26 bits, 0 unreachable.
The unlock machine as built — the code's gates, not a plan; the missions-overhaul questions stay with the designer.
One band per Area, its POIs indented under it; a place's bits sit on its row, its finding width under that. Hover a box to light its whole chain.
Grey dashed: the bit is found at that place. Dark solid arrow: pinned — pin the bit on the left and the bit it points to becomes rollable for his trader; a report seen but never pinned moves nothing.
Brown dotted arrow: found — the NPC route through world truth, parallel to the trader's spine. Green arrow back to the place: SCAVENGE — the pin opens the place to a scavenge order. Purple dashed: a FETCH target. SCOUT needs no pin.
Every bit carries its caption: what pinning it opens, in the player's words. The boxed line under this walks the loop once.
Card colours — amber IntelBits, blue Areas, white POIs, brown Items — are named in the legend below, with every edge kind's gate and the machine's faults.
The loop, walked once — Old Depot:1 send a scout to the Old Depot: his report lands the lead “heard workshop noises” · 2 click the bit — pin it: the place appears on your map, open to SCAVENGE · 3 send him out again — work the pinned place, or scout to the Old Depot: a walk rolls for “A Generator stands in the depot engine house.” · 4 click that one too — pin it: a FETCH order opens for the Generator · 5 send FETCH — a man who holds Mechanics 2: the Generator lands on your stall's shelf — first contractor wins (w.taken)
Legend
IntelBit — amber: a bit, the card a click (pin) moves the world from. Data: intel.json
Area — blue: a region, the disc whose arrival tells its bits. Data: places.json regions
POI — white: a place inside an Area (or free), found by scouting to it or passing it. Data: places.json pois
Item — brown: the object a bit names, the FETCH target the item lands on the shelf as. Data: the bit's own object line
Pinned — the prereq gate: a bit rolls for a scout only when its prereq is pinned by his trader and not already in his found set. A report received but never pinned moves nothing.
Found — the NPC truth layer: the world's scavengers find a bit when its prereq is found in world truth; a parallel route that never moves the trader's chain.
SCAVENGE — the place gate: the pinned place accepts a SCAVENGE order; a place without a pin refuses one ('scavenge needs a pinned place').
SCOUT — no pin needed: a scout may be sent to any place from the start; scouting is how pins are earned.
FETCH — the object gate: a pinned object bit opens a FETCH order; the object lands on the hiring stall's shelf, first contractor wins (w.taken). An object may name its own requirement (object.needs, change 30): a man short of a needed skill level or kit is refused — purse untouched, no order opened ('He can't take this one: .') — and the creator greys SEND until someone holds what it asks.
Lost report — a fault no colour carries: a scout who never returns drops his undelivered report; the trader's chain step dies with him.
Roll gate — a fault no colour carries: the find itself is an Observation roll with darkness counted in, the lamp restoring what the dark costs (the lamp that found it in the dark pays for it) — so a free bit is reach ∩ roll, not reach.
Red — a data fault only: no chain of free bits reaches the bit (prereq missing, itself, or a cycle). The machine's faults above are named here, not coloured.