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The Dungeon Anarchist's Cookbook

The Dungeon Anarchist's Cookbook

by Matt Dinniman 2021 534 pages
4.46
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Plot Summary

Arrival in the Iron Tangle

Thrown into a deadly subway

Carl, Donut, Katia, and Mongo are thrust onto the fourth floor of the dungeon, a sprawling, train-themed labyrinth called the Iron Tangle. The group quickly realizes the floor is a massive, confusing network of subway lines, each teeming with monsters and deadly traps. The pressure is on: they have only ten days to find a stairwell and survive. The party's first moments are a chaotic scramble as they're attacked by demonic baby monsters and forced to take refuge in a janitor's lair, learning that every stop and car could be a new threat. The sense of disorientation and urgency is palpable, setting the tone for a floor where movement, adaptation, and quick thinking are the only ways to survive.

Monsters on the Move

Relentless threats and shifting dangers

The group discovers that the Iron Tangle is not just a maze, but a living ecosystem. Monsters board and leave trains at regular intervals, and each line is home to unique, often horrifying creatures. The party must adapt to new classes and skills, with Donut becoming a Football Hooligan and Katia's doppelganger abilities evolving. The constant threat of being overrun by mobs—like the ravenous Drek babies and the disciplined janitor ghouls—forces Carl to engineer creative defenses and traps. The party's dynamic is tested as they learn to fight in close quarters, and the ever-present risk of being trapped or ambushed keeps them on edge.

Safe Havens and Upgrades

Securing rest and resources

After a harrowing escape, the group finds a transfer station with a saferoom, shops, and a chance to regroup. Here, they meet NPCs like Limp Richard the mole man and Wendita the Bopca, and reunite with their manager, Mordecai—now in a new, toad-like form. The party pools their loot, negotiates for a personal space, and uses rare coupons to upgrade their base with powerful amenities: a crafting studio, training room, and ultra-stabilized beds. These upgrades not only provide much-needed rest and buffs but also cement the group's sense of home and teamwork, even as the outside world grows more dangerous.

Mapping the Maze

Unraveling the Iron Tangle's secrets

The party realizes that understanding the floor's layout is crucial. Katia's Pathfinder skill and Carl's Escape Plan help them piece together the sprawling network of lines, transfer stations, and hidden stairwells. They discover that prime-numbered stations are key transfer points, and that each colored line and named train has its own rules and dangers. The group collaborates with other survivors, sharing information and building a crowdsourced map. The sense of community grows, but so does the awareness that the dungeon's design is a deliberate, sadistic puzzle meant to confuse and cull.

Train Terrors and Teamwork

Battling through relentless assaults

As the group rides various lines, they face waves of monsters—bonkers, shock chompers, pollyslogs, and more. Carl engineers barricades and traps, while Katia experiments with her mass and form to become an effective tank. Donut's new skills and Mongo's growth into a formidable mount add to their arsenal. The party's coordination is tested in set-piece battles, such as plowing through hordes with Katia as a living cowcatcher. The emotional toll of constant violence and the loss of fellow crawlers weighs heavily, but the group's bond and ingenuity keep them alive.

Loot, Loss, and Lessons

Rewards, revelations, and hard choices

The party opens a trove of loot boxes, gaining powerful items, skills, and upgrades. Carl receives the Dungeon Anarchist's Cookbook, a secret, evolving manual of recipes and subversive knowledge. Donut and Katia gain new spells and equipment, while the group's personal space becomes a hub of crafting and strategy. However, the cost of survival is high: friends die, betrayals occur, and the party is forced to make morally ambiguous decisions—such as repeatedly killing an immortal NPC for his hands to operate rescue carts. The line between player and monster blurs, and the group must confront the ethics of their actions.

The Daughters' Dilemma

Alliances, manipulation, and betrayal

Hekla and her party, Brynhild's Daughters, re-enter the story, seeking Katia's help for a desperate rescue mission. The alliance is fraught with tension, as Hekla's true motives—gaining access to Donut and Mordecai—are revealed. Katia is used as a living battering ram, and a web of manipulation and betrayal unfolds. The emotional climax comes when Katia, betrayed and pushed to her limit, accidentally kills Hekla, shattering the Daughters and forcing Katia to confront her own worth and agency. The fallout cements the trio's bond and exposes the dangers of trust in the dungeon.

The Krakaren Conspiracy

Addiction, transformation, and political allegory

The party uncovers the floor's dark secret: the monsters are addicted to a drug distributed by Krakaren bosses and Pooka, a metaphor for real-world systems of control and exploitation. As the monsters go through withdrawal, they mutate into increasingly dangerous forms—festering ghouls, blister ghouls, and finally Krakaren clones. The Iron Tangle is revealed as a racist political cartoon, a commentary on power, addiction, and the manipulation of populations. The group must adapt to the escalating threat, racing against time as the ecosystem collapses and the true endgame approaches.

Bounties and Betrayals

Hunted by friend and foe alike

With the party's rise in the leaderboard, bounties are placed on their heads, making them targets for other crawlers. Trust becomes a rare commodity as player-versus-player (PVP) coupons and betrayals circulate. Donut is forced to kill a fellow crawler in self-defense, and the group navigates the paranoia and danger of being hunted. The emotional cost of survival deepens, as the party grapples with the knowledge that the dungeon's design encourages betrayal and rewards cruelty. The tension between self-preservation and solidarity is ever-present.

The Siege of Station 36

Desperate defense and last stands

As the floor nears collapse, the survivors converge on key stairwell stations—especially station 36—to make their final stand. The party coordinates with other groups, fortifying chokepoints and deploying flamethrowers, traps, and magic to hold back waves of Krakaren monsters and ghouls. The sense of community and shared purpose is palpable, but so is the looming threat of being overwhelmed. The party's ingenuity—using portal carts, crowd control, and creative tactics—buys precious time, but the cost in lives and sanity is immense.

The Great Rescue

Engineering salvation for the masses

Carl devises a plan to use rapid-response portal carts to rescue hundreds of stranded crawlers at the abyss, coordinating a multi-stage operation that requires sacrifice, precision, and the repeated killing of an immortal NPC. The plan succeeds, saving over a thousand lives and earning the gratitude of the survivors. The moment of triumph is bittersweet, as the party reflects on the cost of victory and the impossibility of saving everyone. The rescue cements the group's reputation as heroes, but also as dangerous wildcards willing to do whatever it takes.

The Mimic and the God

A clash of titans and a brush with death

In a climactic set piece, Carl is trapped in a trainyard with a city boss mimic and the involuntarily summoned war god Grull, driven by the vengeful Maestro. The ensuing battle is a spectacle of destruction, with Carl barely surviving through quick thinking, potions, and the help of his friends. The party's teamwork and sacrifice—using doppelganger tricks, flying distractions, and chained sacrifices—allow them to outwit both god and monster, teleporting the threats away and buying time for the survivors. The sequence is a testament to the group's growth, resilience, and refusal to be broken.

Endgame in the Abyss

Final gambits and explosive conclusions

As the floor's timer runs out, the party orchestrates a last-ditch effort to destroy the remaining soul crystals and halt the endless spawning of ghouls and Krakaren monsters. They use the Nightmare train, loaded with explosives and piloted by self-sacrificing NPCs, to trigger a chain reaction in the abyss. The resulting explosion wipes out the remaining threats and secures the survivors' path to the stairwells. The group's actions are both heroic and tragic, highlighting the blurred lines between player, monster, and victim in the dungeon's cruel design.

Aftermath and New Beginnings

Reflection, reckoning, and uncertain hope

With the floor cleared, the survivors gather at the stairwells, battered but alive. The party is celebrated for their ingenuity and courage, but the emotional scars of betrayal, loss, and moral compromise linger. Katia, once mousy and uncertain, stands tall as a hero; Donut's charisma and leadership shine; and Carl, now a legend, is haunted by the cost of survival. The group faces new challenges: a change in their PR handler, the looming threat of the next floor, and the knowledge that the dungeon's cruelty is far from over. Yet, their bond is stronger than ever.

The Fifth Floor Beckons

A leap into the unknown

The party is whisked away to the production trailer for their post-floor interview, only to find their trusted handler Zev replaced by the cold, controlling Loita. The sense of agency and trust is shaken, but the group steels themselves for what's next. A random spin of the wheel assigns them to the Air Quadrant of the fifth floor, facing the Dirigible Gnome Wasteland Fortress. As they step into a new, sand-swept world, the party is both apprehensive and determined, ready to face whatever horrors and wonders the dungeon throws at them next.

Characters

Carl

Reluctant leader, anarchist survivor

Carl is the pragmatic, inventive, and emotionally scarred protagonist of the story. Thrust into the dungeon's chaos, he quickly becomes the de facto leader of his party, relying on quick thinking, engineering skills, and a deep sense of responsibility. Carl's journey is marked by loss, guilt, and a constant struggle with the ethics of survival. He is haunted by the deaths of friends and the moral compromises he must make, yet he refuses to be broken by the dungeon's cruelty. His relationship with Donut and Katia is complex—protective, sometimes paternal, but always respectful of their agency. Carl's acquisition of the Dungeon Anarchist's Cookbook symbolizes his evolution from survivor to revolutionary, determined to burn the system down from within.

Donut

Charismatic cat, unlikely hero

Donut, a former show cat turned magical crawler, is both comic relief and emotional heart of the party. Her journey from pampered pet to battle-hardened survivor is marked by growth in confidence, charisma, and magical prowess. Donut's all-caps bravado masks deep insecurities and a longing for connection. Her loyalty to Carl and Katia is fierce, and her ability to charm, negotiate, and inspire others often saves the group. Donut's struggles with the ethics of killing, her desire for recognition, and her evolving sense of self make her a multidimensional character. Her relationship with Mongo, her pet dinosaur, adds warmth and levity, while her rivalry with other top crawlers fuels her competitive spirit.

Katia

Shy doppelganger, emerging powerhouse

Katia begins as a timid, self-doubting art history professor, but her journey is one of the most profound transformations in the story. As a doppelganger, she struggles with identity, self-worth, and the trauma of abandonment. Manipulated and used by others, Katia ultimately finds her strength—both literally and figuratively—becoming a formidable tank and a hero in her own right. Her accidental killing of Hekla is a turning point, forcing her to confront the cost of survival and the meaning of agency. Katia's creativity, empathy, and growing confidence make her an indispensable member of the party, and her bond with Carl and Donut is forged in shared hardship and mutual respect.

Mongo

Loyal pet, evolving threat

Mongo, Donut's dinosaur companion, grows from a cute, mischievous pet into a powerful, battle-hardened mount. His presence is both a source of comfort and a tactical advantage, as his abilities and size increase throughout the floor. Mongo's loyalty to Donut is unwavering, and his antics provide moments of levity amid the darkness. Yet, his growing power and the challenges of controlling him foreshadow potential dangers ahead.

Mordecai

Cynical mentor, toad manager

Mordecai, the party's manager and former game guide, is a wellspring of knowledge, sarcasm, and hard-earned wisdom. Transformed into a toad-like Grulke, he provides strategic advice, crafting expertise, and emotional support. Mordecai's past is shrouded in tragedy and regret, and his relationship with Carl is both contentious and deeply respectful. His absence during a critical stretch of the floor forces the party to grow, but his return is a welcome anchor. Mordecai's warnings about the dangers of power, trust, and the dungeon's true nature are a constant refrain.

Hekla

Charismatic manipulator, tragic leader

Hekla, leader of Brynhild's Daughters, is a towering, Amazonian presence—both inspiring and dangerous. Her charisma and strength attract followers, but her willingness to sacrifice others for the greater good reveals a ruthless pragmatism. Hekla's manipulation of Katia and her ultimate betrayal are a devastating blow, culminating in her accidental death at Katia's hands. Hekla embodies the dungeon's moral ambiguity: a leader who inspires loyalty but is willing to cross any line for survival.

Eva

Cold enforcer, embodiment of betrayal

Eva, Katia's former friend and Hekla's lieutenant, is a four-armed, cobra-headed enforcer whose loyalty to Hekla is absolute. She is the party's fixer, willing to do the dirty work and enforce Hekla's will. Eva's emotional abuse of Katia and her role in the betrayal highlight the dangers of blind loyalty and the corrosive effects of the dungeon's design. Her survival and continued presence are a lingering threat.

Elle (Mrs. McGibbons)

Transformed elder, irreverent survivor

Elle, once a dementia-suffering elderly woman, is reborn as a Frost Maiden—a powerful, irreverent, and sharp-tongued crawler. Her transformation is both physical and psychological, as she embraces her new abilities and personality. Elle's humor, resilience, and willingness to challenge authority make her a valuable ally. Her friendship with Carl and Donut is marked by mutual respect and shared trauma.

Imani

Steadfast healer, moral compass

Imani, a former caretaker, is the party's healer and emotional anchor. Her journey is one of sacrifice, as she is forced to make impossible choices to save others. Imani's empathy, wisdom, and commitment to doing the right thing—even when it hurts—make her a moral compass for the group. Her leadership in the defense of station 36 and her support of Katia and Donut are crucial to the party's survival.

Bautista

Resourceful ally, hidden depths

Bautista, a Tigran swashbuckler, is a recurring ally whose resourcefulness and loyalty are invaluable. His unique ability to summon monsters from collectible toys adds a layer of unpredictability and humor. Bautista's willingness to risk everything for his friends, his humility, and his quiet competence make him a trusted companion. His survival and success are a testament to the power of community and collaboration.

Plot Devices

The Iron Tangle's Subway System

Labyrinthine structure, engineered confusion

The Iron Tangle's sprawling, interconnected subway lines serve as both setting and antagonist. The maze is designed to disorient, isolate, and cull the crawlers, with prime-numbered stations, transfer points, and hidden stairwells forming a deliberate, sadistic puzzle. The system's complexity forces collaboration, crowdsourcing, and ingenuity, while its living ecosystem of monsters and NPCs creates constant, shifting threats. The subway's design is a metaphor for bureaucratic cruelty and the manipulation of populations.

The Dungeon Anarchist's Cookbook

Secret manual, evolving subversion

The Cookbook is a unique, evolving artifact that grants Carl access to hidden recipes, strategies, and the accumulated wisdom of past crawlers. It serves as both a literal and symbolic tool of resistance, empowering Carl to subvert the dungeon's rules and engineer creative solutions. The Cookbook's secrecy, collaborative nature, and focus on passing knowledge forward highlight the importance of solidarity and rebellion in the face of oppression.

Betrayal and Trust

Paranoia, manipulation, and moral ambiguity

The dungeon's design encourages betrayal, rewarding players for killing each other and sowing distrust through PVP coupons, bounties, and engineered scarcity. The tension between self-preservation and solidarity is a constant undercurrent, with alliances, betrayals, and sacrifices shaping the narrative. The emotional cost of trust—and its violation—is a recurring theme, forcing characters to confront the ethics of survival.

Escalating Monster Evolution

Addiction, transformation, and ecosystem collapse

The floor's monsters are addicted to a drug distributed by Krakaren bosses, and their withdrawal triggers a cascade of mutations—festering ghouls, blister ghouls, Krakaren clones, and province bosses. The ecosystem's collapse is both a gameplay challenge and a political allegory, reflecting real-world systems of control, addiction, and exploitation. The party's adaptation to these escalating threats drives the narrative's tension and innovation.

Boss Battles and Set Pieces

Spectacle, stakes, and teamwork

The floor's narrative is punctuated by epic boss battles—against the mimic, the war god Grull, and the province bosses—that serve as crucibles for character growth, teamwork, and ingenuity. These set pieces are both thrilling and emotionally charged, forcing the party to confront their limits, make sacrifices, and rely on each other in new ways. The use of creative tactics, environmental manipulation, and subversive knowledge is key to survival.

Narrative Structure and Foreshadowing

Layered storytelling, callbacks, and evolving stakes

The book's structure mirrors the Iron Tangle itself: complex, interconnected, and full of hidden paths. Early events and details—such as the significance of prime numbers, the nature of the Cookbook, and the dangers of trust—are paid off in later chapters. The narrative's emotional arc is one of escalating tension, loss, and hard-won triumph, with each victory tempered by the knowledge that the dungeon's cruelty is far from over.

Analysis

A brutal allegory of survival, agency, and resistance

The Dungeon Anarchist's Cookbook is a masterful blend of dark humor, inventive worldbuilding, and searing social commentary. At its core, the book is a meditation on the ethics of survival in a system designed to break, exploit, and divide. The Iron Tangle's labyrinthine subway is both a literal and metaphorical maze, reflecting the bureaucratic cruelty and engineered confusion of real-world institutions. The monsters' addiction and transformation are a pointed allegory for systems of control and the dehumanizing effects of power. The party's journey—from disoriented survivors to revolutionary subversives—is marked by loss, betrayal, and moral compromise, but also by ingenuity, solidarity, and the refusal to be broken. The Dungeon Anarchist's Cookbook, both artifact and narrative, embodies the power of collective knowledge, resistance, and the determination to burn the system down from within. The book's ultimate lesson is that survival is not enough; to truly win, one must fight for meaning, agency, and the hope of a better world—even if it means becoming the monster the system fears most.

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Review Summary

4.46 out of 5
Average of 74.3K ratings from Goodreads and Amazon.

The Dungeon Anarchist's Cookbook receives praise for its humor, character development, and high-stakes action. Readers enjoy the complex train system setting, though some find it confusing. The book is lauded for its emotional depth, creative world-building, and entertaining audiobook narration. Critics appreciate the balance between comedy and serious moments, as well as the evolving relationships between characters. While some feel the series is becoming repetitive, most reviewers express excitement for future installments and consider this the best entry yet.

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About the Author

Matt Dinniman is a best-selling author and artist from Gig Harbor, Washington. He has published numerous short stories and books, gaining recognition for his Dungeon Crawler Carl series. Dinniman's artistic endeavors extend beyond writing, with his greeting cards, stationery kits, and calendars available in boutique shops worldwide. His work often blends humor with high-stakes action, appealing to fans of video game-inspired literature. Dinniman's self-deprecating humor is evident in his reluctance to write about himself in the third person, describing it as feeling like a "pretentious twat." His ability to create complex, entertaining worlds has earned him a dedicated following in the LitRPG genre.

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