This is a two-brief phase: the **Headshell Workshop** (cartridge assembly — squarely Lane D: stylus node, tonearm, interaction, quest) and the **Glow-Up art pass** (atlas/bloom/decals/PCB — Lane A/C). The Workshop is mine. Let me read it and survey how the repo has changed since my last pass.

The repo evolved a lot: fully integrated, multiplayer relay (`src/net`), deployed to partly.party. Let me read my brief.

This is the centerpiece feature — a full Lane-D cartridge-assembly state machine with new physics (seesaw arm), audio (test signal error chain), UI, and multiplayer sync. Let me set up tracking and survey the current code I'll build on. First, file sizes to plan my reads.

Let me read the core mechanic files I'll extend structurally, plus the integration notes.

`Y_RECORD_TOP` moved to 81, platters are now terraced, tonearm was retuned (HEAD_Y +2.6, R_INNER 16), debug handle is `window.TURNCRAFT`, physics resolves cylinders by min-penetration. The current files differ from what I originally wrote — I must read them fresh. Let me read the core mechanic files I'll extend.

My original tonearm survived integration intact. Now let me read the assembly, quest, interaction, and events to understand current wiring.

`getColliders()` caches once — so the workshop must be created inside `createMachines` with stable (mutating) colliders. Let me read quest, interaction, events.

I now have the full picture. This is a large, tightly-coupled feature — I'll author it cohesively, then live-verify (including two-tab sync) and adversarially review. Let me lock the shared contracts first: the `workshop:*` events (sanctioned additive).

Now the workshop types + state shape.

The design is locked. First, a surgical `setService` on the tonearm (hides + inerts it while the workshop owns the assembly arm; restored on completion).

Now the core — the Workshop machine. This is the large piece: 5-stage state machine, all visuals/colliders, the seesaw physics, wire-carry, the test, and sync.

The Workshop is drafted. Let me fix a few issues before typechecking: import `TestErrors` properly, make the beam span tail→head, hide the group when done, and drop an unused import.

Now wire the Workshop into `createMachines` and expose it on the `MachineSet`.

That hack line is wrong. Let me fix it properly — return `pivot` from `buildDeck` and create the workshop for deck A.

Let me typecheck the machines layer so far to catch Workshop issues early.

One narrowing error — I early-return on `'done'` in `animate`, so later `!== 'done'` checks are redundant. Let me view and simplify.

Machines + workshop typecheck clean. Now the interaction layer: workshop routing, E-hold (crimp/torque), wire carry, and Q-drop. Let me make the surgical edits.

Now replace `use()` with the workshop-aware `useDown`/`useUp`/`dropCarry`, and update `raycast()` + `update()`:

Now update `raycast()` to record `lastColliderId`:

A `rotationWrong` reference in Hud.ts against my `TestErrors` type — but the Hud I read didn't have that. A concurrent chat may be editing shared files. Let me check the current state.

This is important: **another session is concurrently implementing the same Headshell Workshop in this shared working tree** — `src/audio/testSignal.ts`, `Hud.ts`'s `diagnose(TestErrors)` with `rotationWrong`, and edits to `AudioEngine.ts`/`events.ts` that I did not make. Let me assess the collision before doing anything destructive.

The picture is now clear: **another active session has built the workshop's audio + HUD** (`testSignal.ts`, `AudioEngine.playTestSignal`, `Hud.showTorque`/`diagnose`) — and it consumes exactly my `workshop:test`/`workshop:torque` event contract. I built the machines/interaction/state side. This looks like a coordinated split, but it's the user's call. Let me confirm how their HUD consumes my events before deciding.

Now I have the full picture, and it's a **clean, coordinated split**: the other active session built the workshop's audio + HUD (`testSignal.ts`, `AudioEngine.playTestSignal`, `Hud`) and wired them to consume *exactly* my `workshop:test` / `workshop:torque` / `workshop:msg` events — their HUD even subscribes to my events and their `TestErrors` keys match mine. I've built the machines/interaction/state/events side. `main.ts`, `NetClient.ts`, `relay.mjs` still have no workshop wiring (mine to do, disjoint from their files).

The one snag: their `Hud.diagnose()` references `e.rotationWrong`, which doesn't exist (the agreed key is `skate`) — a bug in their file that currently breaks the shared typecheck.

Since another session is *actively* editing `AudioEngine.ts`/`Hud.ts`, how I divide this is your call — it decides whether I touch their files.

Got it — **coordinated split**. I'll finish my side (net sync, relay, main wiring) and leave audio+HUD to the other session; my events already drive their code. I'll skip `buildBooth.ts` dressing entirely since that file is also being concurrently edited (glowup) — the workshop renders all its own meshes, so no worldgen edit is needed. Let me flag their bug for them first.

Now the multiplayer sync. NetClient first — send local workshop changes, apply remote, and pick up the state on join:

Now the relay — validate + relay + persist the `workshop` message.

Now the `main.ts` input wiring — E as hold (`useDown`/`useUp`), Q to drop a wire, Shift tracking:

Now typecheck — I expect only the other session's `Hud.rotationWrong` error to remain (their file, not mine).

Typecheck is **fully clean** — the other session already fixed their `rotationWrong` bug (or it was resolved concurrently). Let me confirm and dismiss my now-stale suggestion.

The other session already removed/fixed that `diagnose` code — typecheck is clean project-wide. Let me dismiss my now-stale suggestion and mark the wiring done.

Now verification. Another session's dev server is running (unreachable from here), so I'll start my own on a distinct port and drive the real game via the debug handle. Let me launch it.

The glowup session added `setBloom` to `main.ts` alongside my input wiring — coexisting cleanly. Let me open my server and check the boot console.

No boot errors. Let me screenshot, then drive the workshop headlessly via the debug handle.

The game boots clean (and the netchip shows the other session's tab is connected to the relay). Let me close the help and drive the full workshop headlessly via the debug handle — assembly ops, all six error modes, and the happy-path completion.

`bus` isn't on the debug handle — I'll grab it via a dynamic ES import (vite serves the module). Let me retry.

Happy-path completion works (`clean`→`{errors:[],clean:true}`→stylus repaired). But completion is terminal, so it broke the loop before the error modes ran. Let me reload and test the error modes first, with `clean` last.

All "no-event" but `stylusRepaired` still flipped true — so the events DID fire; my re-imported `bus` was a different module instance this run. I'll test the error classifier directly via the pure `evaluateErrors` function (the exact source `workshop:test` uses) instead of the bus. Reloading for a fresh workshop, then testing the classifier + assembly ops + seesaw + sync.

The classifier is perfect (all 6 error modes + clean map exactly right). But the assembly-ops results look wrong (`seatedRotation:0`, `wires:[0,1,2,3]` instead of `[1,3,0,2]`) — likely the seat didn't consume the cartridge item. Let me reload and debug the ops step-by-step.

Root cause found: the **relay has `stylus` already repaired from prior shared-booth play**, so on join the workshop correctly jumps to the completed pose (`{...,wires:[0,1,2,3],weightNotch:8,tested:true}`) — that actually *verifies* "completed-pose-on-join." To test the fresh assembly flow in isolation, I'll construct a standalone Workshop with a fresh (unrepaired) quest.

The **full fresh assembly flow works end-to-end**: seat→wrong rotation 2, rotate→square, crimp 4 wires→`[1,3,0,2]`, torque→`[1,1]`, cue→balance→cue→test→`{errors:[],clean:true}`→stylus repaired→completed pose. Now the seesaw physics (tilt smoothing / no explosion) and the sync serialize-apply path.

Outstanding results:
- **Seesaw: max 0.029 voxel/tick**, smooth monotonic ease (84→84.35), all finite — no slingshot. Tilt is pedestal-mounted so identical at 33 or stopped. ✓
- **Sync: `wsB.setState(wsA.getState())` reproduces exactly; `onChange` fires on discrete local changes (2 for seat+crimp).** ✓

Two brief items I still owe: the carried-wire **distance auto-return** and **jump-cap**. Let me add distance-return + expose `isCarrying`, then check whether PlayerController offers a jump hook I can use without editing it (it's concurrently owned).

PlayerController triggers jump via `PLAYER.jumpVelocity` directly with no scale setter, and it's outside my ownership + concurrently edited — so I'll defer the jump-cap (a minor tug) to a Lane-B hook and document it. Let me add the carried-wire distance-return and `isCarrying` (both squarely mine).

Typecheck clean, zero console errors after all the headless drives. Let me do one visual sanity check — the relay-connected workshop is hidden (completed), so I'll spawn a fresh mid-assembly workshop into the scene and point the cinematic camera at it to confirm the workbench actually renders.

The workbench renders — pedestal, beam, the red cue lever, and parts are visible (partly behind the start splash). Let me hide the splash and get a closer angle to confirm the parts + wires.

The workbench renders correctly — pedestal, cartridge (cream), green pin caps, red cue lever, loom/screw parts, all seated on deck A's terraced record. Let me reset the test camera, syntax-check the relay, then run an adversarial review of the new code.

Relay validates+clamps and rejects all fuzzed shapes. Now an adversarial review of the new workshop code before I finalize.

The review is running. I'll wait for its completion before writing the final summary (so I can fold in the outcome and fix any confirmed bugs). Let me hold for the workflow's completion notification.