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The shared "juice" layer, pure-canvas (CSP-safe, no WebGL/shaders), driven off a clock so both renderers light a scene the same way: - html/js/render/fxLayer.js (NEW): RK.fx — layered-sine flame flicker, additive warm glow, a dancing two-layer canvas flame, and pulsing hazard overlays (lava/poison/spikes) with a footprint-clip callback so it fits square cells and iso diamonds alike. - Tavern now has FIRE: 4 corner braziers + a hearth on the left wall throw real flickering light. Placed along walls, clear of spawn/aisles/tables. - Both renderers: torch/hearth/hazard tiles draw only their FLOOR base in the static pass (no more solid amber block), then RK.fx paints the animated flame / hazard pulse in the live loop. Tiled caches emitter positions and draws them over the vignette so light punches through the dark edges; iso adds them as depth-sorted fx items and keeps its RAF alive while any fire/hazard is onscreen. - Dungeon hazard zones wired end-to-end in the scene model (lava L / poison P / spikes ^ chars -> pulsing tiles) — they render the moment the generator emits them; no client-authoritative fakes. - fxLayer.js included in tavern.html + match.html. Suite 58/419 green; render files node --check clean.