Build a checkpoint as a layered scene

A portable-quest checkpoint is not one flat picture. It is a stack of separate pieces of art, and that is what lets a rune light up, a gate ring turn, or a collectible appear out of the scene instead of being announced by a box of text.

The rule for what becomes its own layer: **anything that has to move, light up, turn, disappear, react to a choice, or be picked up.** If it never changes, it can stay part of the background.

To build one:
1. Open the quest in **Adventures**, pick a checkpoint, and choose the **Scene** section.
2. Press **Add layer** and give it a **role** - background, foreground, character, interactive, item, effect, or success state.
3. Bind the art. **Upload** it, or pick something you already made in **Design Studio** - everything generated there is in your organization's library.
4. Set **when the layer shows**. A layer can be always visible, or tied to an element: showing *before* it is solved and hiding after, or the reverse.
5. Drag the **safe zones** so dialogue and choices never land on a face or on the thing the player has to tap.

**You do not order the layers by hand.** Each role paints in its own band, so a background can never end up in front of a character no matter what order you add things in. Ordering inside a role is yours to set; ordering between roles is not something you can get wrong.

**Art that has not arrived yet holds its place.** An unbound layer renders as an outline of exactly the size and shape its art will occupy, so when the illustration lands the scene does not shift. What you approve is what you ship.

There is no Save button. The scene saves as you work, and the status shows **Saving** and then **Saved**.

To enable: Settings → Modules → Adventures