# Phase 9.0R5 First-Session Arc Runtime Contract ## State Machine ```text Title -> Yard -> first_battle -> first_result -> adaptation -> second_battle -> second_result -> guild_return_unselected -> guild_return_selected -> third_battle -> session_result ``` Title is the only fresh entry. Tests may create fixed states for layout/capture, but the owner-facing H5 always starts at Boot/Title and can reach every state by visible controls. ## Guild Choice Transaction The second result enters Guild return with `20 Coin`, Company `2`, the selected loan recorded and no Guild choice selected. | Choice | Commit | Result | |---|---|---| | `retain_item` | subtract `12 Coin`; retain P9.0R4 item | Coin `8`, Company `2`, no added rear | | `recruit_rear` | subtract `14 Coin`; return loan; add missing rear | Coin `6`, Company `3`, no active item | Selection does not spend. Switching selection does not spend. `Begin third expedition` is the only commit, is enabled only with one legal choice, and is inert after the first successful commit. ## Third Battle Events ### Retained equipment 1. two-person line enters against captain (`130 HP`); 2. `EQ-061` optionally commits an early front hit `130 -> 102`; otherwise the captain telegraphs; 3. captain hit commits front to `90` with `EQ-002`, otherwise `70`; 4. selected original rear commits Farstring damage or Kindhand healing; 5. retained-item/front follow-up commits captain toward the finish; 6. coordinated hit commits captain to `26`; 7. finisher commits captain to `0`. ### Added rear 1. three-person line enters against captain (`130 HP`), with no active item; 2. captain telegraphs; 3. full strike commits front `100 -> 70`; 4. original rear acts; 5. added rear acts, ensuring the line has exactly one Farstring hit and one Kindhand heal; front becomes `82` and captain becomes `94`; 6. three-person coordination commits captain `94 -> 32`; 7. finisher commits captain `32 -> 0`. Every HP mutation creates exactly one existing P9.0R3 number payload. The added rear uses the existing accepted idle/advance/action frames. No actor respawns, relationship state, level, XP, save or Market identity is created. ## Presentation - Guild return is a yard scene: current actors and Coin remain in the world; the two decisions sit on one physical preparation bench, not a receipt table. - Each decision names exact cost, resulting Company size, retained/lost state, benefit and tradeoff. Neither is recommended or preselected. - A recruited third actor occupies the protected rear-left footprint while the original rear shifts toward center; retained-item route keeps the two-person geometry. - Session result leads with the causal choice: retained counter or broader Company. Exact Coin, Company, front HP and battle time follow. - Primary preview viewport is `844x390`; no normal action requires scrolling. ## Fast Evidence - Focused test covers selection/revision, once-only spend, insufficient/invalid rejection, mutual exclusion, all initial rear/item combinations, exact HP/ Coin/Company/time and cleanup. - Parsed ScreenTouch begins on real Title and reaches session result through the complete primary route with fallback/direct `0`. - Normal-render captures cover Guild unselected/selected, retained-item battle, three-person battle/action and both result meanings. - Strict scan includes script, parse/resource/import, assertion, ObjectDB and cleanup markers. Preview evidence cannot become formal candidate evidence.