Atlas grows: the egg dossier, the air fryer, and P12 THE CAREER

Egg dossier (feeds Brief 4/P3): the crack, shell-half separation with
yolk integrity, the float test as free information (so the rotten-egg
fart beat is always YOUR fault, seed-varied so it lands every time),
mayonnaise as a two-hand emulsion with the real rescue, the stick
blender pulse doctrine + THE ZAP (300ms skeleton flash, once a day max,
'I saw your bones, love.').

Air fryer (P6): arrangement scored by Clark-Evans INVERTED (spacing
with margins, contact shadows stay pale in the Field), the shake, and
CookPrograms — convoluted multi-step recipe cards (180 for 5, turn,
190 for 15) with no auto-advance; several programs at once is the
service clock in miniature.

P12 THE CAREER: money via tips, the paper catalogue, equipment quality
as tiers-modifying-existing-numbers (small board rolls dice onto the
floor, copper bowl genuinely whips faster, heavy pan smooths the sear
Field — noise and events, never flat score taxes), knife dulling +
honing/whetstone, a three-branch skill tree where every node is a verb
(stat-stick nodes banned), and rare primo offers the recipes notice.
Hooks stubbed from P6 on so it bolts on without refactors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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type-two 2026-07-18 16:48:06 +10:00
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@ -48,7 +48,46 @@ depth multiplier), the KNIFE ROLL early (spec cuts feed every later dish).
brunoise-2mm-in-40s. Specs are data, not code — one `CutSpec` type feeds
the prep bench, the drills mode, and every recipe forever.
## 2. P6 — WATER & OIL (the pot, the steamer, the fryer)
## 1.5 THE EGG DOSSIER (feeds Brief 4 / MASTERPLAN P3 — fold this in when cutting it)
P3 (eggs & air) gains a whole act BEFORE the poach: getting into the egg.
- **THE CRACK**: tap-strength gesture on the bowl rim — too soft = nothing,
right = clean halves, too hard = shell shrapnel in the bowl (a judged
fish-the-bits-out with the spoon, mess + time). One-handed crack is a
skill-tree flex (P12).
- **THE SEPARATION**: pass the yolk between shell halves over the bowl —
a tilt-and-pour rhythm gesture; each pass drains white, each sloppy tilt
risks the yolk BREAKING (yolk integrity = a wobble value; broken yolk in
the whites = no meringue for you, start over or serve the crime).
- **THE FLOAT TEST**: a glass of water on the bench, always available —
fresh egg sinks flat, old egg stands up, ROTTEN egg floats. Free
information tool (doctrine 2) — skipping it is gambling.
- **THE ROTTEN EGG**: crack one unfloated and it's the game's best comedy
beat — green puff, a long fart audio synth (Web Audio, hand-made, JOHN'S
LAW: it must be funny every time, so seed-vary the pitch/length), the
judge recoils on camera, bench mess spike. The float test exists so this
is always YOUR fault. Eggs spawn with a freshness roll; the carton shows
the date band (info, not certainty).
- **MAYONNAISE — the emulsion**: yolk + mustard (M18's jars!), then oil in
a THIN STREAM while whisking — pour rate vs whisk speed is a two-hand
tension (pour gesture + the P3 whisk swirl). Too fast = it BREAKS (a
visible split — grainy field); rescue = new yolk in a clean bowl and
re-emulsify the broken batch into it (the game teaches the real fix).
Judge criterion: THE EMULSION (gloss/stiffness band).
- **THE STICK BLENDER (pulse doctrine)**: immersion blender for soups and
rescue jobs — the skill is PULSING (tap-tap-tap) vs holding (comedy
disaster: hold it and lift = the splatter paints the SCREEN — a mess
decal on the camera itself, wiped with the cloth gesture). Pulse rhythm
scored like stroke rhythm on the grater. And per John: water + a mains
appliance = **THE ZAP** — a 300ms X-ray flash (skeleton silhouette +
yellow outline, synth bzzt, no lasting harm, judge line: "I saw your
bones, love."). Wet hands near the stick blender's socket triggers it;
pure slapstick, fires at most once per day so it never stops landing.
- Assets (P3 batch, seeds 340369): egg carton (dated), glass of water,
shell halves, mayo jar, whisk (if not yet), stick blender (hero prop),
broken-vs-glossy mayo 2D reference pair, green stink puff sprite.
## 2. P6 — WATER & OIL (the pot, the steamer, the fryer, THE AIR FRYER)
The pot is the pan's sibling: a heat-under-vessel with a LIQUID field.
- **`sim/pot.ts`**: water state (cold→simmer→rolling; bubble visual+audio
@ -64,13 +103,34 @@ The pot is the pan's sibling: a heat-under-vessel with a LIQUID field.
for chips (the ticket teaches it: "twice, love. once for cooked, once
for golden"). Water-drop-in-oil = the spit event (mess + a judged burn
incident — the knuckle lesson's floor applies: careful play never burns).
- **THE AIR FRYER — a minigame in itself (John's spec, verbatim honored)**:
the basket is a small 2D tray and ARRANGEMENT is the skill — pieces need
AIR GAPS under and around the wire rack. Scoring is ClarkEvans INVERTED:
the same point-statistics that reward even topping spread here reward
spacing-with-margins; pieces touching = a contact map, and contact area
→ uneven cook (the browning Field literally masks where air can't reach
— shadowed faces stay pale). Overfill = everything steams, nothing
crisps ("that's not fried, that's WARM"). Mid-cycle SHAKE gesture
redistributes (and its own mini-skill: too hard = pieces jump the rack).
- **CONVOLUTED RECIPE CARDS — the multi-cycle timer doctrine**: air fryer
recipes read like the real cursed things: "180° for 5, turn everything
180°, then 190° for 15, rest 2". A `CookProgram` = ordered steps
{temp, minutes, action-between}; the ticket shows the card and the
PLAYER must execute the transitions — no auto-advance, no alarm unless
they've bought the timer (P12 shop!). Demanding recipes run SEVERAL
independent programs at once (air fryer + oven + pan, each on its own
cycle) — this is the service-clock endgame in miniature, and it
generalizes to every station that has a clock.
- **Dishes unlocked**: pasta night (boil + pan sauce + emulsify with pasta
water — the swirl), soft-boiled egg soldiers (toast reuse!), fish &
chips (batter dip + fry + drain), steamed greens side.
chips (batter dip + fry + drain), steamed greens side, air-fryer wings
(a 3-step CookProgram + the shake), air-fryer chips vs deep-fried chips
(the ticket has OPINIONS about which you chose).
- **Feel that must be right:** the fryer's menace. You should hover.
- Assets (seeds 400429): stockpot, pasta pot w/ strainer lid, steamer
basket, chip basket, drain rack, oil jug, thermometer probe, egg timer
(prop only — the REAL clock is the bubbles), chip cup, newspaper cone.
(prop only — the REAL clock is the bubbles), chip cup, newspaper cone,
air fryer (hero prop — drawer open/closed pair), wire rack, wings ×2.
## 3. P7 — THE SPICE RACK (alchemy; the irreversibility doctrine lands)
@ -207,15 +267,72 @@ The pot is the pan's sibling: a heat-under-vessel with a LIQUID field.
whole fish ×2, carving board with juice groove, gravy boat, dinner
plates ×3, the pass window shelf, credits hero art 2D.
## 7.5 P12 — THE CAREER (money, the skill tree, and gear that matters)
The meta-layer John asked for. It ships LAST-ISH (needs P5 service for
income and several phases of techniques to gate) but it's DESIGNED now so
every phase hangs its hooks: techniques get `skillId`s, equipment gets
quality tiers, ingredients get provenance. Everything is data on bones.
- **MONEY**: tips scale with grade (S pays; a D pays in abuse). Costs are
real but gentle — this is a kitchen, not a roguelike economy. Between
days: **THE CATALOGUE** — a paper mail-order catalogue UI in the house
voice (the ticket's cousin), dog-eared pages per category.
- **EQUIPMENT QUALITY — tiers as data modifying numbers that already
exist** (this is why it's cheap to build and deep to feel):
- **Chopping boards** (John's call): size × quality. The starter board
is SMALL — dice 16 pieces on it and the outer chunks roll OFF the
edge (mess event, "the floor seasoning"); it also WOBBLES under
sawing (adds wobble noise to every cut). The big maple board holds
everything steady; the end-grain board also dulls knives slower.
- **Bowls**: the cheap narrow bowl tips when you whisk hard (a
spilled-mise event) and splatters at high speed; the wide steadied
bowl just works; the COPPER bowl (real chemistry!) whips peaks
measurably faster — the P3 whip constant reads bowl tier.
- **Pans/pots**: thin pan = hot-spot noise in the sear Field (uneven
by HARDWARE, not skill — buying the heavy pan literally smooths the
Field); cheap pot boils over easier.
- **Knife upkeep**: knives dull with cuts (bite decays); the HONING ROD
is a rhythm mini-gesture before service; the WHETSTONE (skill-gated)
restores fully with an angle-hold minigame. The Best Thing never
dulls. Of course it doesn't.
- Tier rule: cheap gear adds NOISE and EVENTS, never a flat score tax —
the player feels the upgrade in their hands, not in a stat sheet.
- **THE SKILL TREE**: skill points from S-ranks, drill medals (P8), and
first-time dish completions. Nodes are TECHNIQUES the atlas already
defines, gated not invented: one-hand crack, chiffonade, tourné,
double-fry, bloom, crosshatch, fork-anchor carving, confident-blind
(serve without info tools for a standing bonus), palate (taste reads
slightly steadier). Three short branches — KNIFE / HEAT / PALATE — a
page, not a constellation. No stat-stick nodes ("+5% score" is BANNED);
every node is a new verb or a new floor.
- **INGREDIENTS & PROVENANCE**: the brand system (WONDERSLICE vs
Crustworthy) generalizes to everything — eggs by freshness date, brie
by ripeness, and the RARE OFFERS: some mornings the catalogue's back
page has one primo item, limited stock — "a good provolone, love.
don't waste it" — which upgrades a recipe's ceiling (the good pasta
NOTICES the good cheese: flavor vector + judge line acknowledge it).
Buying primo and then butchering the dish is the game's saddest
scorecard, and it should be.
- **Feel that must be right:** the first cut on the big maple board —
the silence of nothing rolling off the edge.
- Assets (seeds 630679): boards ×3 tiers, bowls ×3 (incl. copper hero),
pans thin/heavy pair, honing rod, whetstone, catalogue cover + page
spreads 2D ×4, coin/till 2D, skill-page paper 2D ×3, provolone hero,
primo crate.
## 8. Execution rules (how Opus runs this atlas)
1. **One phase = one brief.** Cut OPUS-BUILD-BRIEF-N.md from this atlas
when its turn comes (P6→Brief 4 is next after Brief 3 ships... unless
P3 eggs comes first — MASTERPLAN P3P5 still precede or interleave;
the reviewer decides the order each time based on what the last phase
taught. Suggested weave: P2 → P3 → P6 → P7 → P4 → P8 → P9 → P5 → P10
→ P11 — heat before water, alchemy before plating, everything before
the banquet).
taught. Suggested weave: P2 → P3(+egg dossier) → P6 → P7 → P4 → P8 →
P9 → P5 → P10 → P12 → P11 — heat before water, alchemy before plating,
the career once there's income and techniques to gate, everything
before the banquet). P12's HOOKS (skillIds on techniques, quality
tiers on gear, provenance on ingredients) get stubbed as plain data
fields from P6 onward so the career layer bolts on without refactors.
2. **Every phase follows Brief 3 §1 working agreements** (harness first,
lanes, floors not lotteries, one pressure per day, STATUS discipline,
deploy per stage) and §2 traps. New traps get APPENDED to the next

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@ -108,7 +108,7 @@ Composition becomes the scored surface. The plate is a Field + point set:
masses, brutal curves (§2). Wrong-salt-at-the-pass judged here.
- **Feel that must be right:** the swoosh. One confident stroke.
> **P6P11 live in KITCHEN-ATLAS.md** — water & oil, the spice rack (the
> **P6P12 live in KITCHEN-ATLAS.md** — water & oil, the spice rack (the
> irreversibility doctrine), the knife roll + drills, directed heat (the
> torch, the crack), cold & time (cures across days), and the banquet
> (carving, the symphony). Read it after P2 ships; suggested weave in its §8.