You closed the carnival. You went under. You woke to gulls. The trilogy's answer is not another midway. Season Three is a full-blown adventure. You walk the island yourself: twelve connected shores stretching from a fog bank that turns you around to a manor on the hill that has been expecting you. Three tides, one per real day, reshape the world. Low water opens a cave mouth. A wreck gives up its hold. High surf closes one route and floats something useful into another. Six abandoned booths wait in the dark, each asking for one small thing before its lights come back on. Relight them. Build a camp. Trade doubloons with a one-eyed gull of terrible reputation and excellent inventory. Find twelve bottled letters left in the sand three hundred years ago. Then boats appear in the fog. Four people who owe you a conversation arrive to have it, one scene a day, until the house on the hill opens its door and the account comes due.
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