A featureless chamber lets each squad leader select one of a few global destinations before fighting alone.
At the start of phase two, every dungeon squad is transferred toward a choosing arena, but a late rule twist sends only the squad leader into the active chamber. Other crawlers enter temporary stasis until the leader completes the first fight.
Donut appears alone in a featureless room containing a globe. Only a handful of locations glow: two in the United States, the Bahamas, and a Mediterranean site.
Following hidden information previously delivered on Rosetta's show, Donut pretends to deliberate and chooses Miami. A door then opens into an old house where her first opponent awaits.
A seamless white room centered on a giant globe with only a few destinations glowing.
The arena assigns phase-two geography and isolates each squad leader for a tutorial card battle.