Two casino-style wheels in the transfer room that randomly assign each team its fifth-floor quadrant and enemy.
After the interview the team was transferred without notification into a large, warehouse-like room with four one-way doors, blocked UI, no screenshots and no inventory. In the center stood a pair of large round wheels resembling the casino wheel of fortune. A notification declared that before entering the fifth floor the team must choose a quadrant, that the result would be random, and that the team leader must spin.
Princess Donut took the first wheel, whose four equal segments read Land, Sea, Air and Subterranean. It slowed on Sea, looked ready to settle, then ticked one more space onto Air, to Katia Grim's relief as a poor swimmer and Carl's unease. A door vanished, revealing a second room with four more doors, and the blank second wheel populated with the Razor Fox Kite City, the Dirigible Gnome Wasteland Fortress, the Nightgaunt Precipice and the Great Dirt Island of the Wind Sirens. Carl held his breath hoping to avoid the Nightgaunts, whose rage his cloak provokes. The wheel stopped dead center on the gnomes.
Two large round fortune wheels in a stark warehouse room, the first divided into four equal labeled segments, the second initially blank until the quadrant is set.
The randomized gate that assigns each team their fifth-floor terrain and their designated enemy.