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Generic location illustration for Phase-Two Choosing Arena
location

Phase-Two Choosing Arena

Choosing room · Choice chamber

A featureless chamber lets each squad leader select one of a few global destinations before fighting alone.

Story so far

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.

Appearance

A seamless white room centered on a giant globe with only a few destinations glowing.

Role

The arena assigns phase-two geography and isolates each squad leader for a tutorial card battle.

Relationships

Princess Donut — She enters as squad leader and selects Miami.
Carl — He remains behind until Donut's first fight ends.
Miami — It is the destination Donut chooses.
Rosetta — Her earlier hidden message prepared Donut for the correct choice.
Sources — 1 recorded facts, by chapter
Chapter 39
  • A featureless chamber lets each squad leader select one of a few global destinations before fighting alone.
Character portrait