The fifth-floor quadrant the team drew, promising sky castles and a desert start on solid ground.
The first selection wheel offered four equal choices, Land, Sea, Air and Subterranean, which Katia Grim found worrying before it had even been spun. Princess Donut swiped it, the wheel ticked down, hovered on Sea, and clicked one more space to settle on Air. The notification confirmed the team would enter the fifth floor in the Air Quadrant.
Katia, a self-declared terrible swimmer, was glad to avoid Sea. Carl felt an ominous premonition instead and asked how her flying skills were. Donut immediately began hoping she could pick a flying class for the floor. All four Air opponents on the second wheel were aerial in nature, and the door that finally opened revealed desert rather than open sky, which Carl counted as a mercy: at least they were starting on the ground.
Presented only through its opening door: a dune-swept desert under a harsh, hot, sand-laden wind, with the enemy's castle somewhere above.
The fifth-floor region assigned to the team by the quadrant wheel.