22. Exiting the cage when there is no room

By Corbon, in Descent: Journeys in the Dark FAQ Update Discussions

Background
In the SoB level #60 'The Hideout' the heroes begin in the cage. The quest rules say that a figure in the cage may, at the end of its turn, roll a dice and it rolls a surge it is placed outside the cage, adjacent to the cage.
In this case there is only 2 spaces outside the cage and adjacent.
What happens to the third figure if three figures roll a surge on the same turn?

OOOOO
OOOOO
AA
CC
CC C - cage, A = Adjacent, O = other spaces

The third (or fourth!) figure might be placed in the next row out from the cage - the next available space like a paralyzed hero opening a door from another hero's position. The third (or fourth!) figure might bump one of the first two figure further out - displacement like a crushing wall The third figure might simply not be allowed to exit the cage and continue rolling next turn.
The third figure may not be allowed to exit the cage immediately but may 'keep' the roll and exit the cage at the end of it's next turn without rerolling.

Question:
Q. On the SoB level #60 'The Hideout' the heroes must roll to exit the cage and if they roll a surge they are placed in one of two empty space adjacent to the cage. What happens if the spaces are not empty? (They could contain other heroes, rubble, monsters etc).
A1. The exiting hero is placed in the nearest available space (a la the hero paralyzed while opening a door while sharing a space with another hero method - see the GLOAQ)
A2. The exiting hero is placed in an adjacent space and other figures (but not obstacles) are moved one space away as necessary to fit (similar to the crushing wall 'chain push' method where each figure pushed, pushes another figure until finally a figure has room or cannot be pushed at all)
A3. The exiting hero is unable to exit and must reroll next turn.
A4. The exiting hero is unable to exit but may 'keep' the roll and exit freely without a reroll next turn.

Revised: Added Thorn question.

Background
In the SoB level #60 'The Hideout' the heroes begin in the cage. The quest rules say that a figure in the cage may, at the end of its turn, roll a dice and it rolls a surge it is placed outside the cage, adjacent to the cage.
In this case there is only 2 spaces outside the cage and adjacent.
What happens to the third figure if three figures roll a surge on the same turn?

OOOOO
OOOOO
AA
CC
CC C - cage, A = Adjacent, O = other spaces

The third (or fourth!) figure might be placed in the next row out from the cage - the next available space like a paralyzed hero opening a door from another hero's position. The third (or fourth!) figure might bump one of the first two figure further out - displacement like a crushing wall The third figure might simply not be allowed to exit the cage and continue rolling next turn.
The third figure may not be allowed to exit the cage immediately but may 'keep' the roll and exit the cage at the end of it's next turn without rerolling.

Question:
Q. On the SoB level #60 'The Hideout' the heroes must roll to exit the cage and if they roll a surge they are placed in one of two empty space adjacent to the cage. What happens if the spaces are not empty? (They could contain other heroes, rubble, monsters etc).
A1. The exiting hero is placed in the nearest available space (a la the hero paralyzed while opening a door while sharing a space with another hero method - see the GLOAQ)
A2. The exiting hero is placed in an adjacent space and other figures (but not obstacles) are moved one space away as necessary to fit (similar to the crushing wall 'chain push' method where each figure pushed, pushes another figure until finally a figure has room or cannot be pushed at all)
A3. The exiting hero is unable to exit and must reroll next turn.
A4. The exiting hero is unable to exit but may 'keep' the roll and exit freely without a reroll next turn.

Q. Can Runemaster Thorn (or any similar teleportation movement styles such as Shadow Soul swapping etc) enter or exit the cage?
A1. Yes. The cage only blocks normal space to space movement (including jumping, acrobat and fly), not teleportation style movement.
A2. No.
A3. Revise A1 slightly...