The gallery drawing has passed between so many hands that one corner will no longer lie flat. Dash has looked at it often enough to imagine the view from the top, the open streets beneath him and the moment he might be able to tell the others he had found a way through.
The line across the dangerous section is still there. It does not matter how much he wanted the route to work. Wanting is not proof, and friendship is tested most sharply when somebody has to tell the truth.
Dash waits beside your kiosk with the gallery drawing, folded along the same worn crease as before.
“I kept thinking that if we got up there, it would prove I could lead a proper expedition.”
He looks toward the road you opened together.
“You helped record the crack. I blamed you for it.”
If you planned to share the view, your mark is still beside his. If you chose not to go, he remembers the copy he gave you. You can hear him out, ask what he would do differently or say you want to return to the work first.
“I'll put the limits on the plan,” he says. “Before I promise anyone a trip.”
He writes them on the drawing while you watch. At the next meeting, he asks before adding your mark.
The crews bring their plans for the restored districts to Main Street.
Each district can now run its own supply. But when the plans are joined together, one neighbourhood would still need another's permission to stay connected. Spark has a simpler arrangement ready: control all the supply from the centre.
You stop to see how it looks.
The crews have other needs. The Terraces must keep enough power for the shared canopy. The Waterworks must be able to close a damaged branch without shutting its neighbours. The Exchange needs a second route when the first is busy.
You use what you learned making your shop's route markers to lay out the choices clearly. People can move the pieces, compare them and point to the part they want changed. You place the smaller circuits side by side, showing where they can share power while keeping their own limits.
Rue traces the routes. Gauge supplies the inspection results. Dash points out a condition missing from the larger plan. There is not enough power to run every proposed project at once. The groups agree which work can wait and which reserves must stay untouched. The canopy keeps its supply. The gallery remains closed.
Spark redraws the junction.
“This will take longer.”
“Yes,” Gauge says. “We need more return channels.”
You choose which part to help finish first.
Orrean seals the last unrestored approach to the Heights control buildings. The streets you have already made independent remain open. On your way home, a Keeper is arranging a display where your outpost once stood. One object is somewhere you would never have put it.
You stop to see how it looks.