Use case: precise-object-edit. Improve the BOOK FIDELITY of the first image while preserving its wide composition, foreground battered limestone battlement, ominous pixel-art palette and smoke-muted midday. Input1 is the scene to revise. Input2 shows the correct construction of Mock's Vane: a small crouched winged iron demon squatting ON THE TIP of a plain old pike, not wrapped along a shaft. Use that construction for the scene's foreground vane, black pitted iron and rust, no banners. Critical city correction: the RIOTS AND FIRES are in ONE distant POOR QUARTER at the city's far INLAND EDGE. Most of Malaz City lies BETWEEN the viewer and that quarter and should remain intact. Remove all visible flames and fire plumes from the near city, middle city and waterfront. Keep only a small cluster of3 growing BLACK SMOKE COLUMNS at the far inland edge, with barely visible tiny flames underneath. Do not make the whole city burn. The distance and smoke make individual details in that quarter hard to distinguish. The Mouse Quarter is irregular hovels/overgrown tiers divided by ONE slow SILT-HEAVY BROWNISH RIVER leading toward the harbour. Simplify the network of blue canals and monumental bridges into a single modest winding river and subdued urban mass. Harbour is secondary, not a spectacular Venice-like fantasy canal city. No new giant palace, elaborate landmark, ships as focal points, mountains as focal points or invented heraldry. Keep the image atmosphere: midday dark and heavy from smoke and magery, cool grey-mauve sky and shadows, weathered pale limestone and iron, sparse warm ember accents only in the distant quarter. Wide16:9 full-frame game establishing-art candidate, no reference swatches, typography, UI, people or labels. Clean intentional pixel-art clusters and stepped forms, simplify detail at distance.