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Generic location illustration for The Pole Position Chamber
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The Pole Position Chamber

Pole Position Pod · Fish Tank

Carl, Donut, and Prepotente start the seventh floor in the lowest glass chamber, giving them first access to the race chute and proximity to the level's structural origin.

Story so far

Pole Position places the three crawlers in a small clear room at the base of the spiraling pod arrangement. Vertical glass bars separate them from a downward tunnel while a subtle force pulls them toward the chute.

Production attempts peace bonding, freezing, paralysis, slowing, teleportation, administrative hold, and armed gnoll intervention, but the AI immediately negates every measure. The placement lets Prepotente work on the back wall at the maze's entrance before any other pod opens.

The room's privileged location is therefore not merely a race advantage: it supplies the exact weak point required to shatter the entire floor.

Appearance

A cramped transparent starting cell with slippery glass, vertical bars, a dark curving chute, and a countdown clock.

Role

The chamber puts the allied trio at the structural point needed for Prepotente's sabotage.

Relationships

Prepotente — He tests and cracks its back wall.
Princess Donut — She compares it to a fish tank and becomes party leader inside.
The Dungeon AI — It rejects production's attempts to detain the occupants.
The Great Race — It is the first starting pod in the intended sequence.
Sources — 1 recorded facts, by chapter
Chapter 76
  • Carl, Donut, and Prepotente start the seventh floor in the lowest glass chamber, giving them first access to the race chute and proximity to the level's structural origin.
Character portrait