Chapter 3: Out of Bounds
Greg Peterson, junior accountant, Level 1 Novice, screamed at the top of his lungs and bolted down the emergency stairwell. He moved with a clumsy, panicked sprint that only sheer, unadulterated terror could produce in a man wearing loafers.
Behind him, five Goblin Scouts scrambled up the concrete steps, their rusted cleavers scraping against the metal railings of the fire escape. Their red aggro lines were laser-focused entirely on the unfortunate man fleeing for his life. Their AI entirely ignored the lone, bloodstained figure standing casually by the heavy fire door on the 42nd floor.
Arthur Vance watched the gruesome parade pass him by. Not a single monster turned its head. The System’s automated tracking parameters completely failed to register a `[Level 0 Glitched NPC]`. To the Goblins, he was no different than the concrete walls or the dim red emergency lights overhead.
He leaned against the railing, his breath steadying as the shrieks of Greg echoed further down the spiraling stairwell. Arthur felt a twinge of guilt. He wasn't a monster. He knew Greg would likely die before he reached the 30th floor unless he miraculously discovered how to swing a fire extinguisher with martial artistry. But Arthur also knew that if he had tried to engage five Level 2 Goblins simultaneously with zero stats, he would be the one getting torn to shreds in seconds.
Survival in the Eternity Engine wasn't about heroism. It was about mechanics. And right now, Arthur was broken outside of the mechanics.
He waited until the sounds of pursuit faded into the distance. The stairwell was momentarily quiet, save for the distant hum of alarms ringing throughout the collapsing city of Seattle. Arthur tightened his grip on the rusted cleaver he had taken from the first Goblin. He didn't head down.
He turned and headed *up*.
The 42nd floor of his analytics firm was not the top floor. The building stretched forty-five stories high, culminating in a luxury penthouse suite that served as the CEO's private residence and helipad access point. In the Original Timeline, Arthur had learned from a survivor, months after the Tutorial ended, that the penthouse of this specific building had spawned as the `[Alpha Sector Tutorial Boss Room]`.
A localized dungeon boss always generated in a structurally significant or isolated area of a spawn zone. The penthouse, being the highest point of elevation with restricted access, fit the System's generation parameters perfectly.
Arthur reached the heavy steel door of the roof access stairwell on the 45th floor. It was sealed shut with a heavy biometric lock. Of course, the power was out, meaning the mag-lock was securely engaged.
But the door also had a large, glowing red barrier shimmering across its surface. A digital padlock icon hovered in the center, displaying a string of text:
`[TUTORIAL BOSS ROOM: ORC WAR CHIEF]` `[RECOMMENDED PARTY LEVEL: 5]` `[ACCESS RESTRICTED UNTIL 50 MINIONS ARE DEFEATED]`
"Classic railroading," Arthur muttered to himself, tracing a finger along the shimmering red barrier. The System forced players to grind the lower floors, clear the mobs, gain levels, and form a party before they could challenge the zone boss and claim the area's top-tier loot. It was basic game design. You couldn't just walk into the final room at Level 1.
But Arthur wasn't a Player trying to play the game by the rules. He was a glitched entity.
He took a step back from the door and examined the corner where the concrete wall met the steel frame of the stairwell structure. In the real world, this was solid construction. But under the Eternity Engine's reality overlay, the world was composed of collision meshes—invisible polygons that told objects where they could and couldn't go.
In the early days of the original System Apocalypse, the spatial rendering engine was notoriously imperfect. When overlaying a complex real-world architecture with a game-world dungeon template, the collision meshes occasionally failed to align perfectly at sharp angles, especially where the dungeon barrier intersected with pre-existing architecture.
It was a classic 'clipping' bug. Speedrunners used it all the time in ancient gaming history to bypass locked doors.
Arthur walked over to the sharp corner where the concrete wall met the stairwell floor. He pressed his back tightly against the wall. To anyone else, he looked like a madman trying to merge his spine with solid concrete.
"Alright, let's see if the Day One patch notes are as bad as I remember," Arthur whispered.
He initiated a highly specific sequence of movements. He crouched, pressing his left shoulder firmly into the corner. He then began to rapidly strafe side-to-side in tiny increments, tapping his foot against the seam of the floor and the wall while forcefully wedging his body into the vertex.
*Tap. Wedge. Slide. Tap. Wedge. Slide.*
He looked ridiculous, jittering in place like a poorly animated character মডেল. To a normal person, this would accomplish nothing but a bruised shoulder. But to the System's collision detection algorithm, Arthur's rapid, contradictory spatial inputs were causing an overflow error in his positional coordinates. The System was trying to resolve his location, bouncing him back and forth between two impossibly tight vertices.
Suddenly, Arthur's vision shuddered. The gray glitch screen flashed rapidly.
`[ERROR 404: SPATIAL OVERFLOW DETECTED]` `[RECALCULATING ENTITY POSITION...]`
*Pop.*
Arthur's entire body vanished from the stairwell.
He blinked, the harsh red emergency lighting replaced instantly by the opulent, if terribly ruined, lighting of the CEO's penthouse suite. He was standing on the other side of the locked barrier.
He had clipped straight through the wall.
"Never gets old," Arthur breathed, dusting imaginary debris off his suit jacket. He had bypassed the 50-kill requirement and the locked door entirely.
He was inside the Boss Room.
The penthouse was massive, featuring a sprawling open-concept living area, torn silk curtains, and a panoramic view of the burning Seattle skyline. But Arthur’s attention wasn't on the view. It was on the massive, nine-foot-tall green monstrosity sleeping heavily on a pile of shredded designer furniture in the center of the room.
`[Orc War Chief (Tutorial Boss) - Level 8]`
The creature snored loudly, clutching a crude, bloodstained battleaxe the size of a car door. If that thing woke up, Arthur would be smeared into a bloody paste on the marble floor before he could even blink. A Level 0 against a Level 8 Boss was mathematically impossible.
But Arthur wasn't here to fight. He was here to rob it.
In almost every boss room generated by the Eternity Engine, the Reward Chest spawned concurrently with the boss, usually placed near the back of the arena to signify the goal of the encounter. However, the chest was programmed to remain `[Locked]` until the boss's HP reached zero.
Arthur crept silently across the marble floor, keeping a wide berth around the sleeping Orc. His glitch status meant the boss wouldn't automatically aggro him on sight, but if he made a loud noise or touched the creature, the localized proximity sensors would trigger a combat state.
He approached the far wall of the penthouse. There, nestled between two shattered statues of Greek gods, sat an ornate, glowing gold chest.
`[TUTORIAL CLEAR REWARD: RARE TIER]` `[STATUS: LOCKED - DEFEAT THE BOSS TO OPEN]`
Arthur knelt before the chest. He couldn't open it normally. He didn't have the key, and breaking it open would require strength stats in the hundreds.
He pulled the rusted cleaver from his belt.
In version 1.0 of the System, container entities (like chests) and item entities (like weapons) had overlapping interaction codes. If you attempted to place an item *inside* a solid object at the exact moment you initiated a 'Loot' command on a locked container, the System's priority queue would momentarily stumble, defaulting the container's state to 'Open' to resolve the paradox of intersecting hitboxes.
It was an inventory glitch.
Arthur wedged the tip of the rusted cleaver into the tiny gap between the chest's lid and the floor. He pressed down hard on the cleaver, forcing the blade to bend slightly under tension, trying to snap the metal into the bottom of the chest’s collision box.
"Three, two, one. Execute," Arthur whispered.
He aggressively pressed his hand against the lock of the chest while simultaneously kicking the hilt of the wedged cleaver, forcing it to violently snap forward into the floor geometry at an impossible angle.
*CLANG!*
The cleaver shattered violently, the metallic sound echoing loudly in the spacious penthouse.
The System hesitated for a microsecond. The interaction queue flooded with contradictory spatial warnings.
`[ERROR: ITEM INTERSECTION PARADOX]` `[RESOLVING STATE...]`
*Click.*
The golden chest popped open.
Arthur didn't waste a single breath cheering. He plunged his hands into the glowing interior. The chest was supposed to contain a randomized Rare-tier weapon or armor piece tailored to the Player's assigned Class. But Arthur had no Class. He was an Error.
Because the System didn't know what to reward an Error 404 entity with, it defaulted to the base coding layer of the drop table—the raw, uncompiled data fragments that administrators used to test the environment.
He pulled out a strange, rectangular object. It looked like a sleek smartphone made of obsidian glass, but its surface was cracked, glowing with erratic crimson lines of raw code that bled like digital veins.
A gray notification popped up in Arthur's vision.
`[ITEM ACQUIRED: CORRUPTED DEV TOOL FRAGMENT]` `[RARITY: UNKNOWN]` `[DESCRIPTION: A FRACTURED PIECE OF THE ETERNITY ENGINE'S BASE ARCHITECTURE. IT WAS NEVER MEANT TO EXIST IN THE PLAYER SPACE. ITS PRESENCE VIOLATES CORE DIRECTIVES.]` `[EFFECT: ALLOWS THE USER TO VIEW AND MINORLY MANIPULATE THE HEX-CODE OF NON-LIVING ENTITIES (ITEMS, TERRAIN). SEVERELY LIMITED DUE TO CORRUPTION.]` `[WARNING: POSSESSING THIS ITEM SUBSTANTIALLY INCREASES ENCOUNTER RATE WITH SYSTEM SENTINELS.]`
Arthur stared at the cracked obsidian slab in his hands, his heart hammering against his ribs. It wasn't a flaming sword or a suit of magical armor. It was infinitely better. It was a backdoor. A tiny, fragmented piece of the System Administrator privileges.
With this, he didn't need stats to break the rules. He held the very code of the rules in his palm.
"GROAAAAAR!"
A deafening, ground-shaking roar ripped through the penthouse. The shattering of the rusted cleaver had finally done enough to trigger the proximity sensors. The Orc War Chief was awake.
The nine-foot-tall behemoth heaved its massive bulk off the ruined furniture, its red eyes locking onto the tiny human standing by its looted treasure chest. The red aggro line snapped onto Arthur.
Arthur didn't panic. He slipped the Dev Tool Fragment into his pocket and sprinted back toward the corner of the wall where he had originally clipped through.
The Orc bellowed, raising its massive battleaxe and charging like a runaway freight train. The marble floor cracked under its heavy footsteps.
Arthur hit the corner of the wall, wedging his shoulder into the sharp vertex. The boss was less than twenty feet away, raising its axe for a swing that would cleave Arthur and the concrete wall in half.
*Tap. Wedge. Slide. Tap. Wedge. Slide.*
Arthur jittered violently against the collision mesh. The Orc swung.
*Whoosh!*
The massive axe blade smashed into empty concrete, sending a shower of dust and debris over the penthouse.
But Arthur was gone.
`[ERROR 404: SPATIAL OVERFLOW DETECTED]`
He materialized back in the dim red emergency lighting of the 45th-floor stairwell, outside the locked boss door. He grinned coldly, dusting concrete off his shoulders as he listened to the Orc War Chief bellowing in confusion on the other side of the impenetrable barrier.
"Loot secured," Arthur whispered, pulling out the glowing crimson slab. "Now, let's see just how much of this engine I can break."