemurs juggle, and clowns continue their acts. A clown rides by eating a severed limb. The performers remain hostile on Carl's map, yet none attacks or even seems interested in him as he moves through the spectator area. Their behavior lets him pass, but it gives him no assurance about what will happen if he enters a ring, attacks, or loses the ticket's protection. He also sees two acrobats collide and fall while the rest of the show proceeds without a response.

Carl's memory of another circus

The big top's smell interrupts Carl more forcefully than the sights. It recalls a circus his mother took him to on his fourth birthday, during a brief period when she had left his father and brought Carl to her parents' home in southern Texas. That childhood show was small and worn rather than grand. Carl remembers clowns, acrobats, unusual stunt acts, and animals, with an old tiger as its central attraction. Some of these details came back to him only later, when he found his mother's photographs and keepsakes from the trip. The scent, though, remained a memory of his own.

The smells of food, hay, animals, and cheap carnival goods had come to stand for a short time when Carl felt happy and unafraid. He remembers sitting with his mother, laughing, and dropping a hot dog before eating it anyway. He also remembers her crying. As a child he thought the tears were about the dirty food; in the big top he understands that they belonged to a far more painful moment in her life. The recollection returns in a place that reproduces the scent while replacing the safety of that earlier outing with predation and forced performance.

Carl is angry that the dungeon has reached a memory he regarded as one of the few things it could not take from him. For a moment he wants to destroy the circus regardless of his plan or his own survival. The feeling matters to his conduct in the tent because he has to regain enough control to carry out a precise, delayed act of sabotage. He thinks of Donut, still exposed outside his reach, and forces his attention back to the task. His determination to resist being broken follows this recollection; it is directed at a setting that has turned both a family's entertainment and his private memory of it into instruments of distress.

The circus's own welcome sign deepens the dissonance. It presents Grimaldi as a ringmaster offering visitors temporary relief from their fears. The performers around Carl instead act out a grotesque continuation of the old show. At this point Carl does not know whether a spell, a failure of memory, or simple confidence in the tent's defenses accounts for their indifference to the attack outside. The chapter leaves that question with him as he moves toward the center. What he can observe is that the ticket gives him access to the public seating, while the family Grimaldi claims to protect continues its acts in altered bodies.

Grimaldi in the center ring

Carl initially mistakes the vast growth in the center ring for part of the tent or scenery. He had expected something closer to a conventional vine climbing the central pole. Instead, the pale green mass fills the ring and rises to the ceiling, enveloping the pole. Heavy roots run above the Over City's floor and extend across the tent. Their reach gives Carl a possible point of contact from the bleachers, beyond the ring where the ticket's stated protection applies. He need not approach a humanoid enemy or stand beneath the plant to touch it.

Discovering the growth triggers the system achievement “You Can't Fight City Hall.” Its notice identifies a city boss and warns that no crawler in the current season has yet faced one and survived. Carl can still see a route back out of the tent, and the boss encounter has not visibly locked him in. He chooses to continue. Examining the plant identifies it as Ringmaster Grimaldi, a Pestiferous Vine, an elite, and a level 85 city boss. The dual elite and city-boss status surprises Carl; Mordecai had discussed the species with him, but Carl had not understood the scale of the particular creature in front of him.

Grimaldi's system description supplies the history behind the spectacle. Redstone Grimaldi was once a dwarf ringmaster whose traveling circus brought excitement to children in the Over City. He regarded its performers as his family. When the cataclysm and its poison cloud struck while he was center stage, he became the plant now occupying that position. His altered powers keep the performers alive and bring them back after they die, retaining most of their memories. The description presents this as protection born of love while acknowledging the moral cost of what the revived company has become. Carl sees the continuation of the show, but he also knows its clowns feed on victims and its members can be killed and returned to the same condition.

The tent does not react when Carl identifies Grimaldi. He walks past performers toward a root that has grown into the empty bleachers. Among them is Apollon the Mighty, an elite strongman with a thick growth emerging from his neck. Carl notices that Apollon's face and scar resemble the central head of one of Signet's ogre summons. Apollon stands at a frozen-treat stall and offers Carl a cone filled with moving pale worms. Carl refuses and passes by. The scene gives him another close view of the parasites associated with the circus, while the branch on Apollon's neck resembles the growth in the center ring. Apollon watches him go, but does not intervene.

Mordecai's warning and Carl's method

From the bleachers Carl messages Mordecai, stressing that Grimaldi is both an elite and a city boss. Mordecai confirms the key identification—Pestiferous Vine—and says the method he described should still work if the plant's core follows the species' usual rules. His uncertainty matters. He has already warned Carl that elites can depart from ordinary expectations, and he has not examined this particular boss. Carl must act on a biological explanation that is plausible but not guaranteed in this exceptional encounter.

Mordecai had given that explanation the previous night, after Signet's references to a vine prompted Carl to ask about it. According to him, a Pestiferous Vine is a hybrid fungal and plant organism. It produces spores that infect parasitic worms; the worms then infect other creatures. The effects on the hosts vary, creating a three-part relationship between vine, worm, and mob. This account helps Carl interpret the worms he has seen in the circus and explains why attacking individual performers will not necessarily end their captivity. The plant is the source of the connection, even though the bodies moving around the tent are its most immediate threats.

The weakness Mordecai describes is unusually specific. A vine readily absorbs blood deposited directly on it. If that blood comes from a poisoned creature, the poison will eventually break the plant's link to its infected hosts and kill the vine. Mordecai estimates a delay of roughly fifteen to twenty minutes. He also warns that the effects on released hosts are not uniform: some may die, some may become unstable, and some may barely register the change. Carl therefore cannot assume that killing Grimaldi would automatically save everyone in the circus. Nor can he count on an immediate sign of success before the surrounding mobs realize what he has done.

The method has a possible reversal. Mordecai says that blood from the same donor after an antidote can cure the plant if it absorbs enough of that healthy blood. Pouring antidote on the root alone would not do it. This gives Carl a narrow means of control, but only if he remains alive and able to bleed onto the vine again. He must first poison himself within reach of a root, survive long enough to treat himself, and avoid provoking a plant that could use its connected creatures against him if it understands the attack.

Poison on the root

Carl sits beside a thick root in the bleachers, trying to look like a spectator. He is also conscious that people outside the tent may be watching his feed and may have inferred his plan from Mordecai's earlier lesson. He removes his Nightgaunt Cloak and lays it across his legs as though settling into a seat. Taking it off lowers his constitution by four points, but also removes the poison resistance that would interfere with poisoning his own blood. The disguise of an ordinary gesture allows him to prepare without stepping into the center ring.

He then uses two health potions in rapid succession, one through his hotlist and one held in his hand, getting the second down before the potion cooldown prevents it. The combination poisons him. His health begins falling and the pain nearly makes him cry out. With a lemur's juggling knife kept at his belt, he opens a cut across his palm and squeezes blood onto the root. The sequence is deliberate: his blood must be poisoned when the plant absorbs it, and the cut must be close enough for drops to land on the living growth rather than the floor.

Carl casts Heal after bleeding onto the root, but that spell does not cure the poisoning. He has to wait until he can use another potion, then drinks one of his limited poison antidotes. Once he has treated himself, he puts the cloak back on and looks for a response. The circus continues as before. Most of the blood has vanished from the root, leaving only a few drops nearby, but neither absorption nor Grimaldi's silence proves that the method will work on this boss. Chapter 10 ends with Carl alive in the bleachers, surrounded by hostile performers and unable to tell whether he has started a fatal process or merely exposed himself to them.