Third Floor: The Over City

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Dungeon floor

The Third Floor, called the Over City, is the first urban level Carl and Princess Donut enter after the dungeon's opening two floors. It consists of inhabited settlements dispersed through a much larger expanse of ruined streets. Their arrival brings race...

The Third Floor, called the Over City, is the first urban level Carl and Princess Donut enter after the dungeon's opening two floors. It consists of inhabited settlements dispersed through a much larger expanse of ruined streets. Their arrival brings race and class selection, formal quests, stronger social and civic rules, and a shorter survival clock. Carl, Donut, and Mongo cross the ruins toward a skyfowl settlement, become involved in the fate of Grimaldi's Traveling Circus, and uncover a spell that threatens crawlers across a wide area of the floor.

Arrival and the shape of the Over City

Carl and Donut reach the floor with only a few hours remaining before the Second Floor collapses. Mordecai receives them in a guide's room, where Donut elects to remain a cat and chooses the Former Child Actor class. Carl selects Primal, retaining his human appearance, and becomes a Compensated Anarchist. These choices affect the party's skills and available strategies before its members take their first steps into the new environment. The floor-wide announcement gives the crawlers eight days to complete the level, making the time spent on selection, travel, and side quests consequential from the start.

Their exit opens onto a small, occupied village under a simulated red sun. Wooden streets, shops, inns, guild spaces, and biological nonplayer residents give the place a civic life absent from the earlier tunnel routes. Mordecai explains that a crawler's Second Floor exit does not determine their Third Floor arrival point: the placement is randomized. Groups that had been near one another can therefore begin this level far apart, while crawlers from other parts of the world can appear nearby. Carl's ability to message Brandon's group does not tell him where that group is in relation to his own.

The name Over City does not describe one uninterrupted populated metropolis. Mordecai describes hundreds of scattered villages surrounded by connected abandoned city. He estimates that most of the floor's roughly Arizona-sized area is ruin. The settlements are designated by size—tiny through extra-large—rather than ordinary place names. Their shops, inns, and tutorial guilds are distributed unevenly: the small starting village has poor trading prospects, while medium settlements have guild access and richer merchants. Signs at route points give distances to settlements, saferooms, restrooms, and stairways. Carl finds a sign pointing toward a medium skyfowl settlement thirty-four kilometers away and another indicating a much nearer descent.

The apparent sky and volcanic setting belong to the floor's constructed world. Mordecai says the crawlers remain beneath Earth's surface, while the Over City is presented as the upper layer of a ruined civilization inside a volcano. In that story, a monster's poisonous eruption devastated its inhabitants. For the residents, the Hunting Grounds lie beneath the Over City; for crawlers, reaching that related urban layer requires passing the intervening Fourth and Fifth Floors. The Third Floor's ruined buildings, abandoned parks, and transformed inhabitants carry visible traces of the catastrophe well before Carl learns the name Scolopendra.

Settlements, ruins, and movement

Crossing a village gate changes the party's practical risks. Level 75 swordsman guards protect population centers during the day, but Mordecai warns Carl that attacking residents or robbing shops can provoke a lethal response. A crawler who escapes such guards into the ruins may lose access to that village. The guards' protection is also limited: monsters remain in the ruins at all hours, become more dangerous at night, and can make village alleys unsafe after dark. Even inside a settlement, its main roads offer a different degree of safety from its side streets.

The ruins contain independent saferooms, so travel does not require a return to a village every time the party needs shelter. They do not contain tutorial guilds. This distinction matters to Mordecai's plan: he wants Carl and Donut to fight and gain experience on the way to a medium settlement, where they can reunite with him at a guild and obtain better supplies. The distance, day-night cycle, and eight-day deadline make an attractive quest costly if it delays that route. Carl nevertheless becomes involved with the circus before reaching the skyfowl town.

The medium settlement is inhabited in large part by skyfowl, eagle-headed people who can fly. Its buildings accommodate aerial traffic, with upper entrances and open windows that do not assume every visitor approaches from street level. The town also has pubs, specialized shops, a tutorial guild, and an entrance to the Desperado Club. Carl and Donut trade there after the circus affair and obtain a carrier that lets Mongo rest more reliably. The settlement becomes their base for further combat in the surrounding ruins and for the investigation that dominates their remaining time on the floor.

Grimaldi's circus and Signet

Soon after entering the ruins, Carl and Donut encounter transformed animals associated with Grimaldi's Traveling Circus. The discovery opens a quest, The Show Must Go On, which asks why the circus persists centuries after the Over City's devastation and promises a Gold Quest Box. What first looks like a local monster infestation leads to circus tents, corrupted performers, and Tsarina Signet, a powerful elite whom the circus denounces as a traitor. The route diverts Carl and Donut from the settlement Mordecai had told them to reach.

Signet initially presents herself as an enemy of the circus and asks Carl to defend her against mold-covered lions. He realizes that her summoning magic depends on blood and that she had expected him to be wounded while protecting her. The encounter makes her dangerous even though she is opposed to the circus creatures. Mordecai later explains that an elite's storyline differs from an ordinary wandering mob encounter: it has an ongoing production and can continue beyond this floor whether or not a particular crawler joins it. He urges Carl to leave the affair alone and make progress before the timer runs out.

Carl instead investigates. Signet describes Scolopendra's poison cloud as a nine-part attack that transformed victims in different ways. Ringmaster Redstone Grimaldi became a Pestiferous Vine at the center of the big top. Spores and parasites bind much of the circus family to him; when some performers die, their remains feed a cycle that restores them. Signet survived without the same transformation and attacks the circus repeatedly because she wants to free those trapped within it. Her account also reveals that she loved Grimaldi. These facts turn a seeming boss hunt into a conflict between his determination to preserve his family and her conviction that their continued existence is suffering.

Inside the tent, Carl finds Grimaldi still at its center and receives the city-boss designation: level 85. Grimaldi is powerful enough that Carl's preparation depends on the boss's unusual biological weakness and on the protections of the scripted encounter. Carl poisons the vine, but the situation changes as he comes to understand how Grimaldi communicates through the infected performers and why Signet keeps returning. Rather than claim a solo boss kill, Carl brings their conflicting wishes into the same conversation. Signet enters the tent, and Carl leaves them to resolve the encounter. The system marks The Show Must Go On complete even though Carl has not personally killed Grimaldi.

By dawn, the circus tents and the bodies that had surrounded them are gone. Donut awakens after Signet's spell, and Carl and Donut resume the journey to the skyfowl settlement. A previously unseen staircase to the Fourth Floor now stands in the circus park. Mordecai tells Carl that some stairways on later floors appear only after quests are completed. The circus therefore changes the floor's navigable exits as well as the party's rewards. Signet's path, as an inhabitant of the volcanic story, points toward the Hunting Grounds rather than the crawlers' immediate next level.

The skyfowl settlement and its hidden violence

In the medium settlement, Carl and Donut encounter a second quest when GumGum, an orc, shows them bodies found in the streets. The dead women are outsiders who appear overnight with much of their blood removed. The Sex Workers Who Fell from the Heavens asks the crawlers to discover what is happening. Mordecai would prefer that they spend the remaining time gaining levels, but the deaths draw Donut into the investigation. The quest leads through the town's shops, ruins, streets, and official buildings rather than to an obvious isolated boss arena.

Their attempt to involve Magistrate Featherfall exposes the town's unequal civic order. His assistant, Miss Quill, refuses to disturb him over victims who are not skyfowl. The magistrate's complex includes shops reserved for skyfowl below the administrative rooms, while the guards enforce public order without resolving the murders. Carl uses the game's inventory rules to carry a victim's body as evidence, but presenting it to Quill does not secure an inquiry. The party's search consequently turns toward the town's city elves, the women lured there under promises of work at the Desperado Club, and the unusual movement of the swordsman guards.

The investigation is not contained to Carl and Donut's party. Another crawler, Daniel Bautista, has a quest targeting Quill, while Katia Grim joins Carl and Donut as they prepare to confront the suspected source of the killings. Carl's explosive attack on the magistrate's building kills Featherfall and Quill. It awards him control of the medium settlement and the title of magistrate, but The Sex Workers Who Fell from the Heavens remains open. The deaths of the apparent civic authorities have not yet explained the victims, and killing Quill also disrupts Bautista's separate objective. The town's offices, guards, and other crawlers' quests are all implicated in the same chain of events.

A survivor explains that the city elves recruited women by offering a possible route into club work. Quill then sent them to a creature named Remex. Some underwent a transformation into flying krasue; others died and were discarded. Carl, Donut, and Katia approach the warehouse where the swordsman guards recharge and find Remex above them beside a soul crystal. He is not the mastermind Carl expected. He is Quill's undead husband, bound as a Soul Leech Capacitor and used to channel her magic. His account supplies the missing purpose behind the recruitment, the murders, and the apparently mechanical guards.

The failed spell and descent

Remex says Quill had been preparing The Final War, an inherited, multigenerational spell intended to retake the Over City. She used the city elves through a fabricated religious vision, krasue as mobile servants, and the soul-powered apparatus that also sustained the town's swordsmen. The planned final stage would unleash creatures across the floor while sparing skyfowl and chickadees marked by collected feathers. Remex's explanation completes the investigation quest, but Quill's death has interrupted a spell already accumulating enormous power. The result is an immediate danger much larger than the original mystery.

The system announces The Fools Who Broke the Glass as a group event quest for crawlers within the threatened area. Carl's party is named its host and cannot opt out. Other affected crawlers have only a brief chance to enter saferooms before those rooms close to participants, followed by a seven-minute countdown to an explosion. Mordecai identifies the Desperado Club's inner room as a possible refuge for members, but Katia has no access to it. Carl sees that the soul crystal is the marked epicenter and chooses to remain with Donut long enough to try to contain it. He encloses the crystal in a protective Sheol Glass case taken from Quill's collection.

The case prevents the first detonation from destroying the area, but the danger is only deferred. The contained crystal becomes Carl's Doomsday Scenario, an unstable device of extraordinary destructive power. A subsequent magical surge disables the swordsman guards and changes the event into another countdown. Carl uses the group quest channel to warn the other crawlers, while he, Donut, and Katia seek a stairwell east of the settlement. Bautista helps bring people to that descent. What had begun as one town's murder inquiry now determines whether crawlers scattered around the area can leave the Third Floor alive.

Carl, Donut, Mongo, and Katia reach the Fourth Floor stairwell before the final burst. The route is an exit from the Over City, not a resolution of all its stories: Signet's conflict continues beyond the circus, while the fate of the threatened settlement has been changed by the failed spell. Their departure follows a floor in which settlement law, scripted elite stories, other crawlers' objectives, and the physical routes downward have repeatedly intersected with immediate survival.