# Overworld v3d — Hybrid Port (B's hymn-activity + C's 6/8 danger) `overworld-v3d` — levels: `calm.mp3` · `activity1.mp3` · `activity2.mp3` · `danger1.mp3` · `danger2.mp3` Take D is a hybrid PORT of two takes the owner liked, over one coherent D-dorian house-voice bed: calm + activity are Take B's felt-piano 'morning hymn' in its straighter 4/4 groove (the inner-voice-rock bed that breathes on its own), and danger is Take C's compound 6/8 wandering-gait, rebuilt as real encounter music. The bed keeps one harmonic identity (D dorian, the same chord changes) in every section; only the GROOVE changes per section — straight for calm/activity, the long-short dotted-quarter sub gait for danger. The hymn lead is the struckPiano (re-spin's piano fix), tone WARM — intimate, mellow, folk-singable in the house register (the old feltPiano was a plucked-string bug; warm fits this morning-hymn mood over bright). Activity L1 (ch4-5) is the piano hymn-line (rises 1-2-3 to a crest on the fifth, brushes the dorian 6 as an open door, comes home open) plus a soft-pluck echo. Activity L2 (ch6-7) ADDS new material, not volume: a sustained warm-pad counter-voice a third/sixth below AND a rolling pluck arpeggio — the hymn harmonized and filled out. Danger L1 (ch8-9) is unease/the approach: a slow kick heartbeat on the compound dotted pulse under a darkening D/A drone with sparse far booms — real material, not near-silence. Danger L2 (ch10-11) is a GENUINE intensity jump for active fight/flee: the drum KIT arrives — a driving snare backbeat on the gait's urgent 'two' and a galloping doubled kick (ch10), plus an urgent shaker on the 3-row compound subdivision and hat-tick motion (ch11). It is new rhythmic material and higher density, NOT danger1 with the fader up. Dread is abstract — register, density, the gait turning into a run — never chromatic darkening and never a literal storm/flood/collapse foley (that belongs to the game's SFX + ambient soundscape). Fully diatonic D dorian throughout.