creatures/BE_0002_S2_the_vital_force_theft.md
CANON SUBORDINATION — this document is PROPOSAL-TIER: it serves canon and never outranks it.
The canon: the CVD · the T1 foundation docs · the T0 registries (registries/) · the spine
(docs/spine/CH_*.md) · the region pages (_source/02_Tier_2_Region_Pages/). Authority order:docs/DOC_MAP.md§ 0.
Canon served (scanned from this document's own citations — widen it by hand where it is thin):
T0_Boss_Attack_Rail·T0_Boss_Encounter_Registry·T0_Creature_Roster·docs/spine/CH_02.md
READ THAT CANON FIRST — open it and derive from it before you build anything from this document.
If this document disagrees with canon, CANON WINS and this document is the defect — fix the
document, never the canon. Nothing here is applied until it is ratified into canon.
STATUS: PROPOSAL-TIER design sheet. The BODY is designed on CR_0151_the_wa_sent_night_form.md; this
sheet designs the ENCOUNTER — the materialized argument, the sending, and the geometry of the fail.
liang_bua_cave)
category is abilities and the wa casts nothing
ws.liang_bua_deep_layer_pressureCR_0151_the_wa_sent_night_form.mdT0_Boss_Encounter_Registry @ BE_0002_S2 · T0_Creature_Roster @ CR_0151 · docs/spine/CH_02.md CH02_B06 and "Where the light is at Liang Bua" · flores_island.md § 5Phase one has no body. Phase two's body is CR_0151's two sends. The encounter's own subject is the
ARGUMENT, and section 4 designs it as a thing with a shape.
Cited in full on the body sheet. The two lines this encounter is built on: the bound spirit leaves the
sleeping body at night to hunt and can be SENT AHEAD OF ITS OWNER AS A FORERUNNER [SRC_00469]; and the
displacement of a soul, mae, by a harmful essence, wa, taken on through an illicit pact [SRC_00457].
The encounter is those two sentences in order — the pact offered, and the forerunner sent when it is
refused.
THE ARGUMENT IS THE FIRST BODY, AND IT NEEDS A SHAPE. A materialized-argument encounter fails the
moment it becomes a dialogue box with a health bar. The design gives the offer three physical
registers and no floating text:
escalation moves the water one step toward the black-and-blood-red shift the chapter already names
as the corruption's endpoint tell. The player watches the argument's progress on a lake.
— warmth, a full stomach, the familiar back. The Neophyte vril-trace read is DRAINED-NOT-FULL, and
the design makes that a material read: the offered thing is right in every way except that it does
not take the light the way its material should. A given cloth does not wet. A given fire warms
without consuming its fuel. This is the light law used as a horror mechanic — a thing that fails to
interact with light correctly is more wrong than a thing that shines.
presence only. The four-beat source-in-frame rule is deliberately BROKEN here and the breach is the
content: everything else in this game that speaks can be located.
ONE-LINE ENCOUNTER READ: a lake going the colour of old blood while something offers a child exactly
what the child wants, in objects that do not wet.
None in phase one. Phase two's articulation is on the body sheet. The encounter adds one rule: THE
OFFERED OBJECTS PERSIST. What the player refuses stays in the world for the rest of the beat, so the
chamber the hunt runs through in phase two is littered with the things that were offered — which is
the argument still standing while the hunt happens.
PHASE ONE — HOLD REFUSAL THROUGH THE ESCALATION. The offer escalates on a window; the counters are to
sense the emptying through the awakening vril-trace and to hold refusal through the escalation window.
The design shape: each escalation is a better offer and a shorter window, so the pressure is real and
the reward for reading early is time. There is no fail-wall — refusal is a mandatory main-spine action
and the encounter is reward-both-ways.
PHASE TWO — THE SENDING, AND THE FAIL IS A DISTANCE. Full shape-to-answer table on the body sheet.
The encounter-level design:
and daylight is it escaping the one condition that holds it. The player must cut that line or put it
down before it gets there. The anchor is real authored geometry — the seam between a karst interior
and a forest approach — and the daylight there is a real light already in the scene rather than an
authored glow.
The torch finds the mark and the torch is what the mark is looking for.
red eye commits.
refusal and the first stalk beat are one continuous motion.
REWARD BOTH WAYS: the win breaks the wa and leaves a corruption-residue reagent — the crafting seed of
a much later lineage. The loss reveals the exact shape of the bargain-that-empties, the wa feeds, the
hunter it hollowed stays hollowed one beat longer, and the deep layers are more dangerous on the next
descent.
WHAT THIS ENCOUNTER IS FOR, STRUCTURALLY. It is the arc's first on-screen vril-bargain-that-empties at
individual scale, at seed scale, felt and never declared. The player learns the SHAPE of an offer that
takes more than it gives, years before anything explains why that shape matters. Nothing about the
later pattern may be said here, and nothing needs to be — the encounter teaches by making the player
refuse something they wanted.
Full read on the body sheet and it governs both. The encounter-level additions:
the encounter's real risk: an offer that is obviously poisoned costs the player nothing to refuse
and teaches nothing. The offers are what a lone, cold, emptied, frightened child actually wants, and
the last one is the familiar the child has just lost. That is the beat working.
branch, and the loss branch costs world-state pressure rather than the child.
the-light material read, the deliberately source-less voice, and the offered objects persisting into
the phase-two chamber are INVENTED BY THIS SHEET as the game's own design and are named as ours. The
escalating offer, the vril-trace drained-not-full read, the hold-refusal-through-the-escalation
counter, the sending, the cave-mouth fail geometry, the corruption-residue reagent and the
reward-both-ways structure are CANON and are quoted rather than designed. The polo, the wa and the
forerunner sending are CITED to SRC_00469 and SRC_00457 on the body sheet.
so.
crater rim at dusk, one small figure at the water's edge with their back to camera.
standing on it in beads that do not soak in.
chamber dark beyond the torch's throw.
pip_count and pip_reveal_threshold EMPTY on this row where every sibling carries them; hitzone_parts, phase_trigger, escalation_vector, phase_voice_array
EMPTY; T0_Boss_Attack_Rail 0 rows.
kelimutu_crater_lakes while phase two resolves in liang_bua_cave. A build resolving the light
anchor from the site cell alone lands in the wrong zone and must read the beat's PHASE. The clean
repair is a per-phase site binding on the beat contract, and it rides with whichever pass owns those
line-cited pointers.
correctly" is a material specification with no column and no shader class. It is the phase-one read
in its entirety and a build with nowhere to put it will fall back to a glow.