crate15,1 committed cleanly; placed7 inventory0 Ready


Summary: full rebuilt pack7/0 Ready


inspect the complete rebuilt route before a second simulation


All seven pieces are committed and the planning UI is Ready. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


unblocked route with fewer early risks and Heart immediately before central Skeleton

the actual-death-derived rework must verify opening risk and delayed Heart timing before execution

inspect ordered interactions, EXP projection, and pathBlocked


Verify the retry rework directly against the lethal EXP9 breakpoint.

K052 is actual-death evidence; K056 and K057 are its placement mitigations.

화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Forced Game View screenshot before preview state check.

Game


"projectedGuaranteedExpToNext": 10,
                    "projectedPotentialLevel": 3,
                    "projectedPotentialExp": 5,
                    "projectedPotentialExpToNext": 20,
                    "interactions": []
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 9,
                    "gridX": 4,
                    "gridY": 5,
                    "worldPosition": {
                        "x": 18.0,
                        "y": 6.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 2,
                    "interactionOrder": [
                        "Monster",
                        "Chest"
                    ],
                    "riskTags": [
                        "Monster"
                    ],
                    "supportTags": [],
                    "guaranteedExpOnTile": 1,
                    "potentialExpOnTile": 5,
                    "cumulativeGuaranteedExp": 4,
                    "cumulativePotentialExp": 15,
                    "projectedGuaranteedLevel": 2,
                    "projectedGuaranteedExp": 9,
                    "projectedGuaranteedExpToNext": 10,
                    "projectedPotentialLevel": 3,
                    "projectedPotentialExp": 10,
                    "projectedPotentialExpToNext": 20,
                    "interactions": [
                        {
                            "priorityTag": "Monster",
                            "objectName": "Skeleton 1x1",
                            "childName": "Skeleton",
                            "componentType": "Monster",
                            "isRisk": true,
                            "isSupport": false,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 0,
                            "potentialExp": 4,
                            "note": "combat risk, EXP is gained only on kill"
                        },
                        {
                            "priorityTag": "Chest",
                            "objectName": "Treasure Chest(Clone)",
                            "childName": "Block_0_0",
                            "componentType": "TreasureChest",
                            "isRisk": false,
                            "isSupport": false,
                            "isUncertain": true,
                            "changesPath": true,
                            "guaranteedExp": 1,
                            "potentialExp": 1,
                            "note": "chest result can vary and still grants +1 interaction EXP"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 10,
                    "gridX": 5,
                    "gridY": 5,
                    "worldPosition": {
                        "x": 19.0,
                        "y": 6.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 4,
                    "cumulativePotentialExp": 15,
                    "projectedGuaranteedLevel": 2,
                    "projectedGuaranteedExp": 9,
                    "projectedGuaranteedExpToNext": 10,
                    "projectedPotentialLevel": 3,
                    "projectedPotentialExp": 10,
                    "projectedPotentialExpToNext": 20,
                    "interactions": []
                }
            ]
        }
    ],
    "summary": "stageIndex=2 | state=Ready | pathBlocked=False | heroLv=2 | heroExp=5/10 | guaranteedExp=4 | potentialExp=15 | guaranteedLv=2 | potentialLv=3"
}


K052 is included in this gameplay-domain snapshot and is the decisive actual-death evidence.

unblocked route with deadbody before first Slime and Heart before central Skeleton


Game


unblocked length11; DeadBody+Slime, Heart, Skeleton, two Slimes, late Skeleton+Chest; guaranteedEXP4 potential15


unblocked length11; DeadBody then Slime, Heart, central Skeleton, two Slimes, late Skeleton+Chest

approve second simulation with explicit survival forecast

preview directly mitigates the prior lethal sequence

opening Slime removed; support precedes central Skeleton; potential Lv3

Heart is one tile before Skeleton but DeadBody+Slime remains the first interaction pair


Actual combat may still die before or after the central Skeleton; classify from result evidence.

Rebuilt route is unblocked length11. It starts with stored DeadBody reward then one Slime, Heart, central Skeleton, two Slimes, and late Skeleton+Chest; guaranteed EXP4 and potential EXP15.

Proceed with actual simulation; evaluate the central Skeleton level-up and post-level paired Slimes.

Use this route for the second simulation: early guaranteed reward and Heart improve the previous EXP9/HP breakpoint, and the central Skeleton kill should trigger Lv3 before the paired Slimes.


Summary: support-before-central-Skeleton route proven


execute the rebuilt Stage3 route to validate the death-derived mitigation


opening interaction now stored DeadBody then one Slime

Ready state, HP12/12 EXP5/10, seven pieces committed, Start Exploration visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


execute rebuilt route
abandon safe meaningful play
repeat placement probing

central Skeleton triggers Lv3 before paired Slimes; survive to Stage3 result

the rebuilt preview directly improves the prior lethal breakpoint and contains no proven lethal tile

wait for terminal result then probe HP, EXP, steps, nights, grades


post-click screenshot and terminal state probe


stored DeadBody reward before first Slime

central Skeleton after cumulative potential EXP9, kill expected to reach Lv3

single ascending corridor; shifted Statue and delayed Heart support

stored DeadBody@path2
Heart@path3
Chest late


shifted Statue plus delayed Heart rebuild

This is a materially new route timing derived from the first actual death, not a repetition.

The rebuild removes the former path0 Slime, moves guaranteed stored-body reward ahead of the first combat, and moves Heart immediately before the central Skeleton.


K052 actual-death breakpoint and K060 rebuilt preview

central Skeleton is the first major risk; no tile is proven lethal

DeadBody(+HP,+2 guaranteed EXP) then Slime

support before first combat, deterministic Heart before central Skeleton, expected Lv3 before remaining monsters

Full HP12 plus DeadBody/Heart healing covers the single early Slime; central Skeleton kill should level to3 and fully refresh before paired Slimes. Trap is off-route in this preview.


execute rebuilt route;abandon safe meaningful play;repeat placement probing

Execute the support-before-central-Skeleton mitigation learned from the first death.

K052 identifies the lethal breakpoint and K060 validates the revised route.

wait for terminal result then probe HP EXP steps nights grades


Use game_view_content_pixel_rect for render-xy mapping; game_view_window_pixel_rect includes Unity Game View tab/toolbar pixels.

Game View window is smaller than target render size; viewport may be clipped

derived toolbar/top inset is small; inspect move proof before clicking


Instant click mode minimizes hover time by sending move and click in one cliclick invocation; safety is verified with post-click position and proof screenshots.

Verify the cursor is visible inside the Game View content target before trusting this target for gameplay input.


Start Exploration for rebuilt Stage3 route


simulation resolves route to result or death


Forced Game View screenshot before basic state check.

Game


Game


Forced Game View screenshot before inventory state check.

Game


second Stage3 attempt died; HP0/12 EXP9/10 after7 steps2 nights

Retry, Return all, and test a Chest-before-Skeleton guaranteed-EXP family

actual result disproves the support-only mitigation

the route reached the central-Skeleton breakpoint

support timing did not create Lv3; EXP remained9 and hero died before the kill


A new preview must show cumulative potential or guaranteed EXP crossing10 before or on an earlier low-risk event, not only on the lethal Skeleton.

The shifted-Statue/delayed-Heart route still died at HP0/12 EXP9/10 after7 steps and2 nights.

Retry and rebuild a Chest-before-Skeleton family instead of repeating support-only timing.

Healing alone cannot solve the central-Skeleton breakpoint; place one additional guaranteed-EXP interaction before that Skeleton, ideally the Chest.


Summary: HP0 EXP9; second mitigation insufficient


retry after the second actual death so a guaranteed-EXP rework can continue


safe meaningful rework remains
same EXP9 failure repeated

Death report is visible with Retry Stage at bottom right; HP0/12 EXP9/10. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


return to Stage3 planning with hero restored and seven placed objects retained

K061 identifies a concrete untried early-Chest mitigation and the user forbids abandoning meaningful play


Continue into the concrete early-Chest rework.

K061 shows support-only timing is insufficient but leaves a new meaningful family.


Stage3 planning resumes with restored hero


If retry did not reset layout or selected/dragging is non-null, classify the branch before planning the next action.

stage=2;state=Ready;canPlace=True;canStart=True;hero=Lv2 HP12/12 EXP5/10 dead=False;placedCount=7;inventoryCount=0;dragging=False;selected=null;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) rot=0|2x1 L slime_skeleton(Clone)@(16.00, 6.00, 0.00) rot=270|Statue_Slime(Clone)@(17.00, 1.00, 0.00) rot=180|crate_big_b(Clone)@(16.00, 3.00, 0.00) rot=0|Heart_non_special(Clone)@(15.00, 5.00, 0.00) rot=0|Treasure Chest(Clone)@(19.00, 5.00, 0.00) rot=0|crate(Clone)@(15.00, 1.00, 0.00) rot=0|;inventory=


Retry restored Lv2 HP12/12 EXP5/10 and retained seven placements


Summary: Ready HP12/12 seven placements retained


dismantle the twice-lethal pack for an early-Chest rebuild


same pack died twice
new early-Chest family remains untested

Stage3 planning is Ready with seven retained placements and Return all visible. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Return all and rebuild
repeat lethal pack

K061 requires an additional guaranteed interaction before the central Skeleton


Return all and rebuild;repeat lethal pack

Reset the retained board and pursue the early-Chest family.

K053 defines the reset action; K061 requires a new ordering.


After Return all, require returnAllClean=True before planning. If selected/dragging remains, preserve state and resolve visible input cleanup first.


first Return all input did not activate; board remains7/0

retry at visible label center y845 render

pointer stayed inside the Return all panel region


Summary: Return all unchanged7/0


recover the missed Return all input at the visible label center


visible label center maps near render375,845

The cursor proof shows the first target above the Return all label; the button remains visible lower in the same panel. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


correct label-center click
repeat high target

visual proof localizes the missed hit above the interactive label


correct label-center click;repeat high target

Use current visual proof to correct the hit target.

No current-run control item is needed; the just-captured miss screenshot is direct evidence.


corrected Return all succeeded; placed0 inventory7 clean

rebuild with Chest tested at15,1 before committing final crate


Summary: placed0 inventory7


Forced Game View screenshot before inventory_screen state check.

Game


select Trap2x2 for the known legal anchor17,5


Trap2x2 is inventory index0 at validated x416 lower collider band. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


least flexible footprint and K054 proved anchor17,5


Reuse the proven legal Trap anchor in the new ordering family.

K054 shows earlier Trap shifts are illegal and17,5 remains the valid anchor.


cliclick target uses '=' for absolute negative coordinates; move and click are accepted only when cliclick p:. reports the cursor within tolerance of the intended logical coordinate.


Before inventory click, require canStartInventoryDrag=True and the intended hitParent. After click, require drag-offset-check --require-tracking to show dragging=True, selectedCollider non-null, and trackingOk=True.

ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 131.00);localPoint=(-544.00, 321.00);insideRawImage=True;viewportPoint=(0.10, 0.86);hitCollider=Block_1_0;hitParent=Trap 2x2(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-108.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Summary: Trap dragging


commit Trap2x2 at the proven legal root17,5


Trap is selected; root17,5 is the prior verified four-cell anchor. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Anchor the least-flexible Trap at its proven legal location.


Click-place only when allGreen=true, allCurrentStage=true, activeGridCurrentStage=true, and allPlaceable=true. For multi-cell objects, every part must be green/current-stage, not only the selected collider.


Before simulation or the next placement depends on this result, require commitClean=true, the intended object present in placedObjects, absent from inventoryObjects, and the expected placed/inventory counts. commitClean alone only proves drag cleanup.

stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=0;inventoryCount=7;dragging=True;selected=Trap 2x2(Clone);selectedParent=null;selectedInPlaced=False;selectedInInventory=True;commitClean=False;issues=dragging_not_finished|selected_object_not_null|;placed=;inventory=Trap 2x2(Clone)@(16.00, 5.00, 0.00) parent=null|2x1 L slime_skeleton(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-95.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-93.00, -93.82, -9.00) parent=Inventory|


target produced object root16,5 with one red part; click did not commit and Trap remains dragging

move one cell right to render1152,540 and recheck all four parts

current inventory collider offset changes target mapping

invalid footprint correctly refused commit

selected collider offset requires pointer one cell right for root17,5


Footprint check at the corrected target must show objectWorld17,5 and allGreen.

With Trap selected via Block_1_0, pointer world17,5 placed the object root at16,5 and left one red part.

Correct one cell right before another footprint check; do not click unless all four parts are green.

For this retained Trap orientation/selected collider, move pointer to world18,5 to obtain object root17,5.


Summary: Trap remains dragging; root16,5 invalid


correct the Trap collider offset and commit root17,5


Block_1_0 selection creates one-cell offset

move right one cell, verify all green, click once

Trap remains dragging at invalid root16,5 after the refused click. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


objectWorld17,5 all four green; placed1 inventory6


Apply the measured one-cell collider offset.

K062 is the immediately observed drag mapping.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=1;inventoryCount=6;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|;inventory=2x1 L slime_skeleton(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-98.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-96.00, -93.82, -9.00) parent=Inventory|


Summary: Trap17,5 clean1/6


select the retained-rotation L piece for central root16,6


L is now inventory index0 at the validated lower collider band. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


central L retained rotation
far-right illegal family

K055 proved central L is the legal family


central L retained rotation;far-right illegal family

Reuse the proven central L geometry while changing one-cell reward order.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 131.00);localPoint=(-544.00, 321.00);insideRawImage=True;viewportPoint=(0.10, 0.86);hitCollider=Skeleton;hitParent=2x1 L slime_skeleton(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-108.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


commit root16,6 at known pointer1024,412


Summary: L dragging


commit the retained-rotation L at central root16,6


Trap17,5 committed
known target render1024,412

L remains selected in the rotation that previously committed at root16,6. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K055 proved this central footprint legal and far-right alternatives infeasible


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=2;inventoryCount=5;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(15.00, 6.00, 0.00) parent=Placed|;inventory=Statue_Slime(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|


L committed cleanly at root15,6; placed2 inventory5

continue packing and judge changed route only by full preview

new legal shifted L family may change risk timing

returned-object pivot yielded root15,6 rather than previous root16,6


Reject if the preview puts the Skeleton before the extra Chest EXP or blocks the path.

The retained L committed cleanly at root15,6 in the third rebuild.

Do not simulate until Chest order and full preview validate an EXP10 crossing.

Keep this legal shifted-L variant provisionally and use the full preview to determine whether the central Skeleton timing improves or worsens.


Summary: L root15,6 clean2/5


select the retained-rotation Statue_Slime for root17,1


Statue_Slime is inventory index0 after two commits. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


shifted family removes the former path0 Slime


Preserve the opening-risk reduction while changing Chest timing.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 131.00);localPoint=(-544.00, 321.00);insideRawImage=True;viewportPoint=(0.10, 0.86);hitCollider=Slime_1_0;hitParent=Statue_Slime(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-108.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Statue selected via validated Slime collider

commit at known all-green target1024,796


Summary: Statue dragging


Statue remains selected in retained180 rotation; prior target1024,796 produced all-green root17,1. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


all three parts green; placed3 inventory4


Keep the reduced-opening-risk Statue placement.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=2;inventoryCount=5;dragging=True;selected=Statue_Slime(Clone);selectedParent=null;selectedInPlaced=False;selectedInInventory=True;commitClean=False;issues=dragging_not_finished|selected_object_not_null|;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(15.00, 6.00, 0.00) parent=Placed|;inventory=Statue_Slime(Clone)@(15.00, 1.00, 0.00) parent=null|crate_big_b(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|


Statue target revealed reset orientation with one part outside stage; click refused and object remains dragging

Return all rotation semantics discovered

Return all reset Statue rotation despite retry retaining it


Post-rotation footprint must match cells17,2;17,1;16,1.

After Return all, selecting Statue produced the default orientation, not the previously committed180 rotation.

Rotate twice in separate gated cycles, then recheck all three footprint cells.

Reapply two right-click rotations to Statue after Return all before probing root17,1.


Summary: Statue remains dragging default rotation


apply first rotation toward the proven Statue180 orientation


one part outside stage
two clockwise rotations required

Statue remains dragging in default orientation at the board target. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


first intermediate rotation; still dragging

K064 requires two rotations after Return all


Reapply first of two required rotations.

K064 directly observes the reset orientation.


Summary: first rotation


apply second rotation to reach the proven Statue180 orientation


First rotation completed and Statue remains dragging. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K064 specifies two rotations for the proven geometry


Complete the required two-rotation restoration.

K064 directly specifies this second input.


desired orientation ready for footprint probe


verify and commit the restored Statue180 at root17,1


desired footprint should be17,2;17,1;16,1

Two rotations are complete and the Statue remains at the board target. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


objectWorld17,1 and all three green; placed3 inventory4

two-rotation geometry should match the prior verified footprint


Verify the restored180 footprint before placement.

K064 predicts the exact three cells after two rotations.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=3;inventoryCount=4;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(15.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 1.00, 0.00) parent=Placed|;inventory=crate_big_b(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|


Summary: Statue17,1 clean3/4


select big crate for the known legal center16,3


Big crate is inventory index0 in the y160.8 collider row. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


known legal route-shaping footprint anchors remaining one-cell choices


Complete the provisional shifted-L family before judging full preview.

K063 requires finishing and previewing this legal family.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 160.00);localPoint=(-544.00, 350.00);insideRawImage=True;viewportPoint=(0.10, 0.89);hitCollider=Block_1_0;hitParent=crate_big_b(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-108.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Summary: big crate dragging


Big crate remains selected; known pointer1088,668 yields cells16,3 and17,3. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


known legal center supports the planned one-cell reward experiment


Complete the provisional family for preview comparison.

화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=4;inventoryCount=3;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(15.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|;inventory=Heart_non_special(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|


place Heart14,3 because shifted L occupies15,5


Summary: big crate16,3 clean4/3


select Heart for early legal cell14,3 in the shifted-L family


world14,3 was previously legal for Heart

Heart is inventory index0; prior late cell15,5 is occupied by the shifted L. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


14,3 is the known legal deterministic-heal cell in this geometry


Complete the shifted-L family with a legal deterministic heal.

K063 requires full preview;15,5 is now occupied.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 160.00);localPoint=(-544.00, 350.00);insideRawImage=True;viewportPoint=(0.10, 0.89);hitCollider=Block_0_0;hitParent=Heart_non_special(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Summary: Heart dragging


Heart remains selected; world14,3 is free in the shifted-L packing. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


legal early heal while reserving15,1 for Chest EXP experiment


Use the remaining legal deterministic support while preserving the early-Chest test.

K063 requires a finished family with EXP crossing validation.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=5;inventoryCount=2;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(15.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|Heart_non_special(Clone)@(14.00, 3.00, 0.00) parent=Placed|;inventory=Treasure Chest(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|


select Chest and test critical early cell15,1


Summary: Heart14,3 clean5/2


select Chest for the critical pre-Skeleton EXP experiment at15,1


Chest is inventory index0 after Heart commit. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K061 requires one additional guaranteed EXP before the lethal Skeleton

footprint at15,1 then full preview order


Test an added guaranteed Chest EXP before the lethal breakpoint.

K061 explicitly requires this new family.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 160.00);localPoint=(-544.00, 350.00);insideRawImage=True;viewportPoint=(0.10, 0.89);hitCollider=Block_0_0;hitParent=Treasure Chest(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Summary: Chest dragging


test Chest at world15,1 for an added guaranteed EXP before the lethal Skeleton


Chest one cell
Statue occupies16,1 and17,1

World15,1 is the former final-crate cell and is free in this rebuild. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


only the early candidate can add guaranteed EXP before the repeated death breakpoint

footprint then later full preview ordering


Test the concrete added-guaranteed-EXP mitigation.

K061 requires Chest before the lethal Skeleton.


commit Chest15,1 then place final crate19,5 and preview

critical early guaranteed-EXP candidate is legal


Reject if preview orders Chest after the Skeleton or the path is blocked.

Chest is fully green at world15,1 in the shifted-L third rebuild.

Complete the pack and require full preview to show Chest before the lethal Skeleton and EXP crossing10.

Commit Chest15,1 as the new guaranteed-EXP-before-Skeleton candidate; place final crate at19,5 if legal.


Summary: Chest15,1 green


Chest remains hovered at verified green world15,1. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K065 is the concrete new EXP mitigation after two deaths


Commit the new pre-Skeleton EXP candidate.

K065 directly verifies the current hover.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=6;inventoryCount=1;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(15.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|Heart_non_special(Clone)@(14.00, 3.00, 0.00) parent=Placed|Treasure Chest(Clone)@(15.00, 1.00, 0.00) parent=Placed|;inventory=crate(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|


Summary: Chest15,1 clean6/1


select final crate for the known legal late cell19,5


world19,5 previously accepted one-cell filler

The final crate is inventory index0. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


complete the required pack without consuming early EXP cells


Use the known late filler cell for the last piece.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 160.00);localPoint=(-544.00, 350.00);insideRawImage=True;viewportPoint=(0.10, 0.89);hitCollider=Block_0_0;hitParent=crate(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Complete the early-Chest family with the final crate at19,5.

K065 includes this exact final-piece instruction.


Select final crate after corrected knowledge gate


final crate selected after corrected knowledge gate

initial decision cited an omitted old knowledge item; corrected to K065


Summary: crate dragging


Final crate remains selected and world19,5 is the prior legal late filler cell. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Complete the early-Chest pack with the specified late filler.


stage=2;state=Ready;canPlace=True;canStart=True;timeScale=1;dialogueActive=False;storyState=None;placedCount=7;inventoryCount=0;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(15.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|Heart_non_special(Clone)@(14.00, 3.00, 0.00) parent=Placed|Treasure Chest(Clone)@(15.00, 1.00, 0.00) parent=Placed|crate(Clone)@(19.00, 5.00, 0.00) parent=Placed|;inventory=


full preview must show Chest before Skeleton and EXP crossing10


Summary: third family7/0 Ready


validate the early-Chest third family against the repeated EXP9 death breakpoint


Third family is Ready with seven pieces and early Chest15,1. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


preview before simulation
simulate unverified

unblocked path with Chest before first major Skeleton and Lv3 before lethal combat

two actual deaths require explicit proof that Chest precedes the Skeleton and EXP crosses10

inspect interaction order and cumulative EXP


preview before simulation;simulate unverified

Test whether the added Chest actually solves the repeated EXP9 breakpoint.

K061 is the actual-death-derived acceptance criterion.


Game


                   "gridX": 3,
                    "gridY": 5,
                    "worldPosition": {
                        "x": 17.0,
                        "y": 6.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 6,
                    "cumulativePotentialExp": 13,
                    "projectedGuaranteedLevel": 3,
                    "projectedGuaranteedExp": 1,
                    "projectedGuaranteedExpToNext": 20,
                    "projectedPotentialLevel": 3,
                    "projectedPotentialExp": 8,
                    "projectedPotentialExpToNext": 20,
                    "interactions": []
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 9,
                    "gridX": 4,
                    "gridY": 5,
                    "worldPosition": {
                        "x": 18.0,
                        "y": 6.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 1,
                    "interactionOrder": [
                        "Monster"
                    ],
                    "riskTags": [
                        "Monster"
                    ],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 4,
                    "cumulativeGuaranteedExp": 6,
                    "cumulativePotentialExp": 17,
                    "projectedGuaranteedLevel": 3,
                    "projectedGuaranteedExp": 1,
                    "projectedGuaranteedExpToNext": 20,
                    "projectedPotentialLevel": 3,
                    "projectedPotentialExp": 12,
                    "projectedPotentialExpToNext": 20,
                    "interactions": [
                        {
                            "priorityTag": "Monster",
                            "objectName": "Skeleton 1x1",
                            "childName": "Skeleton",
                            "componentType": "Monster",
                            "isRisk": true,
                            "isSupport": false,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 0,
                            "potentialExp": 4,
                            "note": "combat risk, EXP is gained only on kill"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 10,
                    "gridX": 5,
                    "gridY": 5,
                    "worldPosition": {
                        "x": 19.0,
                        "y": 6.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 6,
                    "cumulativePotentialExp": 17,
                    "projectedGuaranteedLevel": 3,
                    "projectedGuaranteedExp": 1,
                    "projectedGuaranteedExpToNext": 20,
                    "projectedPotentialLevel": 3,
                    "projectedPotentialExp": 12,
                    "projectedPotentialExpToNext": 20,
                    "interactions": []
                }
            ]
        }
    ],
    "summary": "stageIndex=2 | state=Ready | pathBlocked=False | heroLv=2 | heroExp=5/10 | guaranteedExp=6 | potentialExp=17 | guaranteedLv=3 | potentialLv=3"
}


unblocked length11; Chest, Heart, two DeadBodies before first Slime; guaranteedEXP6 gives guaranteedLv3 before combat


unblocked length11; guaranteed EXP6 reaches Lv3 before first Slime

simulate with explicit pre-combat level-up forecast

decisive preview resolves two-death breakpoint

Chest is path0 and solves the EXP breakpoint before dangerous combat

Lv3 occurs even earlier than forecast, before the first Slime rather than before the major Skeleton


Actual result must survive and show level3 progression; if death still occurs, diagnose post-level damage instead.

Third family is unblocked length11 and orders Chest, Heart, then two stored DeadBodies before the first Slime. Total guaranteed EXP6 takes the hero from5/10 to Lv3 before any combat.

Approve actual simulation and verify survival through the paired Skeleton+Slime tile and late Skeleton.

Use the early-Chest/shifted-L family: pre-combat guaranteed Lv3 removes the repeated EXP9 Skeleton breakpoint.


Summary: guaranteed Lv3 before first combat


Actual terminal result must confirm survival; otherwise diagnose post-level damage.

Third family is unblocked length11 and orders Chest, Heart, then two stored DeadBodies before the first Slime. Guaranteed EXP6 reaches Lv3 before combat.

Simulate and verify post-level survival through all remaining monsters.

Use the early-Chest/shifted-L family because it guarantees Lv3 before the first monster.

Stage3 early-Chest accepted preview corrected evidence


execute the early-Chest route that guarantees Lv3 before combat


guaranteedLv3 before first monster
path unblocked

Ready state with HP12/12 EXP5/10 and the accepted third family. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


execute accepted route
continue redundant probing

K067 structurally removes the repeated lethal breakpoint and safe meaningful play requires execution

observe terminal result HP EXP steps nights grades


Chest path0, Heart path1, two DeadBodies path2

early Slime
path3 Slime
path5 Skeleton+Slime
late Skeleton


original pack died EXP9
support-only rebuild died EXP9
early-Chest shifted-L family

This directly removes the repeated breakpoint rather than only adding healing.

The accepted family gains six guaranteed EXP before the first combat and shifts the first major Skeleton to after Lv3.


Chest mimic is uncertain but occurs before guaranteed level-up support; no tile is proven lethal

Chest
Heart
DeadBody
DeadBody
Slime
Slime
Skeleton+Slime
late Skeleton

guaranteed Lv3 and full heal before combat, then stronger stats for all monsters


execute accepted route;continue redundant probing

Execute the route with guaranteed pre-combat Lv3.

K067 directly validates the survival breakpoint mitigation.


third Stage3 attempt died after reaching Lv3; HP0/13 EXP8/20,15 steps4 nights

Retry and rebuild with L root16,6 so Heart15,5 heals immediately before central Skeleton while keeping Chest15,1 early

actual post-level death isolates healing timing

early Chest guaranteed the level3 crossing before major combat

Heart occurred before all combat and could not sustain the post-level Skeleton+Slime sequence


Next preview must show Chest early, Heart immediately before central Skeleton, and Lv3 no later than the Skeleton approach.

Early-Chest shifted-left-L route reached Lv3 but died at HP0/13 EXP8/20 after15 steps and4 nights.

Retry and build the combined EXP-plus-late-heal family; do not repeat either prior half-fix.

The EXP fix works, but Heart at path1 is too early. Keep Chest15,1, restore L root16,6, and move Heart to15,5 immediately before the central Skeleton.

Stage3 third simulation post-level death


Summary: Lv3 achieved but post-level HP exhausted


retry for the combined early-Chest and late-Heart family


EXP fix validated
late-heal fix remains meaningful

Death report shows Lv3 HP0/13 EXP8/20 and Retry Stage. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


restore HP12/12 EXP5/10 with placements retained

K068 identifies a concrete untried combination


Continue into the combined EXP and healing mitigation.

K068 is actual-death evidence with an untried safe family.


stage=2;state=Ready;canPlace=True;canStart=True;hero=Lv2 HP12/12 EXP5/10 dead=False;placedCount=7;inventoryCount=0;dragging=False;selected=null;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) rot=0|2x1 L slime_skeleton(Clone)@(15.00, 6.00, 0.00) rot=0|Statue_Slime(Clone)@(17.00, 1.00, 0.00) rot=180|crate_big_b(Clone)@(16.00, 3.00, 0.00) rot=0|Heart_non_special(Clone)@(14.00, 3.00, 0.00) rot=0|Treasure Chest(Clone)@(15.00, 1.00, 0.00) rot=0|crate(Clone)@(19.00, 5.00, 0.00) rot=0|;inventory=


Retry restored HP12/12 EXP5/10 and retained third-family placements

try direct placed-L selection to preserve five correct objects


Summary: Ready third family retained


select the placed shifted-left L directly so only the two incorrect support-timing objects need adjustment


click placed L collider at world15,5 once

Placed L contributes Skeleton+Slime at world15,5; other five placements are already correct for the combined family. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


L becomes selected/dragging while other placements remain

direct reversible selection preserves five validated placements if supported

drag-offset or state check; fall back to Return all if inert


Adjust only the L/Heart timing pair required by the combined fix.


For click-place, require trackingOk=True, compute mouse/grid target as desired object world position minus dragOffset, then run placement-commit-check.

dragging=False;selected=null;objectPos=null;objectPlaceDragging=False;dragOffset=null;selectedCollider=null;selectedColliderCenter=null;mousePosition=(960.00, 575.00, 0.00);mouseWorld=(18.00, 6.55, -10.00);snappedMouseWorld=null;expectedObjectPos=null;trackingDelta=-1;trackingOk=False;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


placed-L click is inert; no dragging and board unchanged

use Return all and rebuild combined family

placed objects cannot be directly selected


Return-all-state-check must show0/7 clean.

Clicking the placed L collider did not select or start a drag; the board remained unchanged.

Reset all and rebuild the combined family with the required rotations.

Use Return all for Stage3 repositioning; placed objects are not directly draggable in this UI.


Summary: direct edit unsupported


reset all placements for the combined early-Chest plus late-Heart family


Return all label center verified at render375,845

Seven retained placements remain and direct edit is unsupported. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K068 combined fix requires L and Heart repositioning


Reset for the combined early-Chest plus late-Heart family.


rebuild with L rotated270 root16,6, Chest15,1, Heart15,5


Summary: 0/7 ready for combined family


Clean 0/7 board; Trap is inventory index0 at the validated upper collider band. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


the least-flexible footprint has one proven legal anchor


Use validated Trap inventory collider and anchor family.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 131.00);localPoint=(-544.00, 321.00);insideRawImage=True;viewportPoint=(0.10, 0.86);hitCollider=Block_0_0;hitParent=Trap 2x2(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Trap 2x2(Clone);objectPos=(10.00, 0.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(10.00, 0.00, 0.00);mousePosition=(416.00, 131.00, 0.00);mouseWorld=(9.50, -0.39, -10.00);snappedMouseWorld=(10.00, 0.00, 0.00);expectedObjectPos=(10.00, 0.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


K054 is in snapshot and validates the anchor family.


input occurred after an initially false gate; corrected decision now cites in-snapshot K054


initial citation omitted from bounded snapshot and was corrected


Summary: Trap dragging


move to validated target and click only if all four parts green

Trap is dragging; selected collider offset requires render1152,540 for object root17,5. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=0;inventoryCount=7;dragging=True;selected=Trap 2x2(Clone);selectedParent=null;selectedInPlaced=False;selectedInInventory=True;commitClean=False;issues=dragging_not_finished|selected_object_not_null|;placed=;inventory=Trap 2x2(Clone)@(21.00, 7.00, 0.00) parent=null|2x1 L slime_skeleton(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-95.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-93.00, -93.82, -9.00) parent=Inventory|


Summary: Trap17,5 clean1/6


recover the still-dragging Trap after stale screen coordinates and commit at live root17,5


desired root17,5 maps render896,668 for selected Block_0_0

move to live-derived target and require root17,5 all-green

Failed red preview left Trap dragging at root21,7; board camera is shifted relative to earlier attempts. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


live-derived root17,5
retry stale screen coordinate

live probe gives exact affine grid mapping


place still-dragging Trap at live root17,5

root and all-green footprint then commit


place Trap root17,5 at live-derived target

Preserve proven anchor while recalibrating screen point.

K054 validates world root, live probe validates screen mapping.


Commit Trap root17,5 at live-derived target


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=1;inventoryCount=6;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|;inventory=2x1 L slime_skeleton(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-98.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-96.00, -93.82, -9.00) parent=Inventory|


camera framing changed screen-to-grid mapping


select the L piece for the combined family


L is now inventory index0 in the validated upper collider band. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


L is the next constrained multi-cell object and must be rotated270


K055 calls for central L before support timing.

화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 131.00);localPoint=(-544.00, 321.00);insideRawImage=True;viewportPoint=(0.10, 0.86);hitCollider=Skeleton;hitParent=2x1 L slime_skeleton(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-108.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=2x1 L slime_skeleton(Clone);objectPos=(9.00, 0.00, 0.00);objectPlaceDragging=True;dragOffset=(-1.00, 0.00);selectedCollider=Skeleton;selectedColliderCenter=(10.00, 0.00, 0.00);mousePosition=(416.00, 131.00, 0.00);mouseWorld=(9.50, -0.39, -10.00);snappedMouseWorld=(10.00, 0.00, 0.00);expectedObjectPos=(9.00, 0.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: L dragging rot0


Live camera mapping is current-session control state; defer formal knowledge until repeated or required after stage.


tracking true
rotation reset by Return all

L is selected and dragging at rot0. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Summary: L rot90


rotate selected L clockwise from90 to180


L remains selected after one clockwise rotation. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Summary: L rot180


Rotation restoration is already covered by K064; no new rule.


rotate selected L clockwise from180 to270


L remains selected after two clockwise rotations. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K064 establishes rotations reset and need reapplication.


Rotation restoration is covered by K064.


Summary: L rot270


dragging=True;selected=2x1 L slime_skeleton(Clone);objectPos=(10.00, -1.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, -1.00);selectedCollider=Skeleton;selectedColliderCenter=(10.00, 0.00, 0.00);mousePosition=(416.00, 131.00, 0.00);mouseWorld=(9.50, -0.39, -10.00);snappedMouseWorld=(10.00, 0.00, 0.00);expectedObjectPos=(10.00, -1.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


L rot270 has dragOffset(0,-1); desired root16,6 requires mouse world16,7. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


combined family needs late Heart while retaining early Chest route


Restore central L for delayed healing family.


Target root correct but upper arm red; orientation is third state, not desired central state

cycle twice more to initial then proven one-rotation shape

Existing K043 and prior current-session rotation evidence already define the one-rotation shape.

three rotations did not produce central footprint


Summary: no click; L remains dragging


cycle L fourth time back to initial orientation


Third orientation at root16,6 has an upper out-of-bounds arm. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


red footprint cannot be committed and known desired shape is one turn after initial


Existing rotation evidence defines this mechanical cycle.


Summary: L initial


apply the proven single L rotation from initial to central rot270 shape


one turn yields offsets(-1,0),(0,-1),(0,0)

L has returned to initial orientation and remains selected. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


known central shape fits cells15,6;16,5;16,6


dragging=True;selected=2x1 L slime_skeleton(Clone);objectPos=(16.00, 8.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 1.00);selectedCollider=Skeleton;selectedColliderCenter=(16.00, 7.00, 0.00);mousePosition=(832.00, 575.00, 0.00);mouseWorld=(16.00, 6.55, -10.00);snappedMouseWorld=(16.00, 7.00, 0.00);expectedObjectPos=(16.00, 8.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


K055 and K043 already cover the central shape.


Summary: L central orientation


commit central L at root16,6 after proven rotation


Desired orientation has dragOffset(0,1); root16,6 requires mouse world16,5 at render832,668. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


known legal central footprint supports the combined Chest/Heart timing


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=2;inventoryCount=5;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 6.00, 0.00) parent=Placed|;inventory=Statue_Slime(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|


Known central placement is covered by K055.


Summary: L16,6 clean2/5


select Statue for shifted root17,1 family


Statue is inventory index0 upper band after two commits. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


finish constrained multi-cell objects first


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 131.00);localPoint=(-544.00, 321.00);insideRawImage=True;viewportPoint=(0.10, 0.86);hitCollider=Slime_1_0;hitParent=Statue_Slime(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-108.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Statue_Slime(Clone);objectPos=(9.00, 0.00, 0.00);objectPlaceDragging=True;dragOffset=(-1.00, 0.00);selectedCollider=Slime_1_0;selectedColliderCenter=(10.00, 0.00, 0.00);mousePosition=(416.00, 131.00, 0.00);mouseWorld=(9.50, -0.39, -10.00);snappedMouseWorld=(10.00, 0.00, 0.00);expectedObjectPos=(9.00, 0.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Statue


Statue selected at reset rotation0. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K064 already covers the two-rotation restoration.


Statue remains selected after first rotation. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


dragging=True;selected=Statue_Slime(Clone);objectPos=(11.00, 0.00, 0.00);objectPlaceDragging=True;dragOffset=(1.00, 0.00);selectedCollider=Slime_1_0;selectedColliderCenter=(10.00, 0.00, 0.00);mousePosition=(416.00, 131.00, 0.00);mouseWorld=(9.50, -0.39, -10.00);snappedMouseWorld=(10.00, 0.00, 0.00);expectedObjectPos=(11.00, 0.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Rot180 dragOffset(1,0); root17,1 requires mouse16,1 at live render832,924. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


shifted Statue removes early Slime timing


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=3;inventoryCount=4;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 1.00, 0.00) parent=Placed|;inventory=crate_big_b(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|


Big crate is inventory index0 lower band. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 160.00);localPoint=(-544.00, 350.00);insideRawImage=True;viewportPoint=(0.10, 0.89);hitCollider=Block_1_0;hitParent=crate_big_b(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-108.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=crate_big_b(Clone);objectPos=(9.00, 0.00, 0.00);objectPlaceDragging=True;dragOffset=(-1.00, 0.00);selectedCollider=Block_1_0;selectedColliderCenter=(10.00, 0.00, 0.00);mousePosition=(416.00, 160.00, 0.00);mouseWorld=(9.50, 0.06, -10.00);snappedMouseWorld=(10.00, 0.00, 0.00);expectedObjectPos=(9.00, 0.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: big


dragOffset(-1,0); root16,3 needs mouse17,3 render896,796. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Reuse the verified horizontal big-crate anchor at root16,3.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=4;inventoryCount=3;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|;inventory=Heart_non_special(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Treasure Chest(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|


Heart is inventory index0 lower band. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 160.00);localPoint=(-544.00, 350.00);insideRawImage=True;viewportPoint=(0.10, 0.89);hitCollider=Block_0_0;hitParent=Heart_non_special(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Heart_non_special(Clone);objectPos=(10.00, 0.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(10.00, 0.00, 0.00);mousePosition=(416.00, 160.00, 0.00);mouseWorld=(9.50, 0.06, -10.00);snappedMouseWorld=(10.00, 0.00, 0.00);expectedObjectPos=(10.00, 0.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Heart


Heart offset0; live target15,5 render768,668. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


actual death showed early Heart exhausted before Skeleton


Delay healing until before central Skeleton.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=5;inventoryCount=2;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|Heart_non_special(Clone)@(15.00, 5.00, 0.00) parent=Placed|;inventory=Treasure Chest(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|


Chest is inventory index0 lower band. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 160.00);localPoint=(-544.00, 350.00);insideRawImage=True;viewportPoint=(0.10, 0.89);hitCollider=Block_0_0;hitParent=Treasure Chest(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Treasure Chest(Clone);objectPos=(10.00, 0.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(10.00, 0.00, 0.00);mousePosition=(416.00, 160.00, 0.00);mouseWorld=(9.50, 0.06, -10.00);snappedMouseWorld=(10.00, 0.00, 0.00);expectedObjectPos=(10.00, 0.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Chest


Chest offset0 target15,1 render768,924. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


stage=2;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=6;inventoryCount=1;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|Heart_non_special(Clone)@(15.00, 5.00, 0.00) parent=Placed|Treasure Chest(Clone)@(15.00, 1.00, 0.00) parent=Placed|;inventory=crate(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|


Final crate is sole inventory object lower band. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


ok=True;canStartInventoryDrag=True;stage=2;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(416.00, 160.00);localPoint=(-544.00, 350.00);insideRawImage=True;viewportPoint=(0.10, 0.89);hitCollider=Block_0_0;hitParent=crate(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=crate(Clone);objectPos=(10.00, 0.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(10.00, 0.00, 0.00);mousePosition=(416.00, 160.00, 0.00);mouseWorld=(9.50, 0.06, -10.00);snappedMouseWorld=(10.00, 0.00, 0.00);expectedObjectPos=(10.00, 0.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: crate


crate offset0 target19,5 render1024,668. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


stage=2;state=Ready;canPlace=True;canStart=True;timeScale=1;dialogueActive=False;storyState=None;placedCount=7;inventoryCount=0;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(17.00, 5.00, 0.00) parent=Placed|2x1 L slime_skeleton(Clone)@(16.00, 6.00, 0.00) parent=Placed|Statue_Slime(Clone)@(17.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(16.00, 3.00, 0.00) parent=Placed|Heart_non_special(Clone)@(15.00, 5.00, 0.00) parent=Placed|Treasure Chest(Clone)@(15.00, 1.00, 0.00) parent=Placed|crate(Clone)@(19.00, 5.00, 0.00) parent=Placed|;inventory=


Summary: pack


inspect full deterministic route preview for combined early-Chest late-Heart family


Ready7/0 with exact combined pack; simulation remains unstarted. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Chest before combat, Heart immediately before Skeleton, level3 before lethal contact

must verify EXP and healing order before irreversible simulation

inspect ordered paths and survival forecast


early Chest plus delayed Heart with central L


first combined mitigation family in this run


expect level3 before central Skeleton and full heal immediately prior; reject simulation if ordering differs


Validate the combined mitigation before simulation.


Game


GuaranteedExp": 3,
                    "projectedGuaranteedExpToNext": 20,
                    "projectedPotentialLevel": 3,
                    "projectedPotentialExp": 10,
                    "projectedPotentialExpToNext": 20,
                    "interactions": [
                        {
                            "priorityTag": "Dead Body",
                            "objectName": "Dead Body(Clone)",
                            "childName": "Block_0_0",
                            "componentType": "DeadBody",
                            "isRisk": false,
                            "isSupport": true,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 2,
                            "potentialExp": 2,
                            "note": "stored deadbody reward: exp=1, hp=1"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 9,
                    "gridX": 4,
                    "gridY": 5,
                    "worldPosition": {
                        "x": 18.0,
                        "y": 6.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 1,
                    "interactionOrder": [
                        "Monster"
                    ],
                    "riskTags": [
                        "Monster"
                    ],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 4,
                    "cumulativeGuaranteedExp": 8,
                    "cumulativePotentialExp": 19,
                    "projectedGuaranteedLevel": 3,
                    "projectedGuaranteedExp": 3,
                    "projectedGuaranteedExpToNext": 20,
                    "projectedPotentialLevel": 3,
                    "projectedPotentialExp": 14,
                    "projectedPotentialExpToNext": 20,
                    "interactions": [
                        {
                            "priorityTag": "Monster",
                            "objectName": "Skeleton 1x1",
                            "childName": "Skeleton",
                            "componentType": "Monster",
                            "isRisk": true,
                            "isSupport": false,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 0,
                            "potentialExp": 4,
                            "note": "combat risk, EXP is gained only on kill"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 10,
                    "gridX": 5,
                    "gridY": 5,
                    "worldPosition": {
                        "x": 19.0,
                        "y": 6.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 8,
                    "cumulativePotentialExp": 19,
                    "projectedGuaranteedLevel": 3,
                    "projectedGuaranteedExp": 3,
                    "projectedGuaranteedExpToNext": 20,
                    "projectedPotentialLevel": 3,
                    "projectedPotentialExp": 14,
                    "projectedPotentialExpToNext": 20,
                    "interactions": []
                }
            ]
        }
    ],
    "summary": "stageIndex=2 | state=Ready | pathBlocked=False | heroLv=2 | heroExp=5/10 | guaranteedExp=8 | potentialExp=19 | guaranteedLv=3 | potentialLv=3"
}


Chest path0; guaranteed Lv3 path2; Heart path3; Skeleton path4; unblocked


unblocked; guaranteed Lv3 before combat; Heart immediately before Skeleton

First preview of combined mitigation proves its intended ordering.


Summary: safe combined preview


Contradict only if live simulation dies despite the verified ordering.

Combined pack is unblocked: Chest path0, guaranteed Lv3 by path2, Heart path3, central Skeleton path4.

Approve simulation and verify survival across path4 paired Slimes and late Skeleton.

Use this combined pack because it guarantees Lv3 before the first dangerous Skeleton and heals immediately before it.


start live simulation for verified combined pack


Ready7/0; preview verifies Lv3 before combat and late Heart. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


K070 verifies the mitigation and target remains attainable

wait and inspect visual result plus basic probe


Lv3 full heal at path2, Heart path3, survive Skeleton and subsequent route


Execute the verified combined mitigation.


Stage3 cleared Lv3 HP4/13 EXP14/20; grades D,A,A,A,A

Live result validates combined mitigation despite low final HP.

experience efficiency D due unused potential EXP


Summary: Stage3 clear HP4


Contradict if a retry with identical state and pack dies.

Combined family cleared Stage3 at Lv3 HP4/13 EXP14/20 with grades D,A,A,A,A.

Advance to Stage4; reuse only within this session if Stage3 retries.

For this Stage3 inventory, combine early Chest and late Heart with central L; the route clears but retains only a four-HP margin.


Work Performance Report shows Stage3 clear and visible Continue. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


click visually landed but result screen remained

retry one click with verified current hover

Transient UI input miss; no gameplay rule.


Summary: Continue inert


retry visible Continue after documented inert click


Continue remains visible and cursor proof was centered. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


visible affordance remains and target is unfinished


Use a visible UI retry after the inert click.

K069 confirms visible controls need explicit handling.


Game


second click inert; cursor proof rendered above button center due 1000px viewport mapping

use known render1003 mapping to logical965

Coordinate correction within current UI state.


Summary: y mapping high


click Continue using corrected viewport-mapped y


Prior proof cursor was above button; known render1003 maps logical965 at button center. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Resolve visible control with corrected pointer mapping.

K069 supports explicit visible-control handling.


advanced to Stage3 reward: Final Grade A, +15 Gold, Next Stage visible


Summary: +15 Gold total45


Reward shows Final Grade A, +15 Gold and Next Stage. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


advanced into Stage4 demo scene; hero visible at route end


Summary: demo scene active


advance Stage4 introductory dialogue without skipping the stage


Stage4 dialogue states 13 objects available; Click to Skip is optional and will not be used. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


preserve normal fresh-tester flow and inspect all instructions


Read Stage4 instructions before planning.

No Stage4 current-run knowledge exists yet.


intro advanced to Stage4 inventory overview with 13 objects

First Stage4 inventory overview is new current-run evidence.


Summary: 13-object inventory shown


Defer until structured inventory probe identifies exact object names and counts.


inspect exact Stage4 inventory and planning state


Inventory overview visibly contains 13 objects including multiple large combat shapes and one Heart; HP is only4/13. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


inspect exact inventory
begin blind placement

13-object final stage requires exact constraints before any placement


large final-stage pack with critical low HP


prioritize Heart and noncombat EXP/support before monsters; preview before simulation


Establish exact Stage4 state before placement.


Game


13 objects: Merchant, Trap2x2, HP/Def/Slime statues, Slime1x2, Skeleton L, Goblin, Heart, Skeleton3x1, Slime4x1, big crate, crate

Exact final-stage inventory and low-HP survival context are new.


Summary: 13-object final inventory


Revise if grid topology forces monsters before support.

Stage4 starts at Lv3 HP4/13 EXP14/20 with 13 objects: one Merchant, one Heart, three statues/support shapes, Trap2x2, four monster-heavy shapes, and two crates.

Close overview, map grid, place least-flexible shapes while preserving early support access.

Plan Stage4 survival-first: route Merchant/Heart/statue support before concentrated monster shapes and require full preview before simulation.


close inventory overview to expose Stage4 board


Inventory overview remains open after structured inspection; no skip or destructive control is needed. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


board topology must be inspected before placement


Expose the board to apply survival-first placement.

K072 requires grid mapping before placement.


Stage4 board visible; irregular bright grid with entry bottom-center and 13 inventory objects

map inventory hit targets and begin Trap2x2 packing

Board topology is now visible and relevant to placement.


Summary: Stage4 planning state


Defer until exact runtime grid coordinates and inventory targets are probed.


map Stage4 inventory collider targets before selecting the least-flexible Trap2x2


Inventory is horizontally spread across the lower panel; Trap2x2 is the second visible object. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


avoid wrong-object selection in dense inventory


packing accuracy supports later survival ordering; no simulation yet


Map dense inventory before survival-first packing.


Forced Game View screenshot before inventory_hit_targets state check.

Game


Map exact collider centers before selecting the Trap.

No control-domain Stage4 knowledge existed in the bounded snapshot.


probe executed after initial false gate; corrected no-ref decision now matches bounded snapshot

Trap collider render512,900 or576,900; first 8 objects visible, later objects require scroll


Trap target mapped at render512,900; visible objects through Statue_Slime; Heart and later offscreen

select Trap2x2 and test upper/outer grid packing

Exact Stage4 inventory hit mapping and scroll boundary are new control evidence.


Summary: Trap target512,900


Re-probe after inventory reflow or scroll.

Trap2x2 is selectable at render512,900 or576,900; objects through Statue_Slime are visible, while Heart and later items are offscreen and require horizontal scrolling.

Select Trap at512,900, then verify drag tracking before board placement.

Use validated visible collider centers for the first eight Stage4 objects; scroll only after these placements reduce or expose inventory.


select Trap2x2 as the least-flexible Stage4 piece


Trap2x2 collider is validated at render512,900 and board is clean. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


largest rigid footprint should reserve a peripheral legal block before flexible support


ok=False;canStartInventoryDrag=False;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(512.00, 242.00);localPoint=(-448.00, 432.00);insideRawImage=True;viewportPoint=(0.17, 0.98);hitCollider=null;hitParent=null;hitParentActive=False;hasObjectPlace=False;hasChildController=False;colliderCenter=null;colliderBounds=null;hitRootPosition=null;required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=False;selected=null;objectPos=null;objectPlaceDragging=False;dragOffset=null;selectedCollider=null;selectedColliderCenter=null;mousePosition=(512.00, 242.00, 0.00);mouseWorld=(18.00, -1.16, -10.00);snappedMouseWorld=null;expectedObjectPos=null;trackingDelta=-1;trackingOk=False;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


raw render target mapped about54px too high in clipped Game View


selection failed; pointer at physical y869 above Trap; no drag

retry bottom Trap collider at compensated render512,1020

Live failed input contradicts direct use of raw target.

K073 raw target needs clipped-view compensation


Summary: no drag


Accept only if canStartInventoryDrag true and hitParent Trap.

Direct render512,900 mapped to physical y869 and missed the Trap; the clipped 1000px Game View requires compensated y similar to prior inventory use.

Retry selection with pre-click inventory-hit-check at512,1020.

Do not use raw y900 hit-target value directly; test compensated bottom-cell target render512,1020 and require hitParent Trap before clicking.


select Trap2x2 using compensated clipped-view target


move, validate hitParent Trap, click once

Trap remains inventory index1; previous click was54px high and board is unchanged. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Use compensated target after the raw miss.

K074 directly documents the clipped-view correction.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(512.00, 131.00);localPoint=(-448.00, 321.00);insideRawImage=True;viewportPoint=(0.17, 0.86);hitCollider=Block_0_0;hitParent=Trap 2x2(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-107.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-107.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Trap 2x2(Clone);objectPos=(18.00, -3.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(18.00, -3.00, 0.00);mousePosition=(512.00, 131.00, 0.00);mouseWorld=(18.00, -2.89, -10.00);snappedMouseWorld=(18.00, -3.00, 0.00);expectedObjectPos=(18.00, -3.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Apply the validated object identity while using the live compensated y.

K073 is the active snapshot item and identifies Trap index1.


input followed initially false citation gate; corrected active K073 now cited


Trap selected with offset0 and tracking true

bounded snapshot retained K073 not K074 despite supersession


Summary: Trap dragging offset0


test and commit Trap2x2 in top-right peripheral grid block


move to render1088,376 and require four green cells

Top-right bright grid appears to contain a contiguous2x2 block away from the entry and early support corridor. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


top-right peripheral block
central entry-adjacent block

four green current-stage cells and clean1/12

keep non-EXP Trap away from early support route


place Trap in top-right block if allGreen


Keep the non-support Trap away from the early survival corridor.

화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


root27,6 rejected: cell28,6 red while other three green

Exact blocked cell constrains the Trap anchor.


Summary: 27,6 has red28,6


Trap root27,6 has three green cells but world28,6 red.

Probe root26,6 next and commit only if all four cells are green.

Reject Trap root27,6; shift left to test root26,6 while keeping the piece peripheral.


test shifted-left peripheral Trap root26,6


Trap remains dragging; K075 isolates only the right-top cell at prior root. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


one-cell left shift avoids known red28,6 while staying peripheral


Shift left from the known blocked anchor.

K075 directly rejects27,6 and requires testing26,6.


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=1;inventoryCount=12;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|;inventory=Merchant(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Statue_Hp(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|Skeleton 2x1 L(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-95.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-92.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-90.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-86.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-81.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-78.00, -93.82, -9.00) parent=Inventory|


place support shapes near entry before monsters


Summary: Trap26,6 clean1/12


Preview must confirm Trap does not precede support interactions.

Trap2x2 commits cleanly at root26,6 covering worlds26-27 by5-6.

Place Merchant and survival support nearer the entry before monster-heavy shapes.

Keep Trap at26,6 as a peripheral non-support anchor.


select Merchant as the first survival-support object


validate bottom Merchant collider near384,1020 and select

Merchant is now inventory index0 and visually accessible at the left lower panel. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


HP4/13 requires noncombat support before concentrated monsters


Prioritize Merchant support before monsters.

K072 establishes survival-first placement.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Block_0_0;hitParent=Merchant(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Merchant(Clone);objectPos=(16.00, -3.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(16.00, -3.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -2.89, -10.00);snappedMouseWorld=(16.00, -3.00, 0.00);expectedObjectPos=(16.00, -3.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Merchant


test Merchant at entry-adjacent root25,1


move to render960,743 and inspect both cells

Entry arrow is centered below world25; placing Merchant vertically at25,1 may expose support immediately. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


low HP favors earliest possible Merchant interaction


Put noncombat support before monster shapes.

K072 directly requires survival-first ordering.


root25,1 rejected because second cell25,0 is outside grid

Merchant default orientation direction now known.


Summary: Merchant extends downward


Default Merchant root25,1 covers25,1 and25,0; lower cell is outside Stage4 grid.

Probe root25,2 next and commit only if both cells green.

Shift Merchant root to25,2 to target entry cells25,2 and25,1.


test Merchant root25,2 covering entry cells25,2 and25,1


Merchant remains dragging; K077 gives exact upward shift. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=2;inventoryCount=11;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 2.00, 0.00) parent=Placed|;inventory=Statue_Hp(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|Skeleton 2x1 L(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-94.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-92.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-88.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-83.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-80.00, -93.82, -9.00) parent=Inventory|


place HP/Def support near early corridor


Summary: Merchant25,2 clean2/11


Full preview must show Merchant before monsters.

Merchant commits vertically at root25,2 on entry cells25,2 and25,1.

Place HP/Def support in the adjacent early corridor before monster shapes.

Keep Merchant25,2 as the first intended support interaction from the entry.


select Statue_HP for the early support corridor


After Merchant placement, Statue_HP is inventory index0 at the validated left slot. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


HP4/13 makes maximum-health support the highest-priority remaining shape


Prioritize HP support at critical low health.

K072 establishes survival-first ordering.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Block_0_0;hitParent=Statue_Hp(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Statue_Hp(Clone);objectPos=(16.00, -3.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(16.00, -3.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -2.89, -10.00);snappedMouseWorld=(16.00, -3.00, 0.00);expectedObjectPos=(16.00, -3.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: HP


test Statue_HP root24,3 beside the Merchant entry lane


move to render896,615 and inspect both cells

Root24,3 should occupy24,3 and24,2 directly left/upstream of Merchant25,2. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


early HP support should follow Merchant before monsters


Extend the verified entry support axis leftward.

K078 requires HP/Def support adjacent to Merchant.


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=3;inventoryCount=10;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 2.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 3.00, 0.00) parent=Placed|;inventory=Statue_Def(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|Skeleton 2x1 L(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-96.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-94.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-90.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-85.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-82.00, -93.82, -9.00) parent=Inventory|


Summary: HP24,3 clean3/10


Preview must show HP support before monster encounters.

Statue_HP commits vertically at root24,3 covering24,3 and24,2 beside the entry Merchant.

Extend the support corridor with Statue_Def before placing monsters.

Keep HP24,3 as early support after Merchant25,2.


select Statue_Def to extend the early support corridor


Statue_Def is now inventory index0 at the same validated left slot. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


add defense before any Stage4 monster encounters


Continue the early support corridor with defense.

K079 explicitly calls for Def before monsters.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Block_0_0;hitParent=Statue_Def(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Statue_Def(Clone);objectPos=(16.00, -3.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(16.00, -3.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -2.89, -10.00);snappedMouseWorld=(16.00, -3.00, 0.00);expectedObjectPos=(16.00, -3.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Def


test Statue_Def root23,4 as the third early support link


move to render832,551 and require both green

Root23,4 would cover23,4 and23,3, continuing diagonally left/up from HP24,3. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


defense should precede monster concentration at current HP


root23,4 rejected: world23,4 has no tile

Exact missing tile constrains Def placement.


Summary: 23,4 no tile


Def root23,4 fails because23,4 lacks a tile while23,3 is green.

Shift down one cell and require two-green footprint.

Reject root23,4 and test root23,3 covering23,3 and23,2.


Def remains dragging; K080 gives exact one-cell downward correction. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


avoids known missing tile while retaining early support position


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=4;inventoryCount=9;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 2.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 3.00, 0.00) parent=Placed|Statue_Def(Clone)@(23.00, 3.00, 0.00) parent=Placed|;inventory=Slime 1x2(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Skeleton 2x1 L(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-98.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-96.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-92.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-87.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-84.00, -93.82, -9.00) parent=Inventory|


secure Heart access then pack monster shapes


Summary: Def23,3 clean4/9


Preview must show support before monsters.

Statue_Def commits vertically at root23,3 covering23,3 and23,2.

Place Heart in the remaining early corridor before monster shapes.

Keep Def23,3 as the third support link after Merchant25,2 and HP24,3.


select Heart from the visible inventory before monster placement


Heart inventory icon centered near render1088,1020

prove Heart inventory hit before selecting

Stage4 remains in planning with 4 placed and 9 inventory; the red Heart bottle is visible between Statue_Slime and Skeleton3x1. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


inventory hit resolves Heart_non_special(Clone) and selection starts drag

the verified support chain explicitly calls for Heart access before monster shapes

inventory hit check then selection state


select Heart inventory object only after exact hit proof

Heart becomes selected with inventory count unchanged


Use the verified next action from the support-chain learning.

K081 explicitly requires Heart before monster shapes.

exact inventory hit resolves Heart and drag starts


Do not click. cliclick did not land at the expected absolute coordinate; inspect negative-coordinate formatting, display layout, and proof screenshot.