Three new doctrines: IRREVERSIBILITY (seasoning is a one-way vector walk — taste to see, dilute to compromise, never subtract), INFORMATION TOOLS (thermometer/taste-spoon reveal instead of change; knowing costs time, the judge respects a confident blind serve), SPEC CUTS (brunoise/ julienne/chiffonade/tourne as data on the existing cutting sim). P6 water & oil (the fryer's menace), P7 the spice rack (curry capstone, chili's 8s lag trap, bloom/toast/grind), P8 the knife roll (knife SET as data, mandoline, melon baller, PREP DRILLS score-attack mode), P9 directed heat (the blowtorch paints a browning Field; creme brulee ends in the judge's spoon-tap CRACK test), P10 cold & time (cures that span real days, the churn, granita interrupts), P11 the banquet (fork-anchor carving, three plates landing hot at once, credits). Seeds 400-629 reserved per phase, same-seed families for prop sets. Kill list live: microwave is a cameo, wellington waits, sous vide is a joke prop. Everything rides the bones — new poetry on proven physics. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
250 lines
16 KiB
Markdown
250 lines
16 KiB
Markdown
# TOASTSIM — THE KITCHEN ATLAS (the mega plan: every medium, every tool, every dish)
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*This is MASTERPLAN.md's continuation — phases P6–P11, cut-ready for Opus.
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Read MASTERPLAN §1–§3 first (the design law and the bones are unchanged and
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non-negotiable), then Brief 3 §1–§2 (working agreements + traps). Each phase
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below gets its own OPUS-BUILD-BRIEF-N.md when its turn comes, re-planned
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against what the previous phase taught. Asset generation is unlimited and
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free on MODELBEAST — when in doubt, render it. Don't be shy.*
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## 0. The audit — what exists, what's missing (2026-07-18)
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**Mediums covered by P0–P5:** dry radiant (toaster), enclosed roast (oven),
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conductive + fat (the pan, P2), wet-gentle (poach, P3), air (whip, P3).
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**Mediums missing:** boil, steam, deep-fry, grill, directed flame (torch),
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smoke, cure/pickle (time itself as a medium), freeze/churn, microwave (as
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comedy), pressure (as risk).
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**Tools covered:** knife identities (dinner/bread/butter/Best Thing/soup
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spoon), juicers ×3, box grater, toaster, oven tray, tongs+basting spoon (P2).
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**Tools missing:** the knife SET as a system (chef's, paring, boning,
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cleaver, carving pair), mandoline, peeler, melon baller, torch, thermometer,
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pestle & mortar, piping bag, ladle, sieve, rolling pin, ricer, fish slice.
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**Technique classes missing:** spec cuts (brunoise/julienne/chiffonade/
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tourné), peeling, carving, tempering, emulsifying, seasoning-as-navigation.
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Six phases close those gaps. Order matters: WATER before the FRYER (the pot
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teaches wet heat cheap), the SPICE RACK before the BANQUET (alchemy is the
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depth multiplier), the KNIFE ROLL early (spec cuts feed every later dish).
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## 1. The three doctrines this atlas adds (design law amendments)
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1. **THE IRREVERSIBILITY DOCTRINE** (John's law: *you can always add more
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salt, you can't add less*). Seasoning is a ONE-WAY vector walk. Every
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pinch, splash, and spoonful moves the dish's point in flavor space and
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there is NO undo — only dilution (add volume: moves you on OTHER axes
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too) or acceptance. The TASTE verb (spoon, costs 3s of service time) is
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the only way to see your position. This single rule makes every shake of
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the jar a decision with weight. It is the alchemy John asked for: the
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cauldron never subtracts.
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2. **THE INFORMATION-TOOL DOCTRINE.** Some tools don't change the dish —
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they reveal it. The thermometer shows the interior ramp; the taste spoon
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shows flavor position; the flour-dust shows the rolled thickness. Info
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tools cost TIME, and time is the judge's oldest criterion — knowing vs
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guessing becomes the skill economy. Masters guess; cowards probe; the
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judge respects a confident blind serve that lands ("No thermometer. Bold.
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...Correct.").
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3. **THE SPEC DOCTRINE.** Every cutting/portioning task can carry a SPEC:
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a target size band + CV + optional clock. The same dice you know becomes
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brunoise-2mm-in-40s. Specs are data, not code — one `CutSpec` type feeds
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the prep bench, the drills mode, and every recipe forever.
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## 2. P6 — WATER & OIL (the pot, the steamer, the fryer)
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The pot is the pan's sibling: a heat-under-vessel with a LIQUID field.
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- **`sim/pot.ts`**: water state (cold→simmer→rolling; bubble visual+audio
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cues, no meter — the P2 rule), salt-the-water tie-in (M16 dosing),
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contents cook on immersion clocks (pasta al dente window, egg 6/8/10min
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bands — the yolk is a radial doneness ramp, the poach field reused).
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- **Steam**: the basket over the pot — gentlest clock, vegetables keep
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colour (a `vibrancy` value that boiling murders and steaming keeps — the
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judge SEES grey broccoli).
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- **THE FRYER**: oil temp is the fear mechanic. Too cold = sog (the sog
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clock reused as GREASE), too hot = instant char + spit mess; the basket
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lift-and-drain gesture; the drain rack + paper as a station; double-fry
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for chips (the ticket teaches it: "twice, love. once for cooked, once
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for golden"). Water-drop-in-oil = the spit event (mess + a judged burn
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incident — the knuckle lesson's floor applies: careful play never burns).
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- **Dishes unlocked**: pasta night (boil + pan sauce + emulsify with pasta
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water — the swirl), soft-boiled egg soldiers (toast reuse!), fish &
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chips (batter dip + fry + drain), steamed greens side.
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- **Feel that must be right:** the fryer's menace. You should hover.
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- Assets (seeds 400–429): stockpot, pasta pot w/ strainer lid, steamer
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basket, chip basket, drain rack, oil jug, thermometer probe, egg timer
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(prop only — the REAL clock is the bubbles), chip cup, newspaper cone.
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## 3. P7 — THE SPICE RACK (alchemy; the irreversibility doctrine lands)
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- **`sim/flavor.ts`**: 6-axis flavor space — salt / heat / acid / sweet /
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bitter / aroma. Every dish carries a position vector + a target REGION
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(per-recipe band, some axes "don't care"). Score = distance-in-band with
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named misses per axis ("acid's hiding, love", "that's not warm, that's
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ANGRY").
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- **Spices as data** (the rack grows across days): salt (M16 curve),
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pepper, chili (heat with a LAG — it blooms 8s after tasting, the trap),
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paprika, cumin, cinnamon, sugar, lemon (acid + brightness), vinegar,
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fresh herbs (aroma, DIE if added early to hot pans — timing matrix
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reused). Each spice = a dose curve + an axis vector + a timing profile.
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Adding a spice is `flavor.add(spice, mass)` — THERE IS NO SUBTRACT.
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- **The verbs**: pinch/shake (dose gestures, M16), TASTE (the info spoon,
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3s, shows your vector vs target as a wobbly radar blot — precision of
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the readout scales with a "palate" stat that grows with tasting? NO —
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YAGNI, flat readout, the wobble is enough), DILUTE (cream/stock/more
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base: scales all axes toward origin but raises volume — the only
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"eraser" and it costs balance elsewhere), GRIND (pestle & mortar — the
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reamer twist verbatim, whole spices > pre-ground bonus), BLOOM (drop in
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hot fat — pan tie-in, doubles aroma, burns in 6s), TOAST (dry pan on
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whole seeds — a browning Field on a spice bed, shake to even it).
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- **Recipes**: curry night is the capstone (bloom → base → build the
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vector axis by axis → taste → correct → the judge's palate names every
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axis). Chili con carne, cinnamon toast (day-3 callback with sugar dose!),
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lemon on the fish (P6 tie).
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- **Feel that must be right:** the fear before the second chili pinch.
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- Assets (seeds 430–469): spice rack shelf, 12 labelled jars (SAME seed
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±1 for family coherence), pestle & mortar, taste spoon, cream jug,
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stock pot, chili string, lemon ×2 (whole/half), herb bundle ×3.
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## 4. P8 — THE KNIFE ROLL (tool tiers, spec cuts, drills)
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- **THE KNIFE SET, finally**: chef's (the all-rounder), paring (small
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radius = tight curves, peels), boning (flex, fish/meat seams), cleaver
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(mass — crushes garlic flat with the SIDE, the bash gesture), carving
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pair (below), bread + Best Thing + butter (existing). Knives are the
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existing `ToolId` system scaled up: each has bite/wobble/slip numbers
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the cutting sim ALREADY consumes — a knife set is mostly DATA + meshes.
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The KNIFE ROLL UI replaces the drawer when tools exceed 8 (a canvas
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roll-out cloth — the drawer dwell-fish gesture reused on a new surface).
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- **Spec cuts** (`CutSpec`: { name, sizeMM: [min,max], cv, clockS? }):
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brunoise (2mm), fine dice (5), medium (12), julienne (2-pass strips —
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dice pattern with pass B skipped + length spec), chiffonade (STACK the
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basil leaves first — a mini stack gesture — then slice the roll),
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bâtonnet, tourné (the absurd seven-sided barrel — 7 curved paring
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strokes, the S-rank flex, judge line: "A tourné. In THIS kitchen.").
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- **The peeler**: inverse coverage — remove a skin Field without cutting
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flesh mass; potato, carrot, apple-in-one-ribbon (bonus).
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- **The mandoline**: brutal speed for slices-at-spec, and the knuckle
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danger at 10× (the guard exists — USING it is the skill; careless
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no-guard speed = the floor rule protects care, punishes greed).
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- **Melon baller**: sphere-scoop dose gesture — perfect spheres from
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watermelon/butter; the ballscape is Clark-Evans ON A PLATE (P4 tie).
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- **PREP DRILLS — the minigame mode John asked for**: a side menu off the
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title ("STAGE" — culinary school). Timed spec tickets: "brunoise this
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onion, 60 seconds, CV under 0.15". Score-attack, medal times, S-rank
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ghosts (your best run's cut timings replay as ghost seams). Drills are
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ONE scene reusing the whole prep bench + specs + clock — pure content.
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- **Feel that must be right:** the mandoline's hum of danger; a landed
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tourné.
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- Assets (seeds 470–519): knife roll cloth, 6 knives (same-seed family),
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carving fork, mandoline, peeler, melon baller, watermelon (whole/half),
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potato ×3, carrot, apple, medal set 2D (bronze/silver/gold/S).
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## 5. P9 — FIRE II: DIRECTED HEAT (the torch, the grill, the smoke)
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- **THE BLOWTORCH**: the crown gesture of this phase. A hand-held heat
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source you PAINT with — literally the spread gesture driving a browning
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Field, but the "knife" is a flame cone: distance = width + intensity,
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speed = dose. Hold too close/slow = scorch spot; sweep evenly = glass.
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The torch generalizes: brûlée tops, pepper skins (P1 callback — char
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then peel!), meringue tips, cheese melts.
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- **CRÈME BRÛLÉE — the elaborate dish that earns the tool**: custard base
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(P3 whisk + temper: add hot cream to yolks SLOWLY — a pour-rate gesture,
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too fast = scramble), bake in a water bath (P6 tie), chill (P10 tie or
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simple clock), sugar dose (even coverage — spread stats), TORCH IT, then
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**THE CRACK TEST**: the judge taps with the back of a spoon, on camera.
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Audio is the verdict — the clean *crack* vs a sad *tap*. Field stats →
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crack quality: mean in band + stdev low + no scorch = the sound of S.
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- **THE GRILL**: the browning Field with GRATE GEOMETRY — stripes! The
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90° rotate for crosshatch is a technique flex (the dice's second pass,
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as heat). Flare-ups when fat drips (mess → fire — dodge window).
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- **SMOKE** (long clock): the smoker box as a background station across a
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whole day; wood chip choice = an aroma axis vector (P7 tie).
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- **Feel that must be right:** the torch sweep, and the crack.
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- Assets (seeds 520–559): blowtorch (hero prop — chrome + red), ramekins
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×3, sugar shaker, grill grate, hibachi, smoker box, wood chip bags ×3,
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blowtorch flame 2D sprite frames, crosshatch reference 2D.
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## 6. P10 — COLD & TIME (the freezer, the cure, the long game)
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- **Cold as a medium**: freezer states on the temp clock run past fridge —
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granita (scrape-every-N-minutes across a service — a recurring
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interrupt the player must remember, no reminder UI), ice cream (the
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churn — a sustained stir gesture with a stiffening resistance curve,
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the whip's cousin), chilling sets (brûlée, panna cotta — the wobble
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test returns at the pass).
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- **CURE & PICKLE — time itself as an ingredient**: salt cure (M16 mass ×
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DAYS — start a gravlax on day N, it's ready day N+2; the save system
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already persists days), quick pickles (acid + sugar + time), preserved
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lemons (P7 tie). A CURING SHELF UI: jars with day counters — the first
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mechanic that makes the player think ACROSS days. The judge remembers:
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"You started this Tuesday. It shows. Good."
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- **Feel that must be right:** opening a jar you started three days ago.
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- Assets (seeds 560–589): chest freezer, granita tray + fork, churn
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bucket, preserving jars ×4 (empty/full family), gravlax slab, curing
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shelf, ice cream scoop, coupe glass.
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## 7. P11 — THE BANQUET (carving, the elaborate table, the symphony)
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- **CARVING — the two-handed gesture John called**: the carving FORK
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anchors (place + hold = a pin constraint on the roast; the off-hand's
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first real job) and the knife slices AGAINST the anchor — unanchored
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carving = the roast slides and tears (slip physics at roast scale).
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Carve at the PASS, plated per-slice, thickness spec + evenness across
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slices (CV across the whole bird/joint — the ultimate pieces test).
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- **The elaborate dishes** — each one a graduation exam using 4+ stations:
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the roast dinner (roast + carve + gravy [pan fond + flavor nav] + sides
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timed to land TOGETHER — the service clock's final form), the whole
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fish (fillet with the boning knife — seam-following, a guided cut
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along a curve spec — then pan + lemon + herbs), beef wellington if
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we're feeling insane (pastry = rolling pin + wrap + the interior ramp
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through THREE layers — pre-authorized to defer, it's the Everest),
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crème brûlée returns as a course, the banquet DAY: a 3-course ticket
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where the temp clocks, cure shelf, and every station play at once.
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- **Menu maturity**: multi-course tickets, course sequencing, the pass
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window (P5's bones, loaded). The judge brings TWO friends. S the
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banquet = the game's current ending (roll credits over the messy bench).
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- **Feel that must be right:** the fork anchoring — and the quiet at the
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pass when all three plates land hot at once.
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- Assets (seeds 590–629): roast chicken + carved family, roast joint,
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whole fish ×2, carving board with juice groove, gravy boat, dinner
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plates ×3, the pass window shelf, credits hero art 2D.
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## 8. Execution rules (how Opus runs this atlas)
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1. **One phase = one brief.** Cut OPUS-BUILD-BRIEF-N.md from this atlas
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when its turn comes (P6→Brief 4 is next after Brief 3 ships... unless
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P3 eggs comes first — MASTERPLAN P3–P5 still precede or interleave;
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the reviewer decides the order each time based on what the last phase
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taught. Suggested weave: P2 → P3 → P6 → P7 → P4 → P8 → P9 → P5 → P10
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→ P11 — heat before water, alchemy before plating, everything before
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the banquet).
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2. **Every phase follows Brief 3 §1 working agreements** (harness first,
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lanes, floors not lotteries, one pressure per day, STATUS discipline,
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deploy per stage) and §2 traps. New traps get APPENDED to the next
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brief — pay once.
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3. **Fire the phase's asset batch before writing code.** Seeds are
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reserved above per phase; same-seed families for prop sets that must
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read as siblings (knife set, spice jars, preserving jars). Anything
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that carries physics stays procedural — silhouettes are gameplay.
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4. **Dishes are content, primitives are code.** If a new dish needs no
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new primitive, it's a data PR (recipe + spec + lines + assets) — batch
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those freely between phases. If it needs two new primitives, split it.
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5. **The drills mode (P8) and the curing shelf (P10) are the two pieces
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of NEW SURFACE** (a menu mode; a cross-day UI) — everything else in
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this atlas is stations and data on existing surfaces. Guard that ratio:
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if a phase sprouts a third new surface, it's over-scoped — cut it.
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6. **Kill list stays live**: microwave (comedy cameo only — a prop that
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the judge refuses to acknowledge; pre-authorized to cut), pressure
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cooker (risk without readable skill — cut unless a clean gesture
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appears), sous vide (the bag is a joke prop in P10's freezer, nothing
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more), wellington (defer until P11 ships and begs for it).
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## 9. The bet, one last time
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Every phase in this atlas is the same bones wearing a new apron: the
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browning Field becomes the fryer's grease, the torch's glass, the grill's
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stripes; the dose curve becomes the spice rack; the reamer twist becomes
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the pestle; the wobble test becomes the crack of a brûlée. That's why this
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plan is buildable by agents in weeks instead of years — nothing here is
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new physics, it's new POETRY on proven physics. The kitchen grows, the
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judge's vocabulary grows with it, and the game stays ONE game — from a
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slice of toast to a three-course banquet with a blowtorch in your hand.
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