<!-- SOLID CITY · part 3678 -->
mp).';
      // THE RESTING TURNS — level shelves at path height on the uphill side, stations 7, 10, 15
      var RESTS = [[7, 'THE SHOULDER REST'], [10, 'THE SHELF REST'], [15, 'THE W5 APPROACH REST']];
      var T3 = A.THREE || A.T;
      RESTS.forEach(function (R) {
        var k = R[0], P = CLIMB_LINE[k], Pprev = CLIMB_LINE[k - 1], Pnext = CLIMB_LINE[k + 1];
        var ux = Pnext[0] - Pprev[0], uz = Pnext[1] - Pprev[1], ul = Math.hypot(ux, uz); ux /= ul; uz /= ul;
        var px = -uz, pz = ux;
        var side = (gnd(P[0] + px * 2.6, P[1] + pz * 2.6) >= gnd(P[0] - px * 2.6, P[1] - pz * 2.6)) ? 1 : -1;
        var cx = P[0] + px * side * 2.5, cz = P[1] + pz * side * 2.5;
        var padTop = gnd(P[0], P[1]) + 0.075;
        var padGeo = new T3.CylinderGeometry(2.3, 2.5, 0.18, 20);
        padGeo.translate(cx, padTop - 0.09, cz);
        var pad = new T3.Mesh(padGeo, new T3.MeshStandardMaterial({ color: 0x8f96a3, roughness: 0.7, metalness: 0.2 }));
        pad.name = 'RESTING TURN — ' + R[1]; A.scene.add(pad);
        var pt = extractTris(padGeo).filter(function (t) { var ax2 = t[3] - t[0], az2 = t[5] - t[2], bx2 = t[6] - t[0], bz2 = t[8] - t[2]; var cy = az2 * bx2 - ax2 * bz2; return cy > 0; });
        H.joins.push(pt); H.joinIx.push(indexTris(pt)); regAudit('RESTING TURN — ' + R[1], pad, ribbonStand(pt), 'ribbon');
        // a bench facing the path, and a gold lamp at the shelf's outer edge
        var bench = new T3.Group();
        var seat = new T3.Mesh(new T3.BoxGeometry(1.6, 0.1, 0.45), new T3.MeshStandardMaterial({ color: 0x5a4632, roughness: 0.8 }));
        seat.position.set(cx, padTop + 0.28, cz); bench.add(seat);
        var back = new T3.Mesh(new T3.BoxGeometry(1.6, 0.5, 0.08), seat.material);
        back.position.set(cx + px * side * 0.22, padTop + 0.55, cz + pz * side * 0.22); back.rotation.y = Math.atan2(ux, uz); bench.add(back);
        seat.rotation.y = Math.atan2(ux, uz);
        A.scene.add(bench);
        A.solids.push({ x0: cx - 0.85, x1: cx + 0.85, z0: cz - 0.3, z1: cz + 0.3, y0: padTop, y1: padTop + 0.35, restBench: true });
        var lampPost = new T3.Mesh(new T3.CylinderGeometry(0.05, 0.05, 1.5, 6), new T3.MeshStandardMaterial({ color: 0x232c3d, roughness: 0.5, metalness: 0.6 }));
        var lx = cx + px * side * 1.7, lz = cz + pz * side * 1.7;
        lampPost.position.set(lx, padTop + 0.75, lz); A.scene.add(lampPost);
        var orb = new T3.Mesh(new T3.OctahedronGeometry(0.11), new T3.MeshStandardMaterial({ color: 0xffe9b0, emissive: 0xffca6a, emissiveIntensity: 1.6 }));
        orb.position.set(lx, padTop + 1.6, lz); A.scene.add(orb);
      });
      climbNote += ' Three resting turns widen it: the Shoulder Rest, the Shelf Rest, the W5 Approach Rest — each with a bench and a gold lamp.';
    }
    if (A.POIS) {
      A.POIS.push({ id: 'pilot-house', name: 'THE PILOT HOUSE — WARD 2', icon: '🏠', x: pilot.plot.cx, z: pilot.plot.cz, blurb: 'The first dwelling of the nation, raised as a pilot from VECTOR\'s housing factories: level floor on descending supports, glass to the street, its plot the searcher\'s first lawful choice in Ward 2. Examined first — then the nation multiplied.', arrive: 'You stand before the Pilot House.' });
      A.POIS.push({ id: 'ward-3-street', name: 'WARD 3 STREET', icon: '🏘', x: STREET[3].x, z: STREET[3].z, blurb: 'Four dwellings of the nation along the Spine path of Ward 3 — silver walls, glass to the street, every floor founded on sampled ground and registered under standing law.', arrive: 'Ward 3 Street — the nation lives here now.' });
      A.POIS.push({ id: 'ward-5-street', name: 'WARD 5 HILLSIDE', icon: '🏘', x: STREET[5].x, z: STREET[5].z, blurb: 'Two hillside dwellings in Ward 5, standing taller on their supports where the shelf rises — the Quiet Precision ward, inhabited.', arrive: 'Ward 5 hillside — houses above the northern shelf.' });
      A.POIS.push({ id: 'ward-4-gate', name: 'WARD 4 GATE', icon: '🏘', x: -933, z: -782, blurb: 'Two surveyed houses at the gate of Ward 4, the Living Edges — found by the wider search after the ward\'s drawn plots were refused, and raised through the surveyed-plot adapter under the shipped law, their floors recomputed before they were believed.', arrive: 'Ward 4 Gate — the Living Edges, inhabited at last.' });
      A.POIS.push({ id: 'the-climb', name: 'THE CLIMB — THE HIGH ROAD', icon: '🧗', x: -912, z: -784, blurb: 'The completed high road between Ward 4 and Ward 5: 248 surveyed metres under their own permission class (ceiling 13.90 m from the sampled corridor), cresting where Ward 4\'s path touches the high ground (13.71), descending the shoulder\'s edge at no more than 4%, resting at three stone turns with benches and gold lamps, and rising the last hollow into Ward 5. A climbing path, honestly named — its crossfall passes the ramp limit, so no one calls it a ramp.', arrive: 'The Climb — the nation\'s high road, complete.' });
      A.POIS.push({ id: 'ward-6-li