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in: Story, Main campaign, Acts

Act I: The Long Wake

In the alpha Story · facts checked 2 November 2026

Act I: The Long Wake is the first act of Arborwake: The Long Wake. The Evening Pair no longer lines up with a familiar route. The act teaches that changed activity can alter the world without proving inflammation or injury.

Scenes#

SceneWhat happens
I1. A rhythm without its usual pauseIn Nearfield Glade, the north pulse and one route drift apart. Pip says the route still works. Mote says the timing changed. Both are right about different facts.
I2. First Pressure FrontA short first outing into the Dendritic Gardens. A forecast activity shift moves through a few patches. There is no debris, infection or breach. The player chooses where to stand and which connection needs Care.
I3. Two equally untidy signalsTwo patches show irregular pulses. One has a local work demand. The other has an upstream change in activity. Tend helps only where a source exists.
I4. A room where different help mattersIn Memory Meadow, the player tries the Sentinel and the Warden on the same small problem. The Coordinator is not available here.
I5. A home more capable than one workerAt Hearth, the player assigns support or builds a project. Pip finishes work more reliably, but another task may now be uncovered.

At the act curtain, a traveller from Threadway mentions similar changes near Starwell.

What the act teaches#

The plan says the Pressure Front must not claim to reproduce stress neuroinflammation experimentally. The specific inflammatory relay comes in Act II.

Development#

See also#

Sources#

  1. .GAME_PLAN/ARBORWAKE_THE_LONG_WAKE_COMPLETE_GAME_PLAN_v0.5.md (working copy, not in Git)
  2. b89f778c2:src/main-game/game/campaign.js
  3. 1ded4c01c:docs/integrated-design-v2/STRESS_STORY.md
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