Cover of The Dungeon Anarchist's Cookbook

The Dungeon Anarchist's Cookbook

by Matt Dinniman


Genre
Fantasy, Science Fiction, Humor and Comedy
Year
2025
Pages
785
Contents

Chapter 6

Overview

At Banshee Station 116, Carl's team turns a forced stop into reconnaissance and training, learning how to resist the Red Cornets' nausea attack and uncovering clues about the station's strange ecology. Instead of a boss room, they find a showrunner control sigil and a warehouse with sleeping dwarven robots, then clear the station and salvage the machines for valuable scrap. The chapter also sharpens two ongoing pressures: viewers and sponsors begin pushing Katia to change herself, and Bautista brings word that Imani is alive and waiting at a Desperado Club, giving Carl a new destination and lead.

Summary

After the train leaves Banshee Station 116, Carl, Donut, Katia, and Mongo see more monsters converging on the platform for the next arrival. Katia maps the station and finds no safe rooms, only twisting tunnels, several larger chambers, and a likely boss area. As they hide in a side passage, Carl explains that Vernon and other NPCs are given false memories when the floor is generated, which makes Vernon's death and invented family even more disturbing. Because the station may explain why the monsters endlessly board the train, Carl decides they should explore it instead of immediately fleeing.

While stalking a lone Red Cornet, Zev contacts Carl and Donut about sponsorships and bluntly says Katia is unpopular and needs to become more interesting. Donut repeats the advice out loud, creating an awkward conversation in which Katia learns viewers find her dull and begins considering how to change herself. Before they can deal with that, the cornet attacks. Donut blasts it, but its humming inflicts the Queasy debuff on Carl, Donut, and Katia, making them violently sick before Mongo kills it. Carl finds the monster dropped a used vial with a trace of sticky golden liquid, and Mordecai identifies the effect as a nonmagical auditory attack that they can resist by repeated exposure.

The group spends hours fighting cornets in small numbers so Carl, Donut, and Katia can build immunity while Mongo, naturally unaffected, does most of the killing. They gain levels, train lesser-used skills, and eventually all earn resistance to Queasy. Carl notices the cornets move in a fixed pattern from one dead-end tunnel through three larger rooms and then toward the train platform. At the supposed boss entrance, Carl alone sees a glowing blue control sigil because of his Escape Plan skill. Mordecai explains that such sigils are showrunner-controlled gates used to block specific mobs. Beyond the doors, the room is not a boss chamber at all but an empty warehouse containing a wire materials cart and two sleeping dwarven industrial automatons. Katia reports that allied crawlers have found identical robot rooms elsewhere.

Deciding the station needs to be fully understood and exploited, Carl chooses to clear it and salvage the machines. The team wipes out the remaining cornets, using Donut's raised dead spell to send resurrected rabbits into the three gathering rooms with explosives. Inside, Carl finds only filthy waiting areas full of half-asleep monsters and many empty vials scattered underfoot. The lack of any real settlement, combined with the vials and the earlier residue, leads Carl to theorize that the cornets ride to station 120, get intoxicated on some substance there, teleport back to 116, and then board again when the high wears off. Afterward, Carl destroys the sleeping robots with dynamite and harvests a huge amount of scrap metal and damaged dwarven batteries for future train defenses.

As they finish looting, Bautista messages Carl from a Desperado Club. He says Imani is alive, needs to speak urgently about Brandon and Chris, and can be found each night after the recap at a Desperado Club bar; he also warns that some crawlers may be hunting leaderboard players for bounty money and explains that transfer stations ending in 1 have Desperado Clubs. Meanwhile, Donut keeps trying to remake Katia's image, eventually giving her a purple mohawk and black bodysuit, but Carl tells Katia to be herself. With station 116 cleared and more scrap collected, Carl decides they should reboard the train, reach the employee breakroom to get the rest of the station list from the conductor if possible, grind along the way, and continue to station 131 to open their fan boxes and meet Imani.

Who Appears

  • Carl
    leads the station sweep, deduces the cornets' pattern, salvages robots, and sets a course toward station 131
  • Donut
    scouts monsters, fights cornets, raises undead rabbits, and pushes Katia to become more viewer-friendly
  • Katia
    maps station 116, fights and levels up, and becomes upset after hearing viewers find her boring
  • Mongo
    immune to the queasy attack, kills cornets efficiently, and grows closer to full size
  • Zev
    PR agent who warns that Katia is unpopular and ties her image to sponsorship and fan rewards
  • Mordecai
    explains the cornets' auditory debuff and identifies Carl's blue symbol as a control sigil
  • Bautista
    messages Carl with Imani's request to meet and warns about possible bounty hunters
  • Imani
    offscreen ally who is revealed to be alive and urgently seeking contact with Carl
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