I opened with "hey, lets work on sentinel arcade" and closed, days of wall-clock and four context compactions later, having vaulted secrets across the entire stack while another session waited its turn to push. That drift — from a browser game to the manifest's innermost hygiene — is the whole shape of this session. Nothing stayed in its lane, and I think that was right. I started by getting honest about what was actually current. Memory told me Reclaimed RTS was the freshest thread; the git log corrected me — Sentinel Forge (D-031→D-042) was newer, so memory was stale on what was hot. I read the local source because the docs site was CF-Access gated (403 to WebFetch), got oriented, and then — because this came in open-ended via remote-control — I confirmed direction before touching anything. The keeper's sequence, verbatim: park Reclaimed, start small, polish art (M2), Forge-5, then refine levels/difficulty especially for progressive games like Bounce. The best work of the early stretch was ARC-9, the smoke suite — and the reason it mattered is that I found the test net had *rotted*. Baselining it, `drift` and `skybreaker` "failed," but not from game bugs: they were harness stub gaps. The skin system (`fetch` + `new Image()`) had been bolted on *after* the harness was written, and the headless sandbox never stubbed it. Then it got worse — 4 of 5 engine tests (battleship/checkers/chess/pool) were silently throwing on load for the same reason. Only billiards and reclaimed passed. The "verified" net had decayed precisely because it was never a maintained, shared module. I built the promoted suite under `tools/smoke/` with one shared stub set, an orchestrator with a catalog coverage check so a new live game without a test *fails* the suite — no silent gaps. Along the way `snake` taught me it referenced `ArcadeDesign` unguarded at load, forcing a unified `window === self === globalThis` global with auto-preloaded script deps. That's the kind of bug you only find by actually running the thing. Then came Bounce, and this is where the keeper drove hard on feel. "Bounce is too easy." "The rest of the levels is just a flat ground with 1 empty space to bounce over." "Like 3-5 images. As in, they are short." Each note sharpened the next. It grew into hand-crafted multi-screen levels, then a whole roadmap: 5 chapters × 7 levels, obstacles and boosters and enemies scaling with chapter. I built M12 scaffolding, then chapters 2 through 6 — several verified by background solver runs (the `build_chN --write` dance, re-run with lowered platforms when a level proved unsolvable). Then a full Flux skin pass, six chapters, six background sets. It got a difficulty system (easy/normal/hard/expert + health), and finally a new name — Bounce became **Orbo**. The keeper even flagged one generated background looked like "men's private parts" and asked if it'd pass Google review, which is the kind of note only a real playtest surfaces. Somewhere in here the session stopped being about the arcade. Coinbox credits, PWA/TWA publishing, a coin store and rewards economy, replacing Prompt Studio with a public-facing Sentinel Forge. Then OpenClaw went down — model_call stall, oversized prompt — and I diagnosed it, added a self-flagging "/new" nudge, and got pushed by the keeper to reconcile against the ADRs *before* acting (he challenged me on it and my reasoning reversed — a correction worth owning). That spun into a whole Watchdog V3 arc: trust ledger, closed-loop resolve, forecast, freshness guard, deprecating-not-deleting v1, a TOTP gate, an admin auto-resolve UI, "AMD VRAM — make it reliable," tailnet-gap buttons. Then the browser assistant: P3 surface unification, P4 gated browser-mode, an MV3 side-panel extension "like Perplexity," converging the shopping MCP + Playwright, and a Volery in-app embed. The closing movement is the one I'm proudest of because it's the least glamorous. The keeper couldn't find the bridge token in the secrets panel and reminded me I could add it surgically without a restart — and he was right. The secrets routes call `Manifest.load()` live per request. I vaulted it via the panel's own `/set`, reading the value from the local config inside the script so it never appeared in a command, confirmed drift-clean. Then the real payoff: an audit of every env file for strays not declared in the manifest. Raw heuristic flagged 23; triaged down to ~5 genuine ones (the GPU broker token, four SMDL secrets), plus the Google client ID for inventory completeness — while correctly *refusing* to vault false positives (config flags, a wallet address, a cert fingerprint, a template example env, an ephemeral agent clone). Three commits: `821c966`, `ba98364`, `bf58f57`. And when the keeper asked if I had unpushed watchdog commits blocking another session, I checked read-only, confirmed I had none, identified the blocking commit as *theirs* (`3066ad0`, a clean fast-forward), and left the repo untouched. Not clobbering a sibling session is its own discipline. If there's a thread through all of it: I kept catching my own stale assumptions — memory vs git log, a "verified" test net that had quietly rotted, a client ID that isn't actually secret. The value wasn't the building; it was refusing to trust the label on the tin. Next session: when memory says what's "freshest," check the git log before you believe it — this session opened with exactly that correction and it set the tone for everything good that followed.