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Library/ Carl's Doomsday Scenario
Reading position Whole book
Whole book
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Generic location illustration for The Transfer Room
location

The Transfer Room

the wheel room · the warehouse room

Stark warehouse of one-way doors and fortune wheels where teams are assigned their fifth-floor fate.

Story so far

Loita never returned to the green room; instead a transfer notification arrived, the team glowed, and they appeared in a large, warehouse-like space. There were no notifications, Carl's UI stayed blocked out, and he was left clutching his paperback because his inventory would not open. Four doors, one on each wall, were one-way portals he could not pass; the Valtay Neural Enhancer still worked but gave only limited information, and screenshots were disabled.

At the center stood The Quadrant Wheels. Princess Donut, as team leader, spun the first onto Air, at which point one door vanished to reveal a second room with four more doors and the blank wheel populated with opponents. Her second spin landed on the Dirigible Gnome Wasteland Fortress, another distant door disappeared, and desert sand began pouring into the room on a hot wind. The team walked out into it, and the book ends.

Appearance

A large, stark, warehouse-like room with four one-way doors, one on each wall, and two casino-style wheels standing in the center.

Role

The threshold between the fourth and fifth floors, where quadrant and enemy are randomly assigned.

Relationships

The Quadrant Wheels — The selection mechanism at its center.
Princess Donut — Team leader who spun both wheels here.
The Fifth Floor — The destination beyond its doors.
Sources — 1 recorded facts, by chapter
Chapter 61
  • Stark warehouse of one-way doors and fortune wheels where teams are assigned their fifth-floor fate.
Character portrait