FUN_REBUILD_PLAN.md

programs/FUN_REBUILD_PLAN.md

THE FUN REBUILD — turning the verified Ch-2 slice into a GAME

Synthesis of the four PXR reviews (pxr_{mainpath,encounters,clues,surfaces}.md) + both fresh-context

critics (tasks/wmsx453lt.output fun/canon verdicts, both GO_WITH_FIXES) + Josh's binding rulings

(puzzle-boss-chain-meter-design, no-mode-taxonomy-on-player-surfaces, discovery-driven-hints-and-fun-review)

(cite fixes; journal-timing → FIELD-SENSE pre-Ch-13; unlock reconciliations; ladder-curve → MONOTONIC-EASE;

wipe-on-mistake per Josh over the critic's banked-progress; water-clue CUT; trace-tells folded into the stalk).

Numbers are SHAPES — every magnitude firewalls to Phase-5M per the spec's ordinal-fixed lock (spec L104).

Post-synthesis fresh-context critic: GO_WITH_FIXES — all six defects applied in place (R-DATA re-scoped

to APPLIED; R1.5 reconciled to already-fixed-by-BUG-0013; HL_0078 re-attributed; R1.1 wording de-conflicted

from R1.4; the cold-air cite tightened; the 2-of-3 counter-class reduction elevated to a §4 Josh item).

---

1. The verdict — skeleton vs game (honest)

The slice is a trustworthy **combat proof welded to a corridor of teleports and a debug readout — it is a

skeleton, not yet a game.** Of ten Ch-2 beats, four have real interaction (guardian, polo trace, the two

boss phases) and exactly one lands a genuine feel payoff (the composure-break slow-mo). The other six —

including the three the chapter is *about*: the opening wound (B01 auto-completes on spawn-overlap), the

first vril-recharge teach (B04, no mechanic), and the moral fork (B09, three HUD lines + press 1/2/3 +

integrity_score: 0) — are read-a-string-press-a-key. Worse, the two L3 seeds the whole game is secretly

about are the two most broken things in the build: the canonical rescue is unreachable (Rangku can only

be KILLED — the defeat-axis mis-reads death_reward as killability, BUG-0014) and the **bargain-that-empties

is a 1.5 s passive wait**. Every player surface is the dev DebugHUD, so the build simultaneously prints

internal mode-taxonomy, raw registry IDs, the difficulty math, and the very reveals the chapter is built to

withhold. The mechanics underneath are honest (withdraw/refuse/free, no kills forced, zero-enemy-stat-delta

difficulty) — what is missing is (a) the played non-combat spine, (b) the discovery middle-layer that lets a

player EARN the read, (c) a shipping player surface, and (d) the encounter DEPTH (the chain-meter, real

jeopardy) Josh ruled. The Fun Rebuild builds those four, in dependency order, on the combat proof that works.

---

2. The rebuild waves R1..R8

Each item: id | source finding / ruling | canon cite | what the PLAYER gets | depends. Every mechanic

resolution stays keyed on the raw player action; clue/legibility layers never gate (clues.md §3.4). The

chapter-factory inherits every template built here.

R1 · R-RANGKU — the freed path earned, and the walk-past closed (resolves brief D-DEFEAT-AXIS)

The chapter's marquee beat — "the first person the child fights to save" — currently plays as a kill. This

wave makes both endings real and gates the sub-boss beats so they can't be skipped. It is the enabling seam.

target_type corrupted_individual; the engine derives bDefeatProtected = death_reward is empty, so a

populated death_reward mis-classes the boss's outcome axis (HumanityBossCharacter.cpp L483,

L800-854) | Rangku resolves via the non-kill FREE win-route (subdued → freed) — never defeat-protection:

defeat_protected stays FALSE and killing stays available (R1.4). death_reward is re-read as the

*player-death* consolation (the T1_Combat failure-states reward-on-win-and-death rule), never a boss outcome.

win_reward "the corruption breaks and Rangku is freed" | on the canonical HP-reduction/composure

resolution the boss withdraws-freed with the win line — not the death branch. Today no code path fires it.

free everyone" | per-boss pip_reveal_threshold ~0.25 for Rangku-class | the player fights Rangku DOWN;

at ≤25% HP the pip chain appears above his health bar, signalling an alternative win is now available.

Mercy becomes a choice made at the moment of dominance. Narrative resonance to surface to Josh: the

freed path revealing precisely when killing is easiest IS the integrity thesis in one mechanic — and it

feeds his forks exactly as ruled.

fork gating (canon) | killing Rangku instead is always available but **costs integrity and closes fork

options** downstream (the assimilation/companion/Ch-63 mark web). The choice has teeth.

encounters §5 / G-4 / V-5 | the walk-past finding was real, but the fix already landed as BUG-0013:

IsBeatCombat lives in QuestSubsystem.cpp L580-597 and returns true for sub_boss beats (the L587-591

comment names CH02_B03/B06) | scope reduces to an in-run verify + the regression test binding

CH02_B03/B06 to encounter-resolution completion, not arrival overlap.

reward-on-death rule (the BE row's death_reward; NOT HL_0078, which is the Pillar-8 blended-boss

hard line — critic re-attribution) | on respawn the player

reads the stalk-cadence log + a polo-corruption lore fragment — "no fail-wall" becomes visible, not silent.

each play as an authored beat (the freed man rising / the collapse), not a text line + a 74° pose tip.

*Greybox now (staging + state); creature/VFX/dialogue = T2/5090.*

R2 · R-GUARDIAN — the chain-meter template built (the puzzle-boss spine of the whole game)

Josh's puzzle-boss spec, built for the first time, at Ch-2 reduced scope. The pip chain IS the ladder; the

de-escalation stages sit at pip thresholds; the curve is MONOTONIC (fun critic) — but the chain **WIPES on a

mistake** (Josh's ruling wins over the critic's banked-progress). See the reconciliation note.

the Kelimutu guardian TEST keeps pip_reveal_threshold = 1.0 (the test IS the encounter, per spine framing —

pips from the start, unlike Rangku) | the player sees a visible chain fill as they read correctly, and sees

it wipe to empty on any mistake. The stake the fun critic said was missing is the wipe itself.

dodge-only / parry-only / elemental-neutralize (opposing element vs the readable cast_pattern — the

ability-data column, spec L65) | Ch-2 ships TWO classes, not three: dodge-only (dodge exists) +

elemental-neutralize thermal-only (the Ch-2 kit is Earth+Fire+Cloaking — no Water/Air, encounters §2d;

canon DOES have an effectiveness chart — CORRECTED 2026-07-30: the Josh-authored attacker x defender grid is live as DATA at T0_Element_Effectiveness (124 rows, 13 x 13 axes, provenance docs/original_predclaude/ELEMENTS_MATRIX_RECOVERED.md), and the twenty-eighth sitting item J5 makes it a PARRY surface as well as a damage surface; the Ch-2 restriction above is a KIT restriction (Earth + Fire + Cloaking, no Water/Air) and never an absence of canon, and the thermal state-change is the Ch-2 instance of that grid rather than a substitute for it, T1_Ability_Tree §Thermal).

The parry-only class is DEFERRED: parry is a NEW primitive (R6) and canon gates it to parry-capable

weapons the player does not hold until Ch 3+ (spec L417; shield/block is Ch-3 Manggarai, L410). Say so on the

tin — the full 3-class chart is a reserved Josh canon item (§4).

twenty-eighth sitting item J5 | the three counter-classes above are joined by three ARENA-WIDE

response classes — take cover (rocks, pillars, anything the arena affords), hit a

weak_point, or trigger_interrupt a reaction that stops the boss or the hazard — plus the

ELEMENTAL-PARRY axis (some parries require the opposite element, derived from

T0_Element_Effectiveness, never invented) | the Ch-2 reduced scope above is UNCHANGED:

the ruling widens the vocabulary the game may author, not what Ch 2 ships, and the pip chain,

the 5-7+ streak and the wipe-on-mistake all stand exactly as ruled. The class is now derived

from the ATTACK'S NATURE (too sweeping/indirect/large → parry; too powerful/piercing → dodge;

arena-wide → cover/weak-point/trigger), which is why a parry-only attack defeats a dodge by

geometry rather than by a flag. Full statement: docs/COMBAT_ENCOUNTER_SYSTEM.md §9b and

T1_Combat_System_Spec's nature-derived counter-class section.

monotonically as pips fill (cadence slows, the safe lane widens, one serpent withdraws) — the window

never re-tightens; difficulty comes from varying WHICH counter-class the next attack demands, not from

shrinking the window | the world visibly settles a notch per correct read (`evolve-not-swap: tightens the

safe lane`, BE_0002_S1.phase_breakdown) — graduated, visible, never an invisible counter flipping.

the tell" | fold the lane-position check into the serpents' strike so an in-lane player at the strike frame

whiffs the hit (like the boss LOS/dodge whiff) — resolves the current dodge-vs-hold conflict where holding

the lane still takes strikes.

banked-progress | the pip CHAIN wipes on a mistake (Josh) — BUT the **world-state de-escalation you

already earned PERSISTS visually**: a serpent that withdrew stays withdrawn, the eased cadence stays eased,

the HP you took off Rangku stays off. The world remembers your best even as the chain resets. You re-run the

counter-read, not the whole fight. This keeps Josh's jeopardy AND the critic's "no tedium." *Honest tension:

a punishing wipe on a long chain can still frustrate at greybox with no read-channel — flagged, tune at 5M.*

template candidate, not the shipped template, until the serpent telegraph/anim read-channel exists

(W9/T2). In greybox it is a disc-blink metronome; do not call it "the template" in the playtest note.

R3 · R-CLUES — the discovery middle-layer (DT_Clue + field-sense, the chapter-factory template)

The clue-state layer that lets the player EARN every read. Built once; every future encounter fills the schema.

{observed_behavior/npc_dialogue/inscription/journal_deduction/item_examine} — the pipeline REJECTS a clue

with no legal source (answers "how would they have gotten it") | discovery becomes first-class data.

(bGuardiansWithdrawn, State==Refused, distinct-nodes-broken) | a player who reads nothing still wins;

the clue only ever makes the mechanic *read*. A gate that reads local.clue_* is a spec'd runtime assertion.

returns the highest unlocked stage; stage-0 is vague-but-honest ("Reach the water — the guardians will not

let you pass"), not the current "guardian-test: attune the breath (E)…" that prints the solution + the key +

internal routing | the player is no longer handed the answer on the HUD.

PASS | ratified content only: A the head-turn/rhythm (Josh's named clue, EXR_SRC_00175/S01), C the

shade weakness (EXR_SRC_00176/S01), D NPC/deduction via Anselmus CHAR_0011 (not Yohanes — a

village B10 figure, ordering-illegal pre-B03) | any ONE makes the withdraw path legible; they OR, none

gates. CUT clue B "water is the wall" (fun critic: it clashes with the python being the water-serpent

and "stand in water" isn't a wired resolution). Clue C carries an engine-phantom flag: the shade/heat

weakness needs a diurnal thermoregulation sim the slice does not have (day/night is LW-1/W6) — ship C only

if that sim lands, else reserve it. That leaves A + D reliable at Ch 2.

surfaces F-B3 | HL_0070/HL_0096: the journal does not open until Ch 13 (Ntala, CH_13.md L107-109,

ws.journal_status ACTIVE_HEALERS_CHILD) | at Ch 2 a clue append writes to a lightweight **FIELD-SENSE

re-read** affordance (the last N in-place sensations), NOT the WS_010 journal. The "quest-log-gains-entries

on discovery" pattern is real from Ch 2 — it just lands on the pre-journal surface until Ch 13.

must precede the B08 boss; Rato (CHAR_0009, untwisted proverbs) is B10 — too late | seat an **Anselmus

(CHAR_0011)** dialogue on the pre-guardian approach that plants the twist/hollow baseline; mid-fight the

visible lake black-and-blood-red shift + Rangku's inverted-proverb register (CHAR_0008) tell the player the

fight is *pulling him back*. The +clue_hunter_is_taken field-sense line lands the rescue read. Rato's

fuller proverb payoff is a Ch-3+ item.

CH_02.md L63 — the solid "cold air in a warm place" anchor (L26's "lightening of the air" is a loose

secondary; the L134 torch/vent line does not support cold-air and is dropped — critic cite-tightening; NOT

BOSS_PERSONAS L46/L41, which was semangat/combat text) | a repeatable breath-fog + audio-drop in vril-dense pockets; first felt in B01, again at the

source, the bargain, and — critically — fired at the now-lit inscription wall to PULL the player back to

the B05 backtrack (fun critic: no pull to re-tread on a fast-travel island). Pure sensation, vril unnamed

(reveal HELD).

guardian observation clues live at the site marker, not spread across the 173-km walk — so [M] can't skip

them; or gate fast-travel through the clue-bearing approach.

R4 · R-BEATS — the two keystone teaching beats become real gameplay

The two most load-bearing teaching beats, today DEV-skips, become played mini-loops. These most distort

Josh's playtest read (surfaces F-A1/F-A2).

Ember Strike A_F_001 unlocks at first combat (B03) per registry — so B02 is fire-by-friction/tinder, a

real playable survival loop (gather → strike → tend), not "the fire ability" | the player's first taste

that survival is a *verb* here, and the diegetic cause for later unlocks.

is the CVD §18.4-required per-chapter "substrate-as-real" event; T1_Combat_System_Spec L43: **rapid

recharge sources** are one of vril's three regen channels | stand in the spray with the interact held → the

depleted Vril bubble visibly fills (the mechanic teaches itself through the existing HUD bar) + the

cold-air cue marks the water special on approach. The founding loop becomes legible and felt-through-the-hands.

the breath" (a vril action) before B04 teaches vril gathers back | order the unlocks to their diegetic

causes: Ember Strike @ first combat B03, Stone Skin @ first vril use B04, Tremor Stomp @ B08 (spine

L231 / registry — canon critic MINOR reconciliation), **Cloaking pre-placed before the B05 evade OR the

first Ebu Gogo evade is tool-less** (fun critic: Cloaking IS the evade tool, so evade-1 can't depend on it).

R5 · R-FORK — the moral spine, presented as it deserves

FORK_CH02_A sets the protagonist's integrity direction and carves the permanent Kelimutu mark read 61

chapters later (Ch 63). Today it is a debug menu. Beat B09's mode is literally transformation.

the three directions are expressed through what the child does with the mark and the body at the sacred

cavern (the freed hunter present, the lake's earned endpoint tell), not three menu labels + a keypress.

integrity surfaces through appearance-shift and voice, never a scoreboard | the weight lands through

image and the freed man; the integrity_score integer is gone from the surface (pays off later as Ch-3

reception / Ch-63 recognition).

polo's bargain is built to exploit" states the L3 mechanism at the choice moment (CVD §18.3) | diegetic,

clue-earned option text drawn from the spoiler-safe player-string field (R7), never the design prose.

letterbox + skip now; cinematics/MetaHuman = 5090.*

R6 · R-ECONOMY — the combat-economy shapes (Josh's this-hour questions, answered from canon)

All SHAPES; every magnitude firewalls to Phase-5M (spec L104 "the numbers plug in when balance data exists").

regenerates through **three channels — (a) density-scaled passive atmospheric absorption, (b) rest at safe

sites, (c) rapid recharge sources — and never auto-fills to maximum mid-combat in a deadzone, which is

the intended difficulty dial. Per-ability cost = a fraction of the baseline pool across five cost

classes low→extreme, shrinking in effect as the max pool grows; the bubble caps at 7 layers** (the seven

vril-seats) | the Ch-2 waterfall is channel (c); the "world withdraws" difficulty is the density term (a), not

enemy inflation. Regen/cost magnitudes are ordinal-fixed here, tuned at 5M.

× cast_pattern_mod × persistence_mod × damage_scaling_mod × integrity_band_mod × RNG_sigma`, with **ability-

layer damage additive after** weapon multiplication. Integrity band (L79-83): L1 +10% healing-received …

L5 +10% damage-dealt +10% vulnerability — integrity feeds combat both ways. Vril-seat-element match

(L95-98): +25% elemental when weapon element matches the active vril-seat, +40% on Ability-2 at Tier-3+.

RNG bounded ±1σ (L89) | what scales what: **attributes/mastery → the ability & scaling layers; the school-

element → the vril-seat-match bonus; integrity → a global band multiplier; the enemy's readable cast_pattern

→ the neutralize counter (R2.2).** Shapes wired; every constant is Phase-5M.

a weapon-based defensive timing window; a successful parry GENERATES Stamina or Vril per weapon class

(Rapier/Long Sword Halbschwerter/Cutlass/Madu/Sword-1H Riposte). Block is Stamina-cost shield-hold, Ch-3

Manggarai onward (L406-410). Dodge is ability-tree (Fluid Dodge/Wind Step/Stone Skin, L427). Defensive

successes reduce damage before the integrity-band + sigma factors, as a 0/fractional multiplier (L433-435)

| parry does not exist yet (dodge does) — it is a NEW primitive to build. SHAPE: a timed deflect that

costs stamina to attempt / on a whiff, and refunds+generates on a clean parry ("stamina costs both ways"

= offense spends stamina AND a mistimed defense spends it; a read defense pays it back). Ch-2 caveat: the

player holds no parry-capable weapon, so the parry counter-class is deferred (R2.2) — the primitive is built

here, its first weapon home is Ch 3+.

numbers → Phase-5M.

R7 · R-STRINGS — the spoiler-safe player-string layer (CANON-lane authoring + extractor)

Two leaks W10 alone cannot fix; both must land canon-side first (surfaces §D.6, F-C5, F-D1).

HELD) | a new authored player-facing field on DT_Beat + DT_ForkOption, distinct from the designer

objective/option prose, tuning-firewalled | the on-screen text stops leaking reveals: B06's "the same

bargain that hollowed the hunter, named to the player only as sensation" (a reveal-HELD breach, spine L129/L132)

and B03's "never a hunt" (a care-doctrine dev note) and B09's "direction-set fork" (schema vocab) never reach

the player. CANON-LANE authoring (subagent classifiers can't self-author this — director-applied).

names ("Liang Bua", "Kelimutu three-lake highland") live in CH_02.md prose, never carried into the import |

add a display_name column to the site schema + extractor, populated from WGM/CH prose, so the HUD stops

printing travel to 'liang_bua_cave'. Same for a chapter title/quest-name string. **canon/extractor first,

then W10 consumes.**

W10 builds the real UMG HUD FROM the table, not the debug draw: no mode-taxonomy (Direct/Stealth/Environ/

VrilMng — no-mode-taxonomy rule; abilities show by name + school), no raw IDs (BE_0002/CH02_B07/FORK),

no StateTree/P1-P2, no d_local/WS_024/lever names/integrity_score/enemy-stat-hash, no [N]/[M]/[G]

dev markers, no 2/3 counters (render as a graduated felt emptying). The DebugHUD stays behind a cvar.

R8 · R-PRESENCE — Ebu Gogo becomes a felt presence, and refusal becomes a real pick

flores_island.md §5 (Nage frame, broken-speech-with-an-mmm) | before it is seen: a rustle in the deep-cave

dark, a shape slipping past the torchlight edge, the broken-speech ambience — the player perceives *something

is here* and hunts the glimpse (a first-cue field-sense line). Faced→withdraw stays (canon-true "only ever

seen slipping away") but reads as a predator breaking off a stalk, not a fleeing mannequin bug.

snatch/grab it can commit if the player lingers/turns their back too long — a grip the player must break

(mash or dodge-on-tell) with a real consequence (dropped torch / a wound / a drag toward the dark), **never a

fail-wall, never a hunt-the-people beat** (HL_0005, Nage-framed). The canon "must break" beat needs a grip.

("make refusal a pick you can get wrong"; "fold the tells into the stalk, not a station") | BE_0002_S2

counters "sense the emptying … hold refusal through the escalation" | the four trace-tells stop being a

walk-a-line/touch-4-discs/stand-in-a-circle fetch — they fold into the Rangku stalk approach as findable

hollow-tells (a hollowed kill, a ward scratched wrong, a cold spot), each a **perception pick you can get

wrong** (is this offer hollow or full?); at the confrontation the offer *sweetens/compounds* and a wrong pick

has a cost. Refusal becomes agency, not a 1.5 s wait. Stays sensation — no naming (reveal HELD).

mechanic). *Creature art / broken-speech VO = T2/5090.*

R-DATA · the per-boss non-kill data model (where the columns live — flag honestly)

Josh's "can't free everyone" refinement needs a per-boss schema. Grounding: BE_0002 already carries

win_condition, win_reward, death_reward, target_type, restore_target; TODO_CANON already anticipates

"a future explicit protected-flag column may supersede this derivation."

populated restore_target) → no new column strictly required, but an explicit boolean is safer than the

fragile death_reward-emptiness derivation that caused BUG-0014. A boss with only death_reward and no

FREE/restore = kill-only (per refinement #1).

like the Kelimutu guardian; ~0.25 = fight-first like Rangku) — APPLIED 2026-07-24 at director level on

the built registry-extension rail (docs/registry_extensions.json combat-encounter ownership + fidelity

re-baseline), as direct execution of Josh's verbatim same-day rulings (the chain-meter spec + "can't free

everyone… reduced to 25% or less health… for the pips to show up"). Four columns live — the two above

plus explicit has_nonkill_path and defeat_protected (retiring the fragile death_reward-emptiness

derivation that caused BUG-0014). 16 Ch 2-5 slice rows populated; BE_0005_S3 Naga Padoha is the one

defeat_protected TRUE (its own target_type carries the J10 cosmic-subdual-nonkill Batak-binding ruling);

chain-meter pips empty on the three non-chain encounters (polo refusal-pick, Chelvan information-layer,

devaraja baray-puzzle). Remaining 265 rows populate per chapter at factory time — empty = not-yet-populated,

NEVER kill-only. Per-row values are shapes, tunable at Phase 5M; ratification line in the Josh roll-up (§4).

---

3. The Sunday cut — landable by Sunday night vs honestly-still-greybox

**RE-SCOPED (Josh, 2026-07-24 late): the Sunday playtest is CANCELLED — "I won't be playing it
until it's AAAAA polished 2-5 after handoff and 5090 passes and final 5090 polish AAAAA."** The
cut below survives as the NEXT BUILD INCREMENT in dependency order (same items, no weekend
deadline, QA-loop-verified only); Josh's first playthrough is THE JOSH GATE in
docs/ROADMAP_POST_5090_TO_SHIP.md. The "honest framing for Josh's playtest" paragraph at the
end of this section is historical.

Window ≈ 3 days. "Landable" = playable structure on placeholders; it does NOT mean final feel/art.

LANDABLE by Sunday (structure + logic, mostly zero-token / engine / canon-lane):

player-death consolation. These are engine-logic fixes on the working combat proof — the single highest-value

day-one work (the rescue stops being a kill, the encounters stop being skippable).

authoring + a build extractor change; fast, unblocks the leak class).

Stone Skin/Ember Strike/Tremor Stomp/Cloaking) — a data fix.

one GetBeatObjectiveText change; the never-a-gate assertion). The A+D guardian clues (R3.4) wired.

(they are the blocker; see §4). Greybox pips are drawable now.

HONESTLY STILL GREYBOX past Sunday (expect it — do NOT overpromise a shipped feel):

"template" claim waits on W9/T2. This is the load-bearing greybox gap for the guardian's fun.

(MetaHuman/mocap = GATED-5090/EXT).

is deferred to Ch 3+ regardless.

Honest framing for Josh's playtest: **by Sunday the rescue is real, the encounters are un-skippable, the

strings stop lying, and the fork is a scene — but the guardian still reads as a metronome and the art is

placeholder.** The slice will prove "Chapter 2's STRUCTURE is a game," not yet "Chapter 2 FEELS like one."

---

4. Open Josh items — ALL FIVE RULED (Josh, 2026-07-24 evening; annotations inline)

Rulings: (1) pip shapes RATIFIED as applied. (2) naga naming — option (a) ruled, the
Ch-2 pair stays "the Kelimutu Guardian," naga reserved for Ch-3's naga tana, with the (c)
retro-framing dialogue link adopted as free Ch-3 enrichment. (3) the elemental weakness chart —
SUPERSEDED: Josh AUTHORED the matrix ("way more than just five schools, all the hybrid
schools… lightning and life and poison and mud and smoke and steam etc… trade skills and
abilities and even touched on consumption costs") in the GDD / original humanity docs, possibly
Drive-only; the five-mode recovery sweep (positive-controlled) returned FRAGMENTS — split:
the hybrid SYSTEM survived richly in-repo (T1_Ability_Tree §9 eight elements + §12 the 21-combo
"combo element matrix"; 31 element values across the 185-row registry with dual-pool costs +
reagents) — the one absent piece is a literal N×N strength/weakness EFFECTIVENESS grid, which
the repo's own docs mark deliberately-deferred (Phase 5H), not migration-lost. **Open question
to Josh:** a discrete N×N table he typed → Drive-fetch; else the grid MINTS at Phase 5H on the
existing roster. Until answered NOTHING elemental is minted; Ch-2 thermal-only stands interim.
(4) Vril Sight — recommendation (a) ruled and APPLIED (the CH_02.md label corrected; the
applied wording uses the fuller reconciled model: Ch 15 is BOTH the Zelator Vril-Sight unlock
AND the D-06 inscription-scoped Adeptus-Minor onset, with the full tier-6 substrate read
following the Adept questline — registry A_E3_002/A_E3_009 + T1_Vril §Tier-6 + D-06 all agree).
(5) the Ch-2 two-of-three counter-class scope — ruled as recommended; parry debuts at the
Ch-3 caci, the primitive builds now.

*(The original briefs, for provenance:)*

1. The per-boss non-kill schema — APPLIED; ratify the values. The four columns + 16 slice-row values

are live (see R-DATA) as direct execution of your verbatim rulings — nothing here awaits you to unblock

work. Ratify or adjust any per-boss value at leisure (they are shapes): Rangku 5 pips @ 0.25 reveal;

the Kelimutu guardian 5 @ test-from-the-start; Ch-4/5 encounters at 7; Naga Padoha the slice's one

1-HP-clamp defeat_protected boss (his row's own J10 nonkill binding).

2. The naga naming call. Canon does NOT name the Ch-2 pair "naga" (naga tana is the Ch-3 soil-serpent,

BE_0003_S1). Recommendation: keep the Ch-2 pair as "the Kelimutu Guardian" (or "the twin serpents of the

source"); reserve naga tana for Ch 3. A naming call → Josh (encounters §0).

3. The elemental weakness chart. Canon has NO rock-paper-scissors damage-type chart — only the thermal

state-change (Water/Fire opposing). A literal "opposite element neutralizes" as a first-class mechanic

touches the locked 185-ability count + the guardian win_condition. Recommendation: adopt the **attune-read-cue

reconciliation** (the element is the diegetic FORM of the read, thermal-only at Ch 2, zero canon conflict);

mint the full chart only on a Josh numerical ruling (encounters §2d).

4. The Vril Sight tier mismatch (pre-existing). Spine L231 calls it "tier-6"; the registry unlocks A_E3_002

at "Ch_15 Zelator T2." Both agree it is Ch-15-gated (the Ch-2 binding is a real leak, correctly removed) —

but the tier LABEL disagrees. A canon-accuracy reconciliation for Josh (canon critic PASS-with-note).

5. The wipe-on-mistake severity (R2.5) + pre-journal field-sense scope (R3.5). Both are director-applied

within-vision, but flagged for Josh's playtest backstop: is the wipe too punishing, and is a pre-Ch-13

field-sense re-read canon-wanted (HL_0070 makes the *journal* a Ch-13 event; field-sense is the proposed

lighter affordance below it)?

6. Ch 2 ships TWO of your three counter classes (R2.2). Your ruling names three; the Ch-2 kit holds no

parry-capable weapon (spec L417; shield/block enters Ch 3 Manggarai, L406-410) and no Water/Air abilities,

so Ch 2 ships dodge-only + thermal-neutralize, with the parry-only class entering at Ch 3+. The parry

PRIMITIVE is still built now (R6.3) so it is ready. Flagged for your nod because it trims a stated ruling

at one chapter — the alternative (a parry-capable training weapon seeded into Ch 2) is available if you

want all three classes from the first puzzle boss.

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