| Bones | A shop, Bone Up choice, recovery item, or equipment need is clear. | You are about to enter an unknown high-risk room or boss path. | Carrying too many into danger without spending or banking progress. |
| Bone Up | The problem is clearly damage, survival, or sidearm power. | You cannot tell whether the loss came from execution or stats. | Trying to fix repeated dodge mistakes with numbers only. |
| Sparks / trinket slots | When you are unsure where to spend Bones, prioritize more Sparks for retries, then trinket slots for build flexibility. | If the current failure is execution, routing, or wasted Joules, isolate that problem first. | If the current failure is execution, routing, or wasted Joules, fix that before spending more Bones. |
| Joules | An enemy is unsafe to approach, a boss window is short, or a room is dangerous. | You are entering a blind boss fight or do not know the Joule Jar route. | Spending sidearms on safe enemies and arriving empty before a boss. |
| Underlab | You found a new trinket, are preparing for a boss, or are switching from exploration to combat. | You only need to practice avoiding a known attack. | Never rebuilding loadouts by exploration, boss, or survival role. |
| Modifiers | You want support or challenge changes such as No Bone Loss, Weak Boss, game speed, or healing speed. | You are still learning the normal route and resource loop. | Treating modifier-based play as the default first-clear route. Check Feats/Achievements impact separately. |
| Fishing | You want side content, collection notes, or a break from the main route. | A generator or boss objective is already clear. | Presenting it as required main-route progress. |