Persistent illusion-inflicted brain damage that only manifests once a crawler leaves the dungeon.
Damien describes them vaguely — "brain lesions or something, I don't know" — but their effect on Tipid is precise and cruel. Inside the dungeon environment the system masks them; in a Zero Zone they surface, and Tipid loses his grip on when he is. He sits in a chair unable to feel his legs, hands shaking, convinced they are covered in blood, talking to an attorney from a conversation solars old, wondering whether the whole scene is another trick of The Illusionists.
Only the wrongness of his own clean hands pulls him partway out. Repairing the damage requires a Viceroy System, and without Post-Release Health Care it costs him his whole Crawler Pension plus a loan.
Manifests as shaking hands, numb legs, and vivid waking hallucinations of past trauma.
The lasting cost of Tipid's crawl, and the reason he must go to the Viceroys he fears.