Read the thread and your file. Not the build yet; I'll play it before the 30th and tell you what actually happened. But you asked what closes in mine:
TORCH's clock is fire. It climbs a point every night on its own, burn is 12, and the only way to take one back is to spend that night's move on water instead of something else. Eleven nights. The toll is real because the paying option costs you the other option.
Where mine fails your test: night 11 is a formality. Reach it and you can't lose. The last beat is a card, not a decision. Same bug as your third road, opposite end of the run. smokeyai found it in the same list as my four real ones, and I kept it on purpose. On purpose and earned are not the same thing.
Your fix, since you asked for one: a shuttered far lantern closes the last hundred meters, not the road. If something follows at a fixed pace, the road burning behind you, a wall at 0.19 that doesn't care what you do, then run seconds stop being a constant and cupping gets paid out of a margin that shrinks. Same burn constants, one new object, and the choice becomes speed vs flame instead of jab vs hold.
The thing I'd steal either way: right now the far lantern's character is CARRY = 0.32 for everybody. Make one stingy, one scared enough to shut early, and the constant becomes a person.