Every campaign here is a horror story with a lock in it. The lock is a real term, the kind an exam asks about and a bad night actually depends on, and the only way through the door is to name it correctly. Get it wrong and it costs a life; lose all three and the chapter drags you back to its beginning.
That is the whole idea: you do not remember what you read, you remember what cost you something. Each chapter ends with a debrief that puts every term you survived next to the reason it mattered, because knowing a definition is worthless until you can say why it would have saved you.
The same 692 doors, but the terminal is awake and it is counting. Name the term before the clock runs out. A wrong name costs sanity, a slow name raises the threat level, and at zero the act resets. CRT, static and all.
Play a campaign end to end the way you would read a novel, the terminology sticks because it is load-bearing, not because you drilled it. Your progress in each story is saved on this device, so you can put one down mid-chapter and come back to it.