Hunting Grounds Staging Area

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The Hunting Grounds staging area is the registration arena through which Carl enters the sixth floor in The Butcher's Masquerade. It stands between the fifth-floor transition and the jungle of the Hunting Grounds. Crawlers pass through its queue into...

The Hunting Grounds staging area is the registration arena through which Carl enters the sixth floor in The Butcher's Masquerade. It stands between the fifth-floor transition and the jungle of the Hunting Grounds. Crawlers pass through its queue into individual booths to choose class upgrades before emerging on the floor. The arena also gives Carl his first direct account of the approaching hunter season: an opening announcement describes the hunters' release schedule, while an attendant named Ian warns him about the dangers outside. The location appears at the opening of Carl's sixth-floor experience, before he joins Donut and Katia near a dryad settlement.

Arrival after the fifth floor

Carl reaches the staging area later than most of the surviving crawlers. An encounter with Orren has kept him away from his companions for roughly an hour and a half. He expects to arrive in the party's personal space and discuss specialization with Mordecai there. Instead, he appears in an enormous interior space that reminds him of a stadium, with a high ceiling and distant walls. Only a few hundred crawlers remain when he arrives. They are already gathered toward the far end of the room, where the registration process is nearly over.

The room is a common passage for arriving crawlers rather than a private transfer point for Carl's party. Carl infers that everyone must join the line, including crawlers whose existing classes offer no optional specialization. The system has separated him from Donut and Katia, but messages still reach them while he is in the arena. Donut says that she and Katia have already finished the process. She explains that a crawler enters a small room and then comes out on the floor; party members are being scattered during the transfer, though members of the same party emerge together. Katia gives Carl a meeting point outside a medium dryad settlement, at a pub called Die Kirschbomben.

The arena organizes a transition that the previous floor's exit alone does not complete. The surviving crawlers must make choices about their classes before they enter the sixth-floor terrain. Carl can talk with his companions while he is waiting, but the separate booths place the decision itself on a short individual timer. His late arrival lets him see the arena's operation as it winds down rather than as a crowded first wave.

The queue and separated choices

Velvet ropes fixed to brass posts guide crawlers through a winding queue. Hundreds of single-door exits occupy the far wall. Carl watches the remaining crawlers enter those doors one by one and disappear. When he tries to put one of the rope barriers into his inventory, the system refuses: inventory use is disabled in the staging area. He leaves the barrier in place and makes his way to the back of the line. The restriction marks the arena as a controlled registration space even before he reaches a booth.

Donut and Katia tell Carl what happened during their own turns. Katia retained the name of her Monster Truck Driver class but was offered three endorsements and chose HAZMAT. She says the selection allowed ten minutes and blocked chat while she was inside. Donut was offered the chance to make one of her earlier classes permanent. Mordecai had warned her against doing so, and she declined. She instead received Legendary Diva as a class for this floor. The new role makes singing the means of casting several spells, a prospect that alarms Carl more than it pleases him. Mordecai nevertheless explains that it brings enchantment spells, a constitution improvement, and starting abilities associated with the class. Because Donut had carried advantages forward from her earlier Glass Cannon class, she had also retained improved versions of several useful spells. Her news shows that the arena does not give every crawler the same kind of upgrade.

Carl continues exchanging messages with Mordecai while he waits. Mordecai considers Donut's new class potentially valuable if she practices with it, despite Carl's objection to the singing. Carl cannot use that conversation as a substitute for his own choice once he enters a booth: Katia has already said chat is unavailable there. The party can compare outcomes at the edge of the process, but each crawler faces the selection alone.

Near the front, Carl meets Ajib, a human crawler whose class is Prodromoi. Ajib has lost the lower half of his left leg while making a desperate exit from the preceding floor. He tells Carl that his group made it through and that its members are already working on a prosthetic. Carl offers to build one before Ajib moves into a booth. The brief exchange places a recent injury beside the arena's promise of improved abilities. Surviving the preceding floor has not erased the physical cost of reaching the next one.

By the time Ajib goes through, Carl is the final crawler in line. Crocodilians, cretins, and robed elves have been directing arrivals toward the doors; most of the many workers are idle now. One elf tells Carl that any door will do because the booths are the same. Carl chooses a door near the end of the row. He sees a tiny room beyond it, about the size of an airplane lavatory, with a screen on its wall. Before he enters, the sixth-floor announcement begins, leaving him in the arena to hear it.

The opening announcement

The broadcast names the sixth floor the Hunting Grounds and compares its layout and size to the third floor. Its abandoned ruins have become overgrown with foliage. Crawlers are given seventeen days to find their way through the level. The announcement also makes clear why their arrival is only the beginning of the threat: hunters are waiting to pursue them. There are 360 registered hunters at that moment, with registration remaining open and more expected before their release in a little less than twenty-eight hours.

The delay does not leave the new arrivals free of hunter influence. The broadcast says the hunters themselves are sequestered, but some have prepared minions and traps that are already active. It acknowledges that crawlers have encountered those hazards before the hunters' scheduled release. Traditionally, hunters begin at level thirty and can train during the crawlers' progress through earlier floors. Because this season's crawlers have reached the sixth floor sooner than expected, the organizers have raised the hunters' starting level to fifty. The change gives the visitors an advantage meant to attract further participation rather than compensating the crawlers for the shorter preparation period.

The same announcement gives the floor's exit count: 2,344 routes lead to the seventh floor. It identifies at least one unguarded exit in Zockau and others in the valley beyond, with further exits near certain bosses and larger mobs. The rest are hidden. It also opens the final sponsorship slots for bidding. Carl therefore learns the broad scale of the level, the immediate countdown to the hunt, and the apparent abundance of exits before he has seen its jungle. The announcement supplies information he can use, but it does not tell him which path to take from his starting point.

Ian and the arena workforce

As Carl listens, the attendants begin closing the arena. Crocodilians gather the queue ropes, a cretin sweeps, and elves roll up the carpets. One of the elves, Ian, approaches with a cart for the rugs and asks Carl to enter a changing room. Ian is identified as a bush elf and a noncombatant registration-arena attendant. The worker's task is mundane, but Carl's conversation with him exposes a history behind the labor that keeps the floor operating.

Ian recognizes Carl from reports about what happened at Larracos. He has heard other crawlers say Carl unleashed a feral god against the armies and intends to do the same here. Carl corrects that account: he helped flood Larracos, had considered using the god later, and no longer has the relevant means. Ian responds to the loss of that power with a warning born of his own experience: the dungeon can take an advantage away. He then advises Carl to remain on the trail in the jungle and avoid Zockau even after the hunter countdown ends. Ian says the hunters are concentrated there and do not obey the ordinary expectation that an uninvolved worker will be safe.

Ian gives a specific reason for his distrust. During a previous hunting season, a hunter killed his brother while the brother was working at a food stand. According to Ian, guards did nothing because they had not witnessed the killing. The hunter was Vrah, a mantis who returns season after season. Ian describes her as one of a core group of regular hunters and says she wears the heads of those she kills. His warning shifts the announced threat from an abstract group of future participants to a recurring person with a record of violence against local workers as well as crawlers.

When Carl asks how Ian remembers earlier seasons, Ian says he was once a human crawler. He usually works at Club Vanquisher, but he and the other workers visible in the arena have been assigned to the opening registration operation for this season. Ian believes those around him were also former crawlers, though he cannot say that with certainty. He calls the arriving group unusually small compared with those he has seen before. His ability to speak about his past is constrained: he says he may be punished for breaking character. Ian abruptly ends the conversation and returns to work after appearing to be shocked. Carl then enters the booth.

Carl's specialization booth

The booth is cramped, dirty, and separate from the great arena outside. It contains an old television with a coin slot; the screen switches from static to a ten-minute countdown. A system message tells Carl that his Compensated Anarchist class must take one of three permanent specialties. If he does not choose before time expires, the system will assign one at random. He will keep his previous class upgrades whichever specialty he selects. Unlike the conversation in the queue, this stage requires a decision from Carl himself.

The three choices divide the class along different kinds of resistance. Revolutionary emphasizes direct melee fighting, with increased strength growth, improved unarmed combat, and faster melee training. It also includes a benefit that can make guards forget the user's identity after losing sight of them. Guerilla emphasizes traps and ranged combat. It offers increased dexterity growth, camouflage, crossbow skill, faster trap training, and access to an advanced trap-making table. Both contain advantages Carl can understand from earlier fights and the new floor's terrain.

Agent Provocateur instead emphasizes sabotage and explosives. Its benefits include increased intelligence growth, improvements related to explosives and a sapper's table, faster explosives training, and access to an advanced bomb-making workshop. Carl distinguishes that workshop from the Guerilla's specialized table: the former is a room he needs for more precise and elaborate bomb work. He has recipes that require it, and his explosives skill has become difficult to improve by ordinary training. Mordecai had favored Revolutionary, chiefly for its strength and close-combat benefits. Carl weighs that advice against the equipment and training available through Agent Provocateur. He also recognizes that additional intelligence could support more spellcasting, a capacity he has neglected.

Carl waits until little time remains and selects Agent Provocateur. The booth confirms him as a level-forty-seven member of that specialty. The choice is the last event shown inside the staging area's registration sequence. Carl leaves by the same door he used to enter the booth, but its other side now opens into the sixth-floor jungle. The door appears there as a portable toilet, close to the dryad settlement where Donut and Katia are waiting. The arena has served its purpose: it has registered Carl, forced his class decision, and delivered him into a Hunting Grounds already affected by hunters' preparations.