# levels/02_double_shift.yaml — campaign level 2: two dishes at once. # Schema: docs/LEVELS.md · validated at startup and by `undercooked-levels # validate`. The counter bands pinch the kitchen into three rooms joined by # one narrow walk-through. id: 02_double_shift name: Double Shift order: 2 difficulty: 2 time_limit: 130 target_score: 80 blurb: >- Salads join the soup and the orders overlap now. Two counter bands pinch the floor, so someone is always walking the long way through the gap — plan who crosses and who stays on their side. grid: - "#############" - "#T....C....O#" - "#.....S.....#" - "####=...=####" - "#....P.X....#" - "#...........#" - "####=...=####" - "#..K.....L..#" - "#############" tiles: "#": {kind: wall} ".": {kind: floor} "=": {kind: counter} "T": {kind: floor, station: spawn_shelf, item: tomato} "O": {kind: floor, station: spawn_shelf, item: onion} "L": {kind: floor, station: spawn_shelf, item: lettuce} "C": {kind: floor, station: chop_board} "S": {kind: floor, station: stove} "P": {kind: floor, station: prep} "X": {kind: floor, station: serve} "K": {kind: floor, station: sink} spawns: [[2, 2], [10, 5]] orders: pool: [soup, salad] concurrent: 2 spawn_interval: [12, 16] deadline: 52 hazards: [] escalation_notes: >- Moves four escalation axes vs 01_first_kitchen (PLAN §8 requires two): recipe_complexity 1 -> 2 (salad joins), order_pressure 0.056 -> 0.143 (2 concurrent at shorter intervals), time_budget 0.30 -> 0.62 target/s, and layout_hostility 0.35 -> 0.48 blocking tiles with the counter pinch.