The Dungeon Anarchist's Cookbook

Poster for The Dungeon Anarchist's Cookbook

Details

Rating
7/10
📅
Date Completed
🗓️
Released
No date available
⏱️
Length
25 hours
🎭
Genre
Fantasy, Humor, Fiction, Science Fiction
📁
Category
Books
🏷️
Tags
books
dungeon_crawler_carl
year_2025
june

Setting and Premise

The novel takes place on Floor 4 of the dungeon world known as Dungeon Crawler World — a twisted, multi‐level survival game forced on humanity by alien overlords. The floor is dubbed “The Iron Tangle”, an impossibly complex subway-system labyrinth composed of hundreds of interlocking train lines, transfer stations, and tunnels built from all the world’s subterranean rail systems. The geography is warped (up can be down, down can be up), and danger is ever‐present in the form of monsters, rival players, and hidden mechanics.

Carl and his companion, the sentient cat Princess Donut, have already survived the earlier floors and climbed into the Top Ten leaderboard, attracting fame, sponsors, and deadly bounties on their heads. This increased visibility creates new threats: player‐killers, sponsorship politics, and manipulation from the game’s organizers. The premise is that succeeding means navigating the escalating difficulty, managing alliances, and outwitting the system.


Main Characters

  • Carl – The series protagonist. Initially an ordinary human thrust into the dungeon, he has grown into a skilled survivor and player. In this installment, he must deal with the consequences of his fame, the growing complexity of the floor, and the increasing moral and strategic pressure.

  • Princess Donut – Carl’s ex-girlfriend’s cat who now has full sentience and is a major crawler in her own right. She retains her comedic flair, but here she also shows growth, taking on new classes and contributing meaningfully to survival.

  • Katia – A newer addition to Carl’s team. Initially timid and unproven, she becomes a meaningful team member on this floor, representing a “normal” person thrown into this chaos.

  • Mongo – A mount/creature companion, part of Carl’s entourage, whose growth and utility expand in this floor’s environment.

  • Mordecai – A veteran crawler and mentor‐figure who helps Carl’s team with game mechanics, information, and navigating the dungeon’s rules.

  • Various other crawlers, factions, NPCs, and sponsors shape the social and strategic backdrop of this floor.


Plot Summary

Carl, Donut, Katia and their team descend into the fourth floor, the Iron Tangle. Immediately they face disorientation: trains rumble by, stations merge and vanish, monsters ride the rails, and the exit stairwells are hidden among a bewildering maze. Time is limited. The system now forces cooperation among crawlers in ways it hasn’t before—but trust is scarce, and fame makes enemies.

The team’s first major challenge is survival on the trains: they fight waves of monstrous “Drek babies,” psycho-stickers, janitor ghouls, and other dangers inside moving cars. Carl realizes his explosion‐based tactics from earlier floors are less effective here; close quarters and constant movement demand new strategies. Donut selects a class better suited to the environment (for example the Football Hooligan class) and Katia begins to step up with her Pathfinder and tank capabilities.

They find a safe station—a “transfer station 83” in one account—where they can regroup, upgrade their base, install crafting tables, train skills, and purchase amenities. This brief respite shows the contrast between chaos outside and sparse refuge inside. Meanwhile, Carl begins to gather fragments of a mysterious book called the “Anarchist’s Cookbook,” which holds hidden knowledge about the dungeon system and hints of rebellion.

As they map the Iron Tangle, Carl and Katia detect patterns: prime-numbered stations, transfer hubs, car types, hidden stairwells, and internal mechanics that suggest the floor is not just a maze, but a social experiment. Sponsorship bidding, popularity scores, bounties, and crawler politics come into clearer view. Carl’s ranking draws attention; his success makes him a target.

The team must handle betrayal and uncertainty. Katia’s past ties, crawler rivalries, and corporate interference all complicate the descent. Carl’s frustration with the system grows: he begins to feel less like a player and more like a pawn in a spectacle designed for others’ amusement. The Anarchist’s Cookbook becomes a symbol of defiance—tools, tactics and secrets to “tear down” the system rather than just survive.

In the climax, their mapping and scheming pay off. They exploit weaknesses in the Iron Tangle’s design, use trains as weapons or escape routes, manipulate sponsor politics, and turn their fame into agency. They complete the floor—but not without cost. Relationships shift, losses mount, and the realization dawns that the dungeon’s cruelty is intentional, its system rigged, and the stakes of every level far beyond mere survival.

By the end, Carl and his team exit floor 4 stronger and wiser but more cynical. The Crawlers’ world has expanded: they are no longer just playing a game—they are resisting it. The book sets up the broader conflict between the crawlers and the system, teasing secrets to come and raising the question of what real victory means when the game itself is broken.

Favorite Quotes

  • [3] Quote One

Final Thoughts

Key Takeaways

Characters

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