Grinding
The Legend of William OhGrinding is the Tower’s most recognizable form of routine mass hunting: hundreds or even thousands of Climbers gather along the edge of a monster’s territory, with each group attempting to lure nearby creatures into a kill zone for loot and experience. Its decisive significance lies in the tension between safety and profit. Grinding is described as a safe, boring way to advance, yet it remains competitive and stressful because every camp is competing for access to the same supply of monsters and rewards.
Structure and Operation
Grinding depends on positioning. The participating groups form a rough line around the boundary of a monster’s territory rather than entering the territory blindly. Each team lures monsters close enough to engage them, kills them, and claims the resulting loot and experience. The scale of the practice transforms individual adventuring into something resembling a temporary hunting industry, with the territory’s monsters functioning as a renewable, if hazardous, source of rewards.
The arrangement is not a formal army, but it creates an improvised network of mutual protection. Sharing a border with another camp reduces the loot and experience available to a given group, since nearby Climbers are competing for the same kills. At the same time, the neighboring camps prevent attacks from coming easily against a group’s flanks or rear. If a monster does break through, hundreds of other Climbers are eager to intervene and rescue the threatened camp. The loss of individual reward therefore purchases a substantial safety net.
Will and Loth’s Participation
Will and Loth encounter Grinding as a practical answer to their remaining day of Miasma Acclimation. After leaving camp and traveling east, they plan to join other Climbers operating on the edge of kaith territory. Those Climbers are reportedly luring homicidal kaith into range and slaughtering them in large numbers for unusually valuable rewards. Will has heard that Grinding is safe and stressful, but he has never actually taken part in one before.
Their timing is shaped by the temporary nature of the camps. Will and Loth hope to claim a position being vacated by a team that has reached its quota, converting an available place in the hunting line into an opportunity for advancement. They need to use the final day of Acclimation productively, and Grinding offers several gains at once: money, new Relics, additional levels, and preparation for the 3rd Floor.
Grinding also contrasts with the fastest route upward. A Climber can follow in the wake of a Bus and assist in clearing a Key Site, gaining access to the next Floor as long as they are present and do not actively sabotage the other Climbers. Will and Loth watch a Bus heading south, but they remain under Acclimation and therefore cannot simply exploit that shortcut. Loth further argues that entering a higher Floor before reaching the maximum level permitted on the current Floor would be foolish. Grinding consequently represents disciplined preparation rather than impatience: slower than riding behind a Bus, but safer for their long-term survival.
Collective Safety and Competition
Grinding’s apparent cooperation is built on an economic contradiction. The camps need one another because their numbers deter or contain monsters, but each camp would also benefit from having the territory to itself. A neighboring group diminishes individual rewards while increasing collective security. The system thus turns proximity into both a resource and a cost, forcing Climbers to balance the value of a better position against the protection offered by a crowded perimeter.
The practice also makes combat dependent on logistics rather than individual heroics alone. Success requires choosing a camp location, controlling the distance at which monsters are engaged, coordinating the lure, and relying on the surrounding line when a fight exceeds one group’s ability to contain it. The result is a form of mass participation in which the safest hunter is not necessarily the strongest one, but the one best integrated into the network.
Wider Pattern of Mass Threats
The kaith hunt is not the only moment when the Tower produces overwhelming numbers. During the encounter on the delicate bridge, dozens of kaith workers appear to charge Will and Loth, and Will uses his Phantom Hand to force them through curtains of fire and acid generated by his equipment. The workers fall in successive waves, driven forward by those behind them. Although this is not a formal Grinding camp, it supplies a violent counterpart to the practice: the same abundance of monsters that makes mass hunting profitable can also turn the environment into a conveyor belt of attackers.
Later, the danger of scale becomes even more explicit in Oilton. Loth reports that thirteen thousand Tangled are stalking the city, up from just below nine thousand three days earlier, representing a daily growth rate of 14.28 percent. The observation reframes Grinding’s promise of abundant loot: mass monster populations may provide repeated opportunities for experience, but unchecked reproduction can convert a manageable hunting resource into a city-wide crisis. The Tangled’s ability to collapse and produce a second body from itself makes that growth visibly self-reinforcing.
Significance
Grinding embodies the Tower’s transformation of survival into an organized progression economy. Climbers do not merely fight monsters; they arrange themselves around territories, trade a portion of their rewards for protection, wait for vacancies, observe quotas, and calculate whether time is better spent farming levels or pursuing the next Floor. Its safety is real but conditional, and its boredom conceals constant pressure over position, yield, and exposure.
The concept also supplies a structural contrast to the book’s more spectacular disasters. A grinding line assumes that danger can be bounded, repeated, and converted into predictable advancement. The fire-mote swarm, the massed kaith workers, and the exponentially multiplying Tangled expose the fragility of that assumption. What begins as a controlled system of collective hunting can, when numbers or growth escape the expected limits, become the very mechanism through which the Tower produces catastrophe.
