/** * The five Last Signal quests (T81, 2026-10-14; lastSignal.ts; levels 23-30), a linear chain through the story engine, each given by one of the headland's * people (fairFolk.ts, `resident` kind, known by exact name). Kept in their own file and entered in storyQuests.ts STORY_QUESTS as five lines, like * gullhookQuestDef.ts. Types only from storyQuests.ts (no runtime import, so no cycle). * * 1. THE COLD SIGNAL (Warden Elric Vane, Combat 23): put down five coast hounds on the road, fill the Fallen Tower's signal lamp from the oil cask and light it AFTER * DARK (the lamp hours are 18:00 to 06:00 UTC, the same clock Saltmark Light uses), then watch for the answer from Beacon Skerry. Tell Elric. * 2. GUNS OF THE WINDBREAK (Scout Ysra Kell, Combat 25, after The Cold Signal): put down six battery raiders, read the tally board, then fire the four guns in the * order the board names (an ordered touch: a wrong gun jams and the count starts over). Tell Ysra. * 3. SALVAGE AT THE CLEFT (Salvager Brann Oake, Combat 26, after Guns of the Windbreak): put down five cleft crabs, look over the three marked salvage crates on the * inlet's shore and bring Brann four iron ore from the cut. * 4. THE WINCH LINE (Winch Keeper Dorran Hale, Combat 28, after Salvage at the Cleft): bring timber for the winch frame, then set the frame pin, the drum and the brake * in order (an ordered touch). Finishing it rigs the span to Beacon Skerry for that player (the walk gate `signal-winch`, types areaGates.ts). * 5. THE DARK KEEPER (Warden Elric Vane, Combat 29, after The Winch Line): cross the span to Beacon Skerry and put down the Dark Keeper, whose Flare Burst is told a * full turn ahead and dodged by stepping clear. Tell Elric. * * Rewards are placeholders for the balance pass (James, 2026-10-12: balance last). */ import type { StoryQuestDef, StoryNpcRef } from './storyQuests.js'; export declare const ELRIC_VANE: StoryNpcRef; export declare const YSRA_KELL: StoryNpcRef; export declare const BRANN_OAKE: StoryNpcRef; export declare const DORRAN_HALE: StoryNpcRef; export declare const COLD_SIGNAL_COMBAT_LEVEL = 23; export declare const WINDBREAK_COMBAT_LEVEL = 25; export declare const CLEFT_SALVAGE_COMBAT_LEVEL = 26; export declare const WINCH_LINE_COMBAT_LEVEL = 28; export declare const DARK_KEEPER_COMBAT_LEVEL = 29; export declare const COLD_SIGNAL_HOUNDS = 5; export declare const WINDBREAK_RAIDERS = 6; export declare const CLEFT_CRABS = 5; export declare const CLEFT_IRON = 4; export declare const WINCH_PINE = 6; export declare const WINCH_ASH = 4; /** Where "arriving at Beacon Skerry" counts: the island's box, world tiles inclusive (reached only over the span). */ export declare const BEACON_SKERRY_AREA: { readonly minX: number; readonly maxX: number; readonly minZ: number; readonly maxZ: number; }; export declare const COLD_SIGNAL_QUEST: StoryQuestDef; export declare const GUNS_OF_THE_WINDBREAK_QUEST: StoryQuestDef; export declare const SALVAGE_AT_THE_CLEFT_QUEST: StoryQuestDef; export declare const WINCH_LINE_QUEST: StoryQuestDef; export declare const DARK_KEEPER_QUEST: StoryQuestDef; //# sourceMappingURL=lastSignalQuestDef.d.ts.map