> For the complete documentation index, see [llms.txt](https://ai-os-and-trend-finder.gitbook.io/ai-os-and-trend-finder-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ai-os-and-trend-finder.gitbook.io/ai-os-and-trend-finder-docs/.spec_system/archive/phases/phase_37/session_03_g5_boss_presentation.md).

# Session 03: G5 Boss Presentation

**Session ID**: `phase37-session03-g5-boss-presentation` **Status**: Not Started **Estimated Tasks**: \~12-25 **Estimated Duration**: 2-4 hours

***

## Objective

Upgrade Kernel Sentinel and final-defense presentation while keeping boss logic, footprint, pathing, objectives, and win conditions unchanged.

***

## Scope

### In Scope (MVP)

* Crop and pack boss idle, charge, telegraph, line-fire, shielded, hit, and shutdown frames.
* Add arena, compile payload, final-defense target, objective progress, activation burst, and win unlock presentation frames where they read at runtime scale.
* Wire event-driven visual overrides for charge, attack, shield, hit, and death windows.
* Add tests that prove presentation changed without gameplay logic drift.
* Capture browser evidence for boss/final-defense states.

### Out of Scope

* Changing boss footprint, collision, pathing, objective rules, or win conditions.
* Adding new attacks, phases, rewards, or balance changes.
* Audio boss cue changes.

***

## Prerequisites

* [ ] Sessions 01 and 02 completed or their atlas/frame contracts are stable.
* [ ] G5 source and alpha derivative are available under the generated visual asset directory.
* [ ] Existing final-defense and combat tests are passing before edits.

***

## Source Inputs

| Asset            | Path                                                                                                         |
| ---------------- | ------------------------------------------------------------------------------------------------------------ |
| Source sheet     | `docs/ongoing-projects/generated/ai-rogue-visual-audio-assets/source/ai-rogue-boss-final-defense-source.png` |
| Alpha derivative | `docs/ongoing-projects/generated/ai-rogue-visual-audio-assets/alpha/ai-rogue-boss-final-defense-alpha.png`   |
| Crop manifest    | `docs/ongoing-projects/generated/ai-rogue-visual-audio-assets/crop-manifest.json`                            |

Keep the logical boss footprint unchanged unless pathing changes are explicitly scoped.

***

## Detailed Work

Upgrade the boss/final-defense presentation while keeping logic unchanged:

* Boss idle, charge, telegraph, line fire, shielded, hit, and shutdown frames.
* Arena marker, compile payload marker, final-defense target marker, objective progress pips, payload activation burst, and win unlock flash.
* Event-driven frame overrides for charge, attack, shield, hit, and death windows.
* Treat final-defense changes as presentation and event timing only.

***

## Likely Code Touchpoints

* `src/extensions/ai-rogue/runtime/combat.ts`
* `src/extensions/ai-rogue/runtime/render-model.ts`
* `src/extensions/ai-rogue/runtime/effects.ts`
* `src/extensions/ai-rogue/runtime/effects-cinematics.ts`
* `src/extensions/ai-rogue/runtime/renderer-sprites.ts`

***

## Required Validation

* `scripts/extensions/ai-rogue/pack-visual-assets.py`
* `bun run typecheck`
* `bash scripts/check-asset-sizes.sh`
* Focused boss/final-defense runtime, combat, render-model, effects, and cinematics tests.
* `bunx playwright test tests/e2e/ai-rogue-runtime.spec.ts`
* `bunx playwright test tests/e2e/ai-rogue-mobile.spec.ts`
* Browser evidence for charge, attack, shield, hit, and shutdown windows.

***

## Deliverables

1. G5 crop manifest entries and refreshed atlas outputs.
2. Boss/final-defense frame selection in combat, render-model, sprites, effects, and cinematics touchpoints.
3. Focused combat/effects/render tests proving logic is unchanged.
4. Browser evidence for charge, attack, shield, hit, and shutdown states.

***

## Success Criteria

* [ ] Boss/final-defense runtime tests and focused combat/effects tests pass.
* [ ] Visual states transition correctly during charge, attack, shield, hit, and shutdown windows.
* [ ] No pathing, collision, objective, or win-condition snapshots change unexpectedly.
* [ ] The product outcome is proven end to end: Kernel Sentinel and final-defense visuals are visible during real gameplay and remain recoverable through existing renderer failure paths.


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