Biodata

Feature Value
Name Slaughter Tower
Original Name 戮塔
Alias(es) Tower of Slaughter 15 32
Type One of the Three Towers; a combat-focused exploration world 1 85
Affiliation Three Towers system 1
Role Awards merit, supplies, and combat power for killing monsters; also enables recruitment and the development of allies 1 85 113
Associated Institution Tower of Slaughter Academy 15
First Appearance Mentioned in Chapter 1; first directly depicted in Chapter 15 1 15

Background / History

The Slaughter Tower appeared before the Strange Tower and had already been explored for years when Strange Tower exploration was still beginning. Albert concentrated on conquering it because he believed its combat powers were necessary for humanity’s future; he eventually reached the ninety-sixth floor, where he became stuck 15 28.

During the Bunker’s early development, Mr. Jin organized—and sometimes forced—people to enter the Slaughter Tower. A military-merit system encouraged further participation, making dangerous tower exploration a route to advancement for poorer residents. Albert was the only climber able to keep pace with Mr. Jin at that time 229.

Albert and Wen Chaohua later described the Slaughter Tower as humanity’s military system, while the Desire and Strange Towers served a diplomatic role. Its purpose was not merely to supply the Bunker, but to give humans the strength to survive the wider Three Towers War 85.

Exploration Mechanics

Entry and Parties

  • Login Device: Entry requires a Slaughter Tower Login Device. Wen Xishu receives a red device through Xun Hui before his first expedition 32 107.
  • Party formation: Climbers can form teams freely, rather than relying on encounters with compatible teammates in a Rest Area 32.
  • Rest Area: Expeditions pass through the tower’s Rest Area, which includes the Heavenly Origin position 108 287.
  • No floor guides: There are no guides inside Slaughter Tower floors. The Red Slaughter Head handles rewards and explanations after an expedition 108 113.
  • Exit requirement: Returning requires a minimum number of enemy kills. Party members can contribute toward the group’s requirement; the five-person Floor 52 expedition requires 500 kills 108 109.

Floors and Starting Locations

A floor determines the expedition’s starting conditions, not an absolute ceiling on the strength of monsters that can be encountered. Xun Hui warns that even a first-floor climber could reach a hundredth-floor boss by wandering into the wrong territory 108.

Factor Effect
Starting enemies Lower floors place climbers near weaker monsters 108.
Powerful encounters Lower floors reduce the likelihood of elites, leaders, and overlords appearing nearby 108.
Overlord areas Below Floor 25, climbers are not assigned to an overlord’s area, but can still travel into one 108.
Area boundaries Below Floor 90, there are no area restrictions preventing travel into more dangerous territory 108.
Detection Lower-floor climbers are less noticeable to powerful enemies, although entering an enemy’s territory can still alert it 108.
Equipment access Some items require particular levels, Slaughter Value caps, highest floors reached, or accumulated kill counts 108 287.

Scenarios and Combat

  • Climbers usually appear outside a scenario, such as on a city street, rather than inside a building as they commonly do in the Strange Tower 108.
  • Buildings may contain versions of Strange Tower settings, with Elite- or Boss-Level inhabitants hidden inside 108.
  • Black mist around a building can indicate an elite or leader’s territory. Its absence does not guarantee safety 108.
  • Every scenario can be physically destroyed. A sufficiently strong climber can demolish a building instead of entering and following its rules 108.
  • Monsters can still possess behavioral traps and mental attacks. Wen Xishu’s party defeats a faceless ghost by preventing its identity-questioning ability from taking effect 109.

Power Progression

Levels, Sequences, and Rewards

  • Personal level: Experience increases a climber’s Slaughter Tower level; the tower’s attribute panel provides physical and combat enhancements 112 136 397.
  • Personal first kills: Killing a monster with an evolutionary trait the climber has not previously defeated grants substantial experience 112.
  • Drops: Kills can award items and Slaughter Sequences. Common species have low item-drop rates 84 113.
  • Sequence trading: Some Slaughter Sequences are tradable or rentable. Zhang Wei rents Slaughter Sequence 303: Slaughter Will from an academy teacher 15.
  • Permanent kills: Albert identifies permanently removing a monster from the tower as the fastest way to seek a Sequence, with first kills having a high chance of awarding one 314.
  • Completion rating: Expedition Completion Level is separate from personal level and floor number. Wen Xishu finishes his Floor 52 expedition at personal level 15 with Level Five Completion 108 113.

Documented Advancement: Wen Xishu

Stage / Realm / Level Chapter Notes
Slaughter Tower Level 15 113 Gains ten levels during his first Slaughter Tower expedition, conducted on Floor 52. His Slaughter Value cap reaches 170, and he owns Slaughter Sequence 199: Limit Break Kick.
Slaughter Tower Level 29 297 Following the expedition through the seventieth-floor region, his Slaughter Value cap rises from 200 to 460. He can now confront stronger elite species.

A later reward allows Wen Xishu to gain Slaughter Tower experience from Tang Rui’s kills and devouring on the real Three Towers Battlefield, without personally entering the tower 397 398.

Hazards and Survival

Slaughter Value and Bonfires

  • Killing monsters increases Slaughter Value. Exceeding its limit transforms the climber into a monster 15 85.
  • Some enemies consume unusually large amounts of the available limit. Such enemies become noticeably more common beyond Floor 20 105.
  • Light Bonfire is a starting skill known to Slaughter Tower climbers. Bonfires lower Slaughter Value and cleanse some negative attributes 85.
  • Lighting a bonfire prevents the use of Slaughter Sequences and significantly reduces attributes, making a concealed resting place essential 85.
  • The limit can prevent low-level climbers from safely killing bosses even when they have enough combat power to win 113.

Day of Slaughter

  • Occurs once every thirteen days 85.
  • Both the sun and moon turn red 85.
  • Creatures emerge as their desire to kill intensifies, making even sparsely populated areas dangerous 85.
  • Arriving during the Day of Slaughter sharply reduces an expedition’s chances of returning alive 85.

Slaughter Curse

  • After Floor 25, climbers who meet certain conditions can develop irritability and a growing desire to kill 106.
  • Albert associates the condition with repeatedly approaching the Slaughter Value limit and maximizing slaughter during lengthy visits 106.
  • Remaining below the immediate limit does not prevent the curse. Xun Hui develops symptoms despite carefully controlling his Slaughter Value 106.
  • Albert warns that allowing the urge to accumulate can eventually produce a bloodthirsty monster. Time under the Desire Tower’s nonviolence rules had helped him find temporary peace 106.

Visitors and Invaders

  • Invaders enter an area directly and fight its guardian 113.
  • Visitors attempt to persuade occupants to invite them inside. Accepting places the occupants at an inherent disadvantage 113.
  • During the Floor 52 expedition, the party refuses a food request from a green-glowing visitor in a security guard’s uniform 113.
  • After observing visitors retreat with daylight, Wen Xishu concludes that nights are more dangerous than days 113.

Time Loop and Real-World Effects

Thirteen-Month Loop

The Slaughter Tower repeatedly cycles through a thirteen-month timeline, a mechanism investigated by Wen Chaohua in Three Towers Theory of Time. Ordinary monster kills do not advance that timeline or alter the victims’ real-world fates 112.

  • Wen Xishu deduces that changing a resident’s fate through noncombat intervention can move the loop’s starting point forward 112.
  • Albert later confirms that Tower-Exit Kills advance the timeline and expose climbers to a wider variety of monsters 115.
  • The tower initially depicts an early stage of the apocalypse. Its monsters may therefore be outdated versions of their real-world counterparts 112 115.

Ordinary Kills and Tower-Exit Kills

Kill Type Rewards and Consequences
Ordinary kill Can grant experience, items, and Sequences, but has no effect on the monster in the real world 113.
Tower-Exit Kill Requires a change in someone’s course of fate. Qualifying victims lose real-world luck and opportunities, which are transferred to the person whose fate was changed 113.

A Tower-Exit Kill does not kill the target’s real-world counterpart. Instead, it can remove opportunities for successful evolution. The Guide explains that the Ghost Bride’s lost opportunities were transferred to Tang Rui 113.

Yellow Springs provides a later example: Albert receives a Tower-Exit Kill notification after destroying it and its Pseudo-Netherworld, while its real-world evolution subsequently fails and leaves it burdened by harmful mutations 388 398.

Recruitment

  • Monsters are generally intensely hostile to humans and attack on sight, making communication exceptional rather than routine 15 28.
  • Changes made in the Desire and Strange Towers can turn former enemies into potential allies, including Jack, Jennifer, Tang Rui, and the An Family Brothers 85 100.
  • Wen Xishu identifies maximum affinity—100—as a key recruitment requirement. Merely chatting or offering information proves insufficient 113.
  • Recruitment creates a deep bond that carries into the real world; the Three Towers can alter monsters’ memories as well as those of Bunker residents 113.
  • Maximum affinity does not always unlock an exclusive mission, and such missions are limited 397.
  • Tang Rui’s Letter triggers a solo recruitment mission, temporarily removes the Slaughter Value restriction, and replaces floor-based difficulty with mission-specific difficulty 388.

Known Locations

Location Documented Features
Moen City — Floor 21 Overrun by mutated rats. Jack’s Deceptive Building shelters Zhang Wei and his junior when Jennifer invites them inside 15.
Deep City Listed as the location of Slaughter An Jincheng and Slaughter An Youxuan in Wen Xishu’s chat channel 109.
Jiangcheng City Listed as Slaughter Tang Rui’s location 109.
Floor 52 expedition area A ruined urban environment containing a dangerous supermarket, black-mist-covered buildings, and roaming monsters 109 113.
Isaacra — Floor 74 expedition A formerly scenic city occupied by Black Houses and concealed Red Houses 289.
Hujiang Location of Yellow Springs and its Pseudo-Netherworld when Albert confronts it 388.

Story Role / Major Arcs

Arc Significance
Floor 21 incident Jennifer’s offer of shelter to Zhang Wei contradicts established expectations of monster hostility. Albert later investigates the changes to Jack and Jennifer’s recorded behavior 15 84.
Tang Rui’s ascension Actions in the Desire Tower complete Slaughter Rui’s Ascension Journey, removing her destined calamity and changing her later transformation 52.
Wen Xishu’s first expedition Xun Hui leads Wen Xishu, Yue Yun, Nissen, and Xiao Jin onto Floor 52. The Ghost Bride’s defeat leads to explanations of the time loop, recruitment, and Tower-Exit Kills 108 112 113.
Shared Three Towers challenge Wen Xishu and Wen Renjing discover overlapping destinations while Xun Hui enters the Slaughter Tower, suggesting a mechanism that brings climbers from all three systems into a shared Level Seven challenge 183.
Sagittarius expedition Albert leads the party into the seventieth-floor region, destroys Black and Red Houses, and breaks the causal force of Sagittarius’s Arrow of Fate before Wen Xishu activates Fated Duel 287 289.
Tang Rui’s exclusive mission Wen Xishu enters a special solo recruitment mission while Albert confronts Yellow Springs. His eventual reward links his experience gains to Tang Rui’s battlefield kills 388 397 398.

Significance to the Bunker

  • Successful exploration supplies merit and material resources, while its attribute panel provides direct physical strength rather than the Desire Tower’s charm-based benefits 1 136.
  • Slaughter Tower achievement traditionally helped qualify fighters for the Security Bureau. By Chapter 115, only its First and Sixth Bureaus continue exploring the tower 115.
  • Insufficient exploration can trigger a Slaughter Tower Great Devourment, forcing the Bunker to withstand threats through raw combat strength rather than puzzle-based workarounds 124.
  • Despite that possibility, every Great Devourment in the Bunker’s recorded history up to Chapter 138 has taken the Strange Tower’s form 138.

Appearances

969
Total Mentions
201
Chapters Appeared
4.82
Avg. per Chapter