# TOASTSIM — THE KITCHEN ATLAS (the mega plan: every medium, every tool, every dish) *This is MASTERPLAN.md's continuation — phases P6–P11, cut-ready for Opus. Read MASTERPLAN §1–§3 first (the design law and the bones are unchanged and non-negotiable), then Brief 3 §1–§2 (working agreements + traps). Each phase below gets its own OPUS-BUILD-BRIEF-N.md when its turn comes, re-planned against what the previous phase taught. Asset generation is unlimited and free on MODELBEAST — when in doubt, render it. Don't be shy.* ## 0. The audit — what exists, what's missing (2026-07-18) **Mediums covered by P0–P5:** dry radiant (toaster), enclosed roast (oven), conductive + fat (the pan, P2), wet-gentle (poach, P3), air (whip, P3). **Mediums missing:** boil, steam, deep-fry, grill, directed flame (torch), smoke, cure/pickle (time itself as a medium), freeze/churn, microwave (as comedy), pressure (as risk). **Tools covered:** knife identities (dinner/bread/butter/Best Thing/soup spoon), juicers ×3, box grater, toaster, oven tray, tongs+basting spoon (P2). **Tools missing:** the knife SET as a system (chef's, paring, boning, cleaver, carving pair), mandoline, peeler, melon baller, torch, thermometer, pestle & mortar, piping bag, ladle, sieve, rolling pin, ricer, fish slice. **Technique classes missing:** spec cuts (brunoise/julienne/chiffonade/ tourné), peeling, carving, tempering, emulsifying, seasoning-as-navigation. Six phases close those gaps. Order matters: WATER before the FRYER (the pot teaches wet heat cheap), the SPICE RACK before the BANQUET (alchemy is the depth multiplier), the KNIFE ROLL early (spec cuts feed every later dish). ## 1. The three doctrines this atlas adds (design law amendments) 1. **THE IRREVERSIBILITY DOCTRINE** (John's law: *you can always add more salt, you can't add less*). Seasoning is a ONE-WAY vector walk. Every pinch, splash, and spoonful moves the dish's point in flavor space and there is NO undo — only dilution (add volume: moves you on OTHER axes too) or acceptance. The TASTE verb (spoon, costs 3s of service time) is the only way to see your position. This single rule makes every shake of the jar a decision with weight. It is the alchemy John asked for: the cauldron never subtracts. 2. **THE INFORMATION-TOOL DOCTRINE.** Some tools don't change the dish — they reveal it. The thermometer shows the interior ramp; the taste spoon shows flavor position; the flour-dust shows the rolled thickness. Info tools cost TIME, and time is the judge's oldest criterion — knowing vs guessing becomes the skill economy. Masters guess; cowards probe; the judge respects a confident blind serve that lands ("No thermometer. Bold. ...Correct."). 3. **THE SPEC DOCTRINE.** Every cutting/portioning task can carry a SPEC: a target size band + CV + optional clock. The same dice you know becomes brunoise-2mm-in-40s. Specs are data, not code — one `CutSpec` type feeds the prep bench, the drills mode, and every recipe forever. ## 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 340–369): 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 cues, no meter — the P2 rule), salt-the-water tie-in (M16 dosing), contents cook on immersion clocks (pasta al dente window, egg 6/8/10min bands — the yolk is a radial doneness ramp, the poach field reused). - **Steam**: the basket over the pot — gentlest clock, vegetables keep colour (a `vibrancy` value that boiling murders and steaming keeps — the judge SEES grey broccoli). - **THE FRYER**: oil temp is the fear mechanic. Too cold = sog (the sog clock reused as GREASE), too hot = instant char + spit mess; the basket lift-and-drain gesture; the drain rack + paper as a station; double-fry 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 Clark–Evans 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, 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 400–429): 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, air fryer (hero prop — drawer open/closed pair), wire rack, wings ×2. ## 3. P7 — THE SPICE RACK (alchemy; the irreversibility doctrine lands) - **`sim/flavor.ts`**: 6-axis flavor space — salt / heat / acid / sweet / bitter / aroma. Every dish carries a position vector + a target REGION (per-recipe band, some axes "don't care"). Score = distance-in-band with named misses per axis ("acid's hiding, love", "that's not warm, that's ANGRY"). - **Spices as data** (the rack grows across days): salt (M16 curve), pepper, chili (heat with a LAG — it blooms 8s after tasting, the trap), paprika, cumin, cinnamon, sugar, lemon (acid + brightness), vinegar, fresh herbs (aroma, DIE if added early to hot pans — timing matrix reused). Each spice = a dose curve + an axis vector + a timing profile. Adding a spice is `flavor.add(spice, mass)` — THERE IS NO SUBTRACT. - **The verbs**: pinch/shake (dose gestures, M16), TASTE (the info spoon, 3s, shows your vector vs target as a wobbly radar blot — precision of the readout scales with a "palate" stat that grows with tasting? NO — YAGNI, flat readout, the wobble is enough), DILUTE (cream/stock/more base: scales all axes toward origin but raises volume — the only "eraser" and it costs balance elsewhere), GRIND (pestle & mortar — the reamer twist verbatim, whole spices > pre-ground bonus), BLOOM (drop in hot fat — pan tie-in, doubles aroma, burns in 6s), TOAST (dry pan on whole seeds — a browning Field on a spice bed, shake to even it). - **Recipes**: curry night is the capstone (bloom → base → build the vector axis by axis → taste → correct → the judge's palate names every axis). Chili con carne, cinnamon toast (day-3 callback with sugar dose!), lemon on the fish (P6 tie). - **Feel that must be right:** the fear before the second chili pinch. - Assets (seeds 430–469): spice rack shelf, 12 labelled jars (SAME seed ±1 for family coherence), pestle & mortar, taste spoon, cream jug, stock pot, chili string, lemon ×2 (whole/half), herb bundle ×3. ## 4. P8 — THE KNIFE ROLL (tool tiers, spec cuts, drills) - **THE KNIFE SET, finally**: chef's (the all-rounder), paring (small radius = tight curves, peels), boning (flex, fish/meat seams), cleaver (mass — crushes garlic flat with the SIDE, the bash gesture), carving pair (below), bread + Best Thing + butter (existing). Knives are the existing `ToolId` system scaled up: each has bite/wobble/slip numbers the cutting sim ALREADY consumes — a knife set is mostly DATA + meshes. The KNIFE ROLL UI replaces the drawer when tools exceed 8 (a canvas roll-out cloth — the drawer dwell-fish gesture reused on a new surface). - **Spec cuts** (`CutSpec`: { name, sizeMM: [min,max], cv, clockS? }): brunoise (2mm), fine dice (5), medium (12), julienne (2-pass strips — dice pattern with pass B skipped + length spec), chiffonade (STACK the basil leaves first — a mini stack gesture — then slice the roll), bâtonnet, tourné (the absurd seven-sided barrel — 7 curved paring strokes, the S-rank flex, judge line: "A tourné. In THIS kitchen."). - **The peeler**: inverse coverage — remove a skin Field without cutting flesh mass; potato, carrot, apple-in-one-ribbon (bonus). - **The mandoline**: brutal speed for slices-at-spec, and the knuckle danger at 10× (the guard exists — USING it is the skill; careless no-guard speed = the floor rule protects care, punishes greed). - **Melon baller**: sphere-scoop dose gesture — perfect spheres from watermelon/butter; the ballscape is Clark-Evans ON A PLATE (P4 tie). - **PREP DRILLS — the minigame mode John asked for**: a side menu off the title ("STAGE" — culinary school). Timed spec tickets: "brunoise this onion, 60 seconds, CV under 0.15". Score-attack, medal times, S-rank ghosts (your best run's cut timings replay as ghost seams). Drills are ONE scene reusing the whole prep bench + specs + clock — pure content. - **Feel that must be right:** the mandoline's hum of danger; a landed tourné. - Assets (seeds 470–519): knife roll cloth, 6 knives (same-seed family), carving fork, mandoline, peeler, melon baller, watermelon (whole/half), potato ×3, carrot, apple, medal set 2D (bronze/silver/gold/S). ## 5. P9 — FIRE II: DIRECTED HEAT (the torch, the grill, the smoke) - **THE BLOWTORCH**: the crown gesture of this phase. A hand-held heat source you PAINT with — literally the spread gesture driving a browning Field, but the "knife" is a flame cone: distance = width + intensity, speed = dose. Hold too close/slow = scorch spot; sweep evenly = glass. The torch generalizes: brûlée tops, pepper skins (P1 callback — char then peel!), meringue tips, cheese melts. - **CRÈME BRÛLÉE — the elaborate dish that earns the tool**: custard base (P3 whisk + temper: add hot cream to yolks SLOWLY — a pour-rate gesture, too fast = scramble), bake in a water bath (P6 tie), chill (P10 tie or simple clock), sugar dose (even coverage — spread stats), TORCH IT, then **THE CRACK TEST**: the judge taps with the back of a spoon, on camera. Audio is the verdict — the clean *crack* vs a sad *tap*. Field stats → crack quality: mean in band + stdev low + no scorch = the sound of S. - **THE GRILL**: the browning Field with GRATE GEOMETRY — stripes! The 90° rotate for crosshatch is a technique flex (the dice's second pass, as heat). Flare-ups when fat drips (mess → fire — dodge window). - **SMOKE** (long clock): the smoker box as a background station across a whole day; wood chip choice = an aroma axis vector (P7 tie). - **Feel that must be right:** the torch sweep, and the crack. - Assets (seeds 520–559): blowtorch (hero prop — chrome + red), ramekins ×3, sugar shaker, grill grate, hibachi, smoker box, wood chip bags ×3, blowtorch flame 2D sprite frames, crosshatch reference 2D. ## 6. P10 — COLD & TIME (the freezer, the cure, the long game) - **Cold as a medium**: freezer states on the temp clock run past fridge — granita (scrape-every-N-minutes across a service — a recurring interrupt the player must remember, no reminder UI), ice cream (the churn — a sustained stir gesture with a stiffening resistance curve, the whip's cousin), chilling sets (brûlée, panna cotta — the wobble test returns at the pass). - **CURE & PICKLE — time itself as an ingredient**: salt cure (M16 mass × DAYS — start a gravlax on day N, it's ready day N+2; the save system already persists days), quick pickles (acid + sugar + time), preserved lemons (P7 tie). A CURING SHELF UI: jars with day counters — the first mechanic that makes the player think ACROSS days. The judge remembers: "You started this Tuesday. It shows. Good." - **Feel that must be right:** opening a jar you started three days ago. - Assets (seeds 560–589): chest freezer, granita tray + fork, churn bucket, preserving jars ×4 (empty/full family), gravlax slab, curing shelf, ice cream scoop, coupe glass. ### P10.5 — THE COLD CHAIN (cure's defensive twin — PLAYABLE & LIVE 2026-07-20) **SHIPPED**: `src/scenes/fridge.ts` + **day 17 "put the delivery away"** — drag a delivery into the fridge's zones (freezer drawer / cold back / mid shelves / warm door), shut the door, three days compress-pass (items recolour as they spoil), and `judgeFridge` scores THE FRIDGE (The Cold / Hygiene) + The Waste with the hygiene- inspector line bank. Verified live: good storage (raw low, perishables cold, RTE high) grades **S (10.0)**; bad storage (raw high in the warm door, crammed) grades **C (3.5)** — 38% off, 38% dripped on, 3 wasted. **CROSS-DAY LOOP SHIPPED**: the fridge persists in the save (`serializeStore`/ `restoreStore`) — what you stock on day 17 is still there on day 18. Day 18 "the lunch rush" pan-sears **the very mushrooms from your own fridge** (`fetch` FIFO); the fetched `usableQuality` is a judged row ("The Ingredient") and a genuinely off one HARD-CAPS the dish — no sear saves rot. Verified: identical cook (72%/57% sear), well-stored mushroom → **7.4/10**, badly-stored (warm door) → same sear, off ingredient → **3.0/10 (F)**; plain pan day unaffected (8.0). Judge: "No sear saves a bad mushroom. The fridge did this, not the flame." Remaining polish: per-day-transition ageing (currently the fridge day's own 3-day compress does the ageing) and the fetch wired into the grill/other cooks too. The cure is time you *want*; the cold chain is time you *fight*. `src/sim/coldchain.ts` is built and gate-verified — spoilage is the temperature clock pointed the other way: every perishable's `freshness` (1→0) only falls, on the DAY clock, and three disciplines sit on top. The doctrine (John's ask, 2026-07-20): > **Where you put it, how you stack it, and how long it's been there. Fresh food > is a clock you can slow but never stop — the fridge crawls it, the freezer > nearly halts it (for a texture price), the bench races it. Use the oldest first > or it rots in the back.** - **Spoilage clock** (`coldStep(store, days)`): `freshness -= BASE_SPOIL · perish · zoneWarmth · days`. Per-ingredient `perish` (fish/mince ~2, dairy ~1, onion ~0.3). Thresholds fresh→use-soon→off→**dangerous**. Verified: raw fish over 3 days is dangerous on the bench, "off" in the fridge, fresh in the freezer. - **PLACEMENT — zones** (`ZONE_COLD`): door 0.55 (warmest), main fridge 0.78, back 0.9 (coldest), freezer 1.0. Raw meat goes low, dairy mid, condiments in the door. **Contamination**: a `raw` item on a higher `shelf` than a `readyToEat` item drips → the lower item is flagged unsafe + docked (verified: raw-above-salad → unsafe; same-shelf → safe). **Overpack**: past `ZONE_CAP` airflow chokes and the zone warms (verified: crammed fridge spoils milk the sparse one kept). - **ROTATION — FIFO** (`pull(store, zone, fifo=true)` hands you the OLDEST): use the about-to-expire stock first or it rots unused = `wasteCount` (money, P12) and, if you don't notice, a `dangerous` serve. Verified: FIFO 0 waste vs newest-first 2 rot. - **THE FREEZER**: near-halts the clock but sets `frozen` → `usableQuality` docks texture ×0.82 on thaw. Time bought, paid for later (verified: 0.93 kept vs 0.76 usable). - **The stakes**: `usableQuality` returns `{quality, safe}`. Cooking an "off" item is a quality hit the judge tastes; serving a `dangerous`/contaminated one is the rotten-egg beat with the safety off — a health-inspector catastrophe. **Remaining to make it playable (the scene + the cross-day layer):** a FRIDGE VIEW (drag stock between zones/shelves, the door/back gradient shown as a cool-tint, a date/age tell per item — the info tool), carry the `ColdStore` across days in the save (each `beginDay` calls `coldStep(store, 1)` — your fridge ages while you sleep), and a hygiene row on the inspector's card (`storeHealth` → fresh%/off%/contaminated/ waste). Composes with: the shop (P12 — buy fresh = perishable, a good fridge holds temp = smaller `ZONE_COLD` penalty), the eggs (the float test is a freshness info tool), the cure (same day-clock, opposite sign). Assets (seeds 580–589 gap +): fridge open (zoned interior), freezer drawer, date labels 2D, a hygiene "PASS/FAIL" stamp. - **Feel that must be right:** the first time you reach for stock and it's gone off on you — and the day you rotate correctly and the inspector says nothing, which from him is applause. ## 7. P11 — THE BANQUET (carving, the elaborate table, the symphony) - **CARVING — the two-handed gesture John called**: the carving FORK anchors (place + hold = a pin constraint on the roast; the off-hand's first real job) and the knife slices AGAINST the anchor — unanchored carving = the roast slides and tears (slip physics at roast scale). Carve at the PASS, plated per-slice, thickness spec + evenness across slices (CV across the whole bird/joint — the ultimate pieces test). - **The elaborate dishes** — each one a graduation exam using 4+ stations: the roast dinner (roast + carve + gravy [pan fond + flavor nav] + sides timed to land TOGETHER — the service clock's final form), the whole fish (fillet with the boning knife — seam-following, a guided cut along a curve spec — then pan + lemon + herbs), beef wellington if we're feeling insane (pastry = rolling pin + wrap + the interior ramp through THREE layers — pre-authorized to defer, it's the Everest), crème brûlée returns as a course, the banquet DAY: a 3-course ticket where the temp clocks, cure shelf, and every station play at once. - **Menu maturity**: multi-course tickets, course sequencing, the pass window (P5's bones, loaded). The judge brings TWO friends. S the banquet = the game's current ending (roll credits over the messy bench). - **Feel that must be right:** the fork anchoring — and the quiet at the pass when all three plates land hot at once. - Assets (seeds 590–629): roast chicken + carved family, roast joint, 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 630–679): 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 P3–P5 still precede or interleave; the reviewer decides the order each time based on what the last phase 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 brief — pay once. 3. **Fire the phase's asset batch before writing code.** Seeds are reserved above per phase; same-seed families for prop sets that must read as siblings (knife set, spice jars, preserving jars). Anything that carries physics stays procedural — silhouettes are gameplay. 4. **Dishes are content, primitives are code.** If a new dish needs no new primitive, it's a data PR (recipe + spec + lines + assets) — batch those freely between phases. If it needs two new primitives, split it. 5. **The drills mode (P8) and the curing shelf (P10) are the two pieces of NEW SURFACE** (a menu mode; a cross-day UI) — everything else in this atlas is stations and data on existing surfaces. Guard that ratio: if a phase sprouts a third new surface, it's over-scoped — cut it. 6. **Kill list stays live**: microwave (comedy cameo only — a prop that the judge refuses to acknowledge; pre-authorized to cut), pressure cooker (risk without readable skill — cut unless a clean gesture appears), sous vide (the bag is a joke prop in P10's freezer, nothing more), wellington (defer until P11 ships and begs for it). ## 9. The bet, one last time Every phase in this atlas is the same bones wearing a new apron: the browning Field becomes the fryer's grease, the torch's glass, the grill's stripes; the dose curve becomes the spice rack; the reamer twist becomes the pestle; the wobble test becomes the crack of a brûlée. That's why this plan is buildable by agents in weeks instead of years — nothing here is new physics, it's new POETRY on proven physics. The kitchen grows, the judge's vocabulary grows with it, and the game stays ONE game — from a slice of toast to a three-course banquet with a blowtorch in your hand.