A trap setter can place an anchor on a mobile automaton, send it elsewhere, and activate the matching trigger for controlled long-distance travel.
Two-part teleport traps normally require the same user to set both trigger and anchor, preventing crawlers from simply trading endpoints through guild rooms. Carl realizes that nothing prevents the already-set anchor from moving after placement.
His Trap Master skill attaches anchors to spider automatons, which Samantha carries to the destination. Carl arms matching triggers in the Havana woods and limits one to himself. When an automaton reaches the Capitol, stepping on the trigger should send him to it.
The network cannot place anchors inside stairwell chambers, but it can move between ordinary active-floor locations and may eventually support other crawlers after Donut trains the required skill.
A trigger glyph in a forest connected by a beam to a spider-carried anchor fifteen kilometers away.
The network gives Carl targeted map-scale mobility without a conventional teleport spell.