# Cinder Docks artwork and audio provenance The three `art/*-source-hd.png` masters are authored for this mission using the built-in imagegen tool. Exact prompts are in `prompts.json`; no API key or CLI image generation was used. Terrain uses the existing Mission 1 generated terrain as its material reference and a locally decoded original Raptor terrain tile as its palette reference. The original tile remains outside Git. The briefing and furnace station use the new Cinder Docks terrain as a style reference. `build_assets.py` performs deterministic full-canvas palette conversion, resampling and tile slicing. SD terrain is quantized before slicing so neighboring tiles share one palette pass. A reflected second half makes both vertical repeat boundaries match exactly. Logical dimensions stay separate from HD dimensions; the station has a transparent 48×48 logical canvas and 192×192 HD canvas. The slag projectile reuses copies of the authored `iron_coast_boss` projectile SD/HD artwork. The coolant icon reuses copies of the authored Mission 1 repair SD/HD artwork. These copies are distributed locally with this mission so no cross-package filesystem paths are needed. They are generated mod artwork, not original game assets. Their hashes are recorded in `provenance.json`. All nine WAV cues are synthesized locally with the deterministic oscillator, seeded noise, envelopes and PCM encoder in `build_assets.py`. They are mono 22,050 Hz signed PCM16, contain nonzero samples and do not clip. The procedural source, generated PNG/WAV outputs, exact prompts and reports are included in Git. No external audio samples are used.