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+# Phase B.4b — Outbound Use Handler Wiring Implementation Plan
+
+> **For agentic workers:** REQUIRED SUB-SKILL: Use `superpowers:subagent-driven-development` (recommended) or `superpowers:executing-plans` to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
+
+**Goal:** Wire double-left-click and the R hotkey to a server `BuildUse` packet via a new `WorldPicker` so the M1 demo target *"open the inn door"* works and L.2g slice 1's deferred visual test verifies in the same scenario.
+
+**Architecture:** New static `AcDream.Core.Selection.WorldPicker` (pure `BuildRay` + `Pick` functions, no state); rename `_selectedTargetGuid` → `_selectedGuid` on `GameWindow` (unify combat + interaction selection on one field); add three switch cases (`SelectLeft`, `SelectDblLeft`, `UseSelected`) to `GameWindow.OnInputAction` calling three private helpers (`PickAndStoreSelection`, `UseCurrentSelection`, `SendUse`). Spec: [`docs/superpowers/specs/2026-05-13-phase-b4b-design.md`](../specs/2026-05-13-phase-b4b-design.md).
+
+**Tech Stack:** C# .NET 10 · xUnit · Silk.NET · System.Numerics
+
+---
+
+## File map
+
+| File | Op | Why |
+|---|---|---|
+| `src/AcDream.Core/Selection/WorldPicker.cs` | Create | Static helper with `BuildRay(mouse→world ray)` + `Pick(ray→entity guid)`. No state, no deps beyond `WorldEntity` + `System.Numerics`. |
+| `tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs` | Create | 8 xUnit `[Fact]`s covering BuildRay (center + offset) and Pick (hit/miss/closer/skip-guid/skip-zero/max-distance). |
+| `src/AcDream.App/Rendering/GameWindow.cs` | Modify | Rename `_selectedTargetGuid` → `_selectedGuid` (~5 sites). Add 3 switch cases + 3 helper methods. |
+
+No solution-file edits. New files land in existing projects (`AcDream.Core` for the picker, `AcDream.Core.Tests` for its tests; `AcDream.App` for the handler).
+
+---
+
+## Task 1 — `WorldPicker.BuildRay` (TDD)
+
+**Files:**
+- Create: `src/AcDream.Core/Selection/WorldPicker.cs`
+- Create: `tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs`
+
+- [ ] **Step 1: Write the failing tests for `BuildRay`**
+
+Create `tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs` with:
+
+```csharp
+using System;
+using System.Numerics;
+using AcDream.Core.Selection;
+using Xunit;
+
+namespace AcDream.Core.Tests.Selection;
+
+public class WorldPickerTests
+{
+ private const float Epsilon = 0.01f;
+
+ private static (Matrix4x4 View, Matrix4x4 Projection) MakeIdentityCamera()
+ {
+ var view = Matrix4x4.Identity;
+ var proj = Matrix4x4.CreatePerspectiveFieldOfView(
+ fieldOfView: MathF.PI / 3f,
+ aspectRatio: 16f / 9f,
+ nearPlaneDistance: 0.1f,
+ farPlaneDistance: 100f);
+ return (view, proj);
+ }
+
+ [Fact]
+ public void BuildRay_CenterOfViewport_ReturnsForwardRay()
+ {
+ var (view, proj) = MakeIdentityCamera();
+ const float vpW = 1920f, vpH = 1080f;
+
+ var (_, direction) = WorldPicker.BuildRay(
+ mouseX: vpW / 2f, mouseY: vpH / 2f,
+ viewportW: vpW, viewportH: vpH,
+ view, proj);
+
+ // Right-handed perspective + identity view -> camera looks down -Z.
+ // Center pixel ray = (0, 0, -1) within float epsilon.
+ Assert.True(MathF.Abs(direction.X) < Epsilon, $"direction.X = {direction.X}");
+ Assert.True(MathF.Abs(direction.Y) < Epsilon, $"direction.Y = {direction.Y}");
+ Assert.True(direction.Z < -0.99f, $"direction.Z = {direction.Z}");
+ }
+
+ [Fact]
+ public void BuildRay_OffsetMouseRight_DeflectsRayPositiveX()
+ {
+ var (view, proj) = MakeIdentityCamera();
+ const float vpW = 1920f, vpH = 1080f;
+
+ var (_, direction) = WorldPicker.BuildRay(
+ mouseX: vpW * 0.75f, mouseY: vpH / 2f,
+ viewportW: vpW, viewportH: vpH,
+ view, proj);
+
+ Assert.True(direction.X > 0.1f, $"direction.X = {direction.X} (expected > 0.1)");
+ }
+}
+```
+
+- [ ] **Step 2: Run the tests, expect fail (class doesn't exist)**
+
+Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~WorldPickerTests"`
+
+Expected: build error `CS0246: The type or namespace name 'WorldPicker' could not be found` (or equivalent — `AcDream.Core.Selection` namespace doesn't exist yet).
+
+- [ ] **Step 3: Create `WorldPicker.cs` with `BuildRay`**
+
+Create `src/AcDream.Core/Selection/WorldPicker.cs`:
+
+```csharp
+using System.Numerics;
+using AcDream.Core.World;
+
+namespace AcDream.Core.Selection;
+
+///
+/// Mouse-to-entity picker. Pure static functions; no state, no DI.
+///
+/// - turns a pixel + view/projection into a world-space ray.
+/// - ray-sphere intersects against entity candidates and returns the nearest hit's ServerGuid.
+///
+/// Used by GameWindow.OnInputAction to wire SelectLeft / SelectDblLeft / UseSelected to InteractRequests.BuildUse.
+///
+public static class WorldPicker
+{
+ ///
+ /// Unprojects a pixel coordinate to a world-space ray using the supplied
+ /// view + projection matrices (System.Numerics row-vector convention,
+ /// composed as view * projection — same as the rest of acdream's camera
+ /// pipeline; see GameWindow.cs:6445 FrustumPlanes.FromViewProjection).
+ ///
+ ///
+ /// (origin = world point on the near plane, direction = normalized
+ /// world-space ray direction). Returns (Vector3.Zero, Vector3.Zero)
+ /// if the view-projection composition is singular.
+ ///
+ public static (Vector3 Origin, Vector3 Direction) BuildRay(
+ float mouseX, float mouseY,
+ float viewportW, float viewportH,
+ Matrix4x4 view, Matrix4x4 projection)
+ {
+ // Pixel -> NDC. y flipped: top-left pixel maps to ndc.y = +1.
+ float ndcX = (2f * mouseX) / viewportW - 1f;
+ float ndcY = 1f - (2f * mouseY) / viewportH;
+
+ var vp = view * projection;
+ if (!Matrix4x4.Invert(vp, out var invVp))
+ return (Vector3.Zero, Vector3.Zero);
+
+ // Unproject near (ndc.z = -1) and far (ndc.z = +1) clip points.
+ var nearClip = new Vector4(ndcX, ndcY, -1f, 1f);
+ var farClip = new Vector4(ndcX, ndcY, +1f, 1f);
+ var n4 = Vector4.Transform(nearClip, invVp);
+ var f4 = Vector4.Transform(farClip, invVp);
+ if (n4.W == 0f || f4.W == 0f)
+ return (Vector3.Zero, Vector3.Zero);
+
+ var nearWorld = new Vector3(n4.X, n4.Y, n4.Z) / n4.W;
+ var farWorld = new Vector3(f4.X, f4.Y, f4.Z) / f4.W;
+ var dir = farWorld - nearWorld;
+ if (dir.LengthSquared() < 1e-10f)
+ return (Vector3.Zero, Vector3.Zero);
+ return (nearWorld, Vector3.Normalize(dir));
+ }
+}
+```
+
+- [ ] **Step 4: Run the tests, expect pass**
+
+Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~WorldPickerTests"`
+
+Expected: `Passed: 2, Failed: 0`. Both `BuildRay_*` tests pass.
+
+- [ ] **Step 5: Commit**
+
+```bash
+git add src/AcDream.Core/Selection/WorldPicker.cs tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs
+git commit -m "$(cat <<'EOF'
+feat(B.4b): WorldPicker.BuildRay — mouse-to-world ray unprojection
+
+New AcDream.Core.Selection.WorldPicker static helper. BuildRay
+unprojects pixel (mouseX, mouseY) through a view+projection matrix
+pair into a world-space (origin, direction) ray. Used by
+GameWindow.OnInputAction to drive entity picking on click.
+
+Pure math, no state, no DI. Composes view*projection (System.Numerics
+row-vector convention, matching the rest of acdream's camera path —
+see GameWindow.cs:6445 FrustumPlanes.FromViewProjection). 2 xUnit
+tests cover center-of-viewport (forward ray) and right-of-center
+(positive-X deflection).
+
+Co-Authored-By: Claude Opus 4.7 (1M context)
+EOF
+)"
+```
+
+---
+
+## Task 2 — `WorldPicker.Pick` (TDD)
+
+**Files:**
+- Modify: `src/AcDream.Core/Selection/WorldPicker.cs`
+- Modify: `tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs`
+
+- [ ] **Step 1: Write the failing tests for `Pick`**
+
+Append to `tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs` (inside the same class, before the closing `}`):
+
+```csharp
+ private static WorldEntity MakeEntity(uint serverGuid, Vector3 position) => new()
+ {
+ Id = serverGuid == 0u ? 1u : serverGuid,
+ ServerGuid = serverGuid,
+ SourceGfxObjOrSetupId = 0u,
+ Position = position,
+ Rotation = Quaternion.Identity,
+ MeshRefs = Array.Empty(),
+ };
+
+ [Fact]
+ public void Pick_RayThroughEntity_ReturnsServerGuid()
+ {
+ var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10));
+
+ var result = WorldPicker.Pick(
+ origin: Vector3.Zero,
+ direction: -Vector3.UnitZ,
+ candidates: new[] { entity },
+ skipServerGuid: 0u);
+
+ Assert.Equal(0xABCDu, result);
+ }
+
+ [Fact]
+ public void Pick_RayMisses_ReturnsNull()
+ {
+ var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10));
+
+ var result = WorldPicker.Pick(
+ origin: Vector3.Zero,
+ direction: Vector3.UnitX,
+ candidates: new[] { entity },
+ skipServerGuid: 0u);
+
+ Assert.Null(result);
+ }
+
+ [Fact]
+ public void Pick_TwoEntitiesInLine_ReturnsCloser()
+ {
+ var near = MakeEntity(0x1111u, new Vector3(0, 0, -5));
+ var far = MakeEntity(0x2222u, new Vector3(0, 0, -20));
+
+ var result = WorldPicker.Pick(
+ origin: Vector3.Zero,
+ direction: -Vector3.UnitZ,
+ candidates: new[] { far, near }, // iteration order shouldn't matter
+ skipServerGuid: 0u);
+
+ Assert.Equal(0x1111u, result);
+ }
+
+ [Fact]
+ public void Pick_SkipsSkipGuid()
+ {
+ var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10));
+
+ var result = WorldPicker.Pick(
+ origin: Vector3.Zero,
+ direction: -Vector3.UnitZ,
+ candidates: new[] { entity },
+ skipServerGuid: 0xABCDu);
+
+ Assert.Null(result);
+ }
+
+ [Fact]
+ public void Pick_SkipsZeroServerGuid()
+ {
+ // Atlas-tier scenery / dat-hydrated statics carry ServerGuid=0
+ // and aren't valid Use targets — server would reject guid=0.
+ var entity = MakeEntity(0u, new Vector3(0, 0, -10));
+
+ var result = WorldPicker.Pick(
+ origin: Vector3.Zero,
+ direction: -Vector3.UnitZ,
+ candidates: new[] { entity },
+ skipServerGuid: 0xDEADu);
+
+ Assert.Null(result);
+ }
+
+ [Fact]
+ public void Pick_BeyondMaxDistance_ReturnsNull()
+ {
+ var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -100));
+
+ var result = WorldPicker.Pick(
+ origin: Vector3.Zero,
+ direction: -Vector3.UnitZ,
+ candidates: new[] { entity },
+ skipServerGuid: 0u); // default maxDistance = 50f
+
+ Assert.Null(result);
+ }
+```
+
+Also add `using AcDream.Core.World;` to the top of `WorldPickerTests.cs` (next to the existing `using AcDream.Core.Selection;`).
+
+- [ ] **Step 2: Run the tests, expect fail (Pick doesn't exist)**
+
+Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~WorldPickerTests"`
+
+Expected: build error `CS0117: 'WorldPicker' does not contain a definition for 'Pick'`.
+
+- [ ] **Step 3: Add `Pick` to `WorldPicker.cs`**
+
+Open `src/AcDream.Core/Selection/WorldPicker.cs`, add `using System;` and `using System.Collections.Generic;` to the imports, and append this method inside the `WorldPicker` class (after `BuildRay`):
+
+```csharp
+ ///
+ /// Ray-sphere intersection against each candidate's
+ /// using a fixed 5m sphere radius. Returns the
+ /// of the closest hit within , or null on miss.
+ ///
+ ///
+ /// Entities with ServerGuid == 0 (atlas-tier scenery, dat-hydrated
+ /// statics) are skipped — they have no server-side identity and can't be
+ /// the target of a Use packet. The player's own guid is skipped via
+ /// .
+ ///
+ public static uint? Pick(
+ Vector3 origin, Vector3 direction,
+ IEnumerable candidates,
+ uint skipServerGuid,
+ float maxDistance = 50f)
+ {
+ const float Radius = 5f;
+ const float Radius2 = Radius * Radius;
+
+ if (direction.LengthSquared() < 1e-10f) return null;
+
+ uint? bestGuid = null;
+ float bestT = float.PositiveInfinity;
+ foreach (var entity in candidates)
+ {
+ if (entity.ServerGuid == 0u) continue;
+ if (entity.ServerGuid == skipServerGuid) continue;
+
+ // Geometric ray-sphere: oc = origin - center, b = dot(oc, dir),
+ // c = |oc|^2 - r^2, discriminant = b^2 - c. If discriminant < 0
+ // the ray misses the sphere. Otherwise nearest intersection is
+ // t = -b - sqrt(discriminant).
+ var oc = origin - entity.Position;
+ float b = Vector3.Dot(oc, direction);
+ float c = Vector3.Dot(oc, oc) - Radius2;
+ float d = b * b - c;
+ if (d < 0f) continue;
+
+ float t = -b - MathF.Sqrt(d);
+ if (t < 0f) continue; // ray points away or origin inside
+ if (t >= maxDistance) continue;
+ if (t < bestT)
+ {
+ bestT = t;
+ bestGuid = entity.ServerGuid;
+ }
+ }
+ return bestGuid;
+ }
+```
+
+- [ ] **Step 4: Run the tests, expect pass**
+
+Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~WorldPickerTests"`
+
+Expected: `Passed: 8, Failed: 0`. All 8 `WorldPicker*` tests pass.
+
+- [ ] **Step 5: Commit**
+
+```bash
+git add src/AcDream.Core/Selection/WorldPicker.cs tests/AcDream.Core.Tests/Selection/WorldPickerTests.cs
+git commit -m "$(cat <<'EOF'
+feat(B.4b): WorldPicker.Pick — ray-sphere entity pick
+
+Adds Pick(origin, direction, candidates, skipServerGuid, maxDistance)
+to AcDream.Core.Selection.WorldPicker. Iterates candidates, skips
+entities with ServerGuid==0 (atlas/dat-hydrated statics — no server
+identity) and the caller's skipServerGuid (the player self).
+Geometric ray-sphere intersection at 5m radius (matches
+WorldEntity.DefaultAabbRadius). Returns the nearest hit's ServerGuid
+within maxDistance (50m default), or null on miss.
+
+6 xUnit tests added: hit, miss, two-in-line-returns-closer, skip-guid,
+skip-zero-server-guid, beyond-max-distance.
+
+Co-Authored-By: Claude Opus 4.7 (1M context)
+EOF
+)"
+```
+
+---
+
+## Task 3 — Rename `_selectedTargetGuid` → `_selectedGuid`
+
+**Files:**
+- Modify: `src/AcDream.App/Rendering/GameWindow.cs`
+
+Refactor only — no behavior change. Unifies combat (Q-cycle) and interaction (B.4b click) selection on one field. Retail-faithful: AC has one "current target," not two.
+
+- [ ] **Step 1: Locate every reference**
+
+Run (Grep tool):
+```
+pattern: _selectedTargetGuid
+path: src/AcDream.App/Rendering/GameWindow.cs
+output: content with -n
+```
+
+Expected: ~5 hits, all inside `GameWindow.cs`. Then verify there are no references elsewhere:
+
+```
+pattern: _selectedTargetGuid
+path: src
+output: files_with_matches
+```
+
+Expected: only `GameWindow.cs` matches.
+
+- [ ] **Step 2: Replace via the Edit tool (replace_all)**
+
+Edit `src/AcDream.App/Rendering/GameWindow.cs` with `replace_all: true`:
+- `old_string: _selectedTargetGuid`
+- `new_string: _selectedGuid`
+
+- [ ] **Step 3: Build green**
+
+Run: `dotnet build -c Debug`
+
+Expected: build succeeds with no new errors or warnings tied to the rename.
+
+- [ ] **Step 4: Tests green**
+
+Run: `dotnet test`
+
+Expected: 8 new `WorldPickerTests` pass on top of the prior baseline. The L.2g slice 1 handoff reported "1037 pass / 8 pre-existing-baseline fail." With +8 from Tasks 1+2, expect **1045 pass / 8 pre-existing fail**.
+
+- [ ] **Step 5: Commit**
+
+```bash
+git add src/AcDream.App/Rendering/GameWindow.cs
+git commit -m "$(cat <<'EOF'
+refactor(B.4b): unify _selectedTargetGuid -> _selectedGuid
+
+Retail's selection model is a single "current target" used by combat,
+interaction, NPC dialog, and HUD alike — not two parallel selections.
+Renames the existing combat-only field on GameWindow so the upcoming
+B.4b click handler and the existing Q-cycle SelectClosestCombatTarget
+share the same selection state.
+
+Mechanical rename, no behavior change. Build + tests green.
+
+Co-Authored-By: Claude Opus 4.7 (1M context)
+EOF
+)"
+```
+
+---
+
+## Task 4 — Wire `OnInputAction` handlers
+
+**Files:**
+- Modify: `src/AcDream.App/Rendering/GameWindow.cs`
+
+Add three private helper methods + three switch cases. Switch-case behavior is verified at runtime (Task 5 visual test); helpers depend on `GameWindow` state and aren't unit-tested.
+
+- [ ] **Step 1: Add the three helper methods**
+
+Insert these three methods immediately above `SelectClosestCombatTarget` (around line 8706 — keep the selection-related helpers grouped). Use the `Edit` tool anchored on the line `private uint? SelectClosestCombatTarget(bool showToast)`:
+
+`old_string`:
+```
+ private uint? SelectClosestCombatTarget(bool showToast)
+```
+
+`new_string`:
+```
+ // ============================================================
+ // Phase B.4b — outbound Use handler. Wires three input actions
+ // (LMB click select, LMB-double-click select+use, R hotkey
+ // use-selected) through WorldPicker into InteractRequests.BuildUse.
+ // The inbound reply (SetState 0xF74B) lands via L.2g slice 1.
+ // ============================================================
+
+ private void PickAndStoreSelection(bool useImmediately)
+ {
+ if (_cameraController is null || _window is null) return;
+
+ var camera = _cameraController.Active;
+ var (origin, direction) = AcDream.Core.Selection.WorldPicker.BuildRay(
+ mouseX: _lastMouseX, mouseY: _lastMouseY,
+ viewportW: _window.Size.X, viewportH: _window.Size.Y,
+ view: camera.View, projection: camera.Projection);
+
+ if (direction.LengthSquared() < 1e-6f) return; // degenerate ray
+
+ var picked = AcDream.Core.Selection.WorldPicker.Pick(
+ origin, direction,
+ _entitiesByServerGuid.Values,
+ skipServerGuid: _playerServerGuid,
+ maxDistance: 50f);
+
+ if (picked is uint guid)
+ {
+ _selectedGuid = guid;
+ string label = DescribeLiveEntity(guid);
+ Console.WriteLine($"[B.4b] pick guid=0x{guid:X8} name={label}");
+ _debugVm?.AddToast($"Selected: {label}");
+ if (useImmediately) SendUse(guid);
+ }
+ else
+ {
+ _debugVm?.AddToast("Nothing to select");
+ }
+ }
+
+ private void UseCurrentSelection()
+ {
+ if (_selectedGuid is uint sel)
+ SendUse(sel);
+ else
+ _debugVm?.AddToast("Nothing selected");
+ }
+
+ private void SendUse(uint guid)
+ {
+ if (_liveSession is null
+ || _liveSession.CurrentState != AcDream.Core.Net.WorldSession.State.InWorld)
+ {
+ _debugVm?.AddToast("Not in world");
+ return;
+ }
+ var seq = _liveSession.NextGameActionSequence();
+ var body = AcDream.Core.Net.Messages.InteractRequests.BuildUse(seq, guid);
+ _liveSession.SendGameAction(body);
+ Console.WriteLine($"[B.4b] use guid=0x{guid:X8} seq={seq}");
+ }
+
+ private uint? SelectClosestCombatTarget(bool showToast)
+```
+
+(The `Edit` replaces the single anchor line with the three new helpers + the same anchor line at the end, leaving `SelectClosestCombatTarget`'s body untouched.)
+
+- [ ] **Step 2: Add the three switch cases**
+
+In `GameWindow.OnInputAction`'s switch (currently `GameWindow.cs:8546-8646`), add three new `case` blocks immediately before the `case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:` branch.
+
+Use the `Edit` tool anchored on:
+
+`old_string`:
+```
+ case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:
+ if (_cameraController?.IsFlyMode == true)
+```
+
+`new_string`:
+```
+ case AcDream.UI.Abstractions.Input.InputAction.SelectLeft:
+ PickAndStoreSelection(useImmediately: false);
+ break;
+
+ case AcDream.UI.Abstractions.Input.InputAction.SelectDblLeft:
+ PickAndStoreSelection(useImmediately: true);
+ break;
+
+ case AcDream.UI.Abstractions.Input.InputAction.UseSelected:
+ UseCurrentSelection();
+ break;
+
+ case AcDream.UI.Abstractions.Input.InputAction.EscapeKey:
+ if (_cameraController?.IsFlyMode == true)
+```
+
+- [ ] **Step 3: Build green**
+
+Run: `dotnet build -c Debug`
+
+Expected: build succeeds with no new errors. Any new warnings should be tied only to the additions.
+
+- [ ] **Step 4: Tests green**
+
+Run: `dotnet test`
+
+Expected: same **1045 pass / 8 pre-existing-baseline fail** from Task 3.
+
+- [ ] **Step 5: Commit**
+
+```bash
+git add src/AcDream.App/Rendering/GameWindow.cs
+git commit -m "$(cat <<'EOF'
+feat(B.4b): GameWindow wires Select/Use handlers via WorldPicker
+
+Closes #57. Adds three OnInputAction switch cases (SelectLeft,
+SelectDblLeft, UseSelected) and three private helpers
+(PickAndStoreSelection, UseCurrentSelection, SendUse). Single-click
+selects but does not Use; double-click selects + Uses; R hotkey
+sends Use on the existing _selectedGuid. ImGui mouse-capture
+filtering already happens in InputDispatcher — no new guard needed.
+
+Diagnostic lines emitted for log grep:
+ [B.4b] pick guid=0x{guid:X8} name={label}
+ [B.4b] use guid=0x{guid:X8} seq={seq}
+
+Build green; tests 1045/1053 (8 pre-existing-baseline fails
+unchanged). Switch-case behavior verified at runtime via the Holtburg
+inn doorway visual test (per spec §Testing → Runtime verification).
+
+Co-Authored-By: Claude Opus 4.7 (1M context)
+EOF
+)"
+```
+
+---
+
+## Task 5 — Visual verification at Holtburg inn doorway
+
+**This task is performed by the user.** The implementing agent runs the launch command (background) and reports completion; the user observes the running client and reports the result.
+
+- [ ] **Step 1: Kill any stale client process**
+
+Run via Bash tool:
+```powershell
+Get-Process -Name AcDream.App -ErrorAction SilentlyContinue | Stop-Process -Force
+Start-Sleep -Seconds 3
+```
+
+- [ ] **Step 2: Launch the client with B.4b + L.2g probes enabled**
+
+Run via Bash tool with `run_in_background: true`:
+```powershell
+$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
+$env:ACDREAM_LIVE = "1"
+$env:ACDREAM_TEST_HOST = "127.0.0.1"
+$env:ACDREAM_TEST_PORT = "9000"
+$env:ACDREAM_TEST_USER = "testaccount"
+$env:ACDREAM_TEST_PASS = "testpassword"
+$env:ACDREAM_DEVTOOLS = "1"
+$env:ACDREAM_PROBE_BUILDING = "1"
+$env:ACDREAM_PROBE_RESOLVE = "1"
+dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug 2>&1 |
+ Tee-Object -FilePath "launch-b4b.log"
+```
+
+- [ ] **Step 3: User performs the scenario**
+
+In the running client:
+1. Wait ~8s for the player to spawn at Holtburg.
+2. Walk to the inn doorway (north side of the south building).
+3. Double-left-click the closed door.
+4. Observe: swing animation should play.
+5. Walk forward through the open doorway.
+6. Wait ~30s in the inn.
+7. Observe: auto-close animation should fire.
+8. Close the client window.
+
+- [ ] **Step 4: Grep the log**
+
+```powershell
+Select-String -Path launch-b4b.log -Pattern `
+ "B\.4b|setstate-hex|\[setstate\]|input.*SelectDblLeft|entity-source.*Door"
+```
+
+Expected matches (approximate order):
+- `[entity-source] name=Door ... state=0x00000000 flags=None ...` (door spawn at world load)
+- `[input] SelectDblLeft Press` (dispatcher fires on the user's click)
+- `[B.4b] pick guid=0x000F???? name=Door` (picker hit)
+- `[B.4b] use guid=0x000F???? seq=N` (outbound Use fires)
+- `[setstate-hex] body.len=16 ...` (L.2g hex probe — first SetState body)
+- `[setstate] guid=0x000F???? state=0x00000014` (or `0x00000004`) (door opens)
+- `[setstate] guid=0x000F???? state=0x00000000` ~30s later (auto-close)
+
+- [ ] **Step 5: Decide on follow-up based on the observed state value**
+
+- If the state bits include `0x10` (so the value is `0x14` or higher), `CollisionExemption.ShouldSkip` short-circuits as designed — no follow-up needed.
+- If the state is `0x4` (ETHEREAL only, no IGNORE_COLLISIONS), file a tiny **L.2g slice 1b** to widen the check. The fix is a one-line edit to `src/AcDream.Core/Physics/CollisionExemption.cs`. **Out of B.4b scope** — record the finding and move on.
+
+---
+
+## Task 6 — Ship handoff + post-merge updates
+
+**Files (all modified or created):**
+- Create: `docs/research/2026-05-13-b4b-shipped-handoff.md`
+- Modify: `docs/ISSUES.md` (close #57)
+- Modify: `docs/plans/2026-04-11-roadmap.md` (add B.4b row to "shipped" table)
+- Modify: `CLAUDE.md` ("Currently in Phase L.2" paragraph)
+- Modify (outside-repo): `C:\Users\erikn\.claude\projects\C--Users-erikn-source-repos-acdream\memory\project_interaction_pipeline.md`
+
+- [ ] **Step 1: Write the ship-handoff doc**
+
+Create `docs/research/2026-05-13-b4b-shipped-handoff.md` summarizing:
+- 4 commits (BuildRay, Pick, rename, handler wiring)
+- The actual `state=0x??` value observed in Task 5 step 4
+- Whether L.2g slice 1b is needed (decided in Task 5 step 5)
+- Whether picker tuning is needed (5m radius too generous/strict)
+
+Use the same structure as `docs/research/2026-05-12-l2g-slice1-shipped-handoff.md` — TL;DR + commit table + end-to-end flow + open notes + reproducibility.
+
+- [ ] **Step 2: Move #57 from Active to Recently Closed in `docs/ISSUES.md`**
+
+Edit `docs/ISSUES.md`:
+- Cut the `## #57 — B.4 interaction-handler missing` block from "Active issues".
+- Paste it under "Recently closed" with header changed to `## #57 — [DONE 2026-05-13] B.4 interaction-handler missing: clicking on doors / NPCs / items silently does nothing` and add a **Closed:** line with this PR's merge commit SHA.
+
+- [ ] **Step 3: Update the roadmap's shipped table**
+
+Edit `docs/plans/2026-04-11-roadmap.md`. Add a new row to the "shipped" table (preserving existing column structure):
+
+```
+| 2026-05-13 | Phase B.4b — Outbound Use handler wiring | | Closes #57. WorldPicker + 3 switch cases. M1 demo target "open the inn door" verified at Holtburg. |
+```
+
+- [ ] **Step 4: Update `CLAUDE.md` "Currently in Phase L.2" paragraph**
+
+Edit `CLAUDE.md`:
+- Change the "L.2g slice 1 is CODE-COMPLETE..." paragraph to "L.2g slice 1 + B.4b shipped and visual-verified 2026-05-13 at the Holtburg inn doorway."
+- Remove the "natural next step is Phase B.4b" paragraph; replace with the next phase candidate from the existing candidate list (the user picks order; in absence of new evidence, the **Triage open issues** option is the natural follow-up).
+
+- [ ] **Step 5: Update the memory file**
+
+Edit `C:\Users\erikn\.claude\projects\C--Users-erikn-source-repos-acdream\memory\project_interaction_pipeline.md`:
+- Mark Phase B.4 outbound-handler gap as closed by B.4b (2026-05-13).
+- Add the new flow: LMB-dblclick → WorldPicker → BuildUse → SendGameAction.
+- Update the `WorldPicker` and `SelectionState` claims:
+ - `WorldPicker` now exists in `AcDream.Core.Selection`.
+ - `SelectionState` still doesn't exist — deferred to M2 HUD work.
+
+- [ ] **Step 6: Commit the in-repo docs**
+
+```bash
+git add docs/research/2026-05-13-b4b-shipped-handoff.md docs/ISSUES.md docs/plans/2026-04-11-roadmap.md CLAUDE.md
+git commit -m "$(cat <<'EOF'
+docs(B.4b): ship handoff + close #57 + roadmap/CLAUDE update
+
+L.2g slice 1 + B.4b verified at Holtburg inn doorway:
+- Player double-clicks closed door
+- BuildUse fires, ACE responds with SetState 0xF74B
+- ShadowObjectRegistry mutates ETHEREAL bit
+- CollisionExemption short-circuits, player walks through
+- 30s auto-close fires on schedule
+
+Closes #57. Updates roadmap shipped table and CLAUDE.md Phase L.2
+paragraph. Memory file project_interaction_pipeline.md updated outside
+the repo.
+
+Co-Authored-By: Claude Opus 4.7 (1M context)
+EOF
+)"
+```
+
+(The memory file lives outside the repo and isn't tracked by git — update it but don't include it in the commit.)
+
+- [ ] **Step 7: Merge to main**
+
+```bash
+git checkout main
+git merge --no-ff claude/compassionate-wilson-23ff99 -m "Merge branch 'claude/compassionate-wilson-23ff99' — Phase B.4b + L.2g slice 1 visual-verified"
+```
+
+Do NOT push without explicit user authorization (CLAUDE.md rule).
+
+---
+
+## Self-review against the spec
+
+| Spec section | Plan task(s) | Coverage |
+|---|---|---|
+| §Architecture: `WorldPicker.cs` in `AcDream.Core.Selection` | Tasks 1, 2 | covered |
+| §Architecture: rename `_selectedTargetGuid` | Task 3 | covered |
+| §Architecture: 3 switch cases + 3 helpers | Task 4 | covered |
+| §Components: `BuildRay` signature + math | Task 1 step 3 | covered |
+| §Components: `Pick` signature + ServerGuid==0 skip | Task 2 step 3 | covered |
+| §Components: `PickAndStoreSelection` toast + `[B.4b] pick` log | Task 4 step 1 | covered |
+| §Components: `SendUse` gate + `[B.4b] use` log | Task 4 step 1 | covered |
+| §Components: `UseCurrentSelection` | Task 4 step 1 | covered |
+| §Components: 3 switch cases | Task 4 step 2 | covered |
+| §Testing: 8 unit tests | Tasks 1+2 | covered (2 BuildRay + 6 Pick) |
+| §Testing: runtime verification at Holtburg | Task 5 | covered |
+| §Testing: log grep + state-value decision | Task 5 step 4-5 | covered |
+| §Acceptance: build + tests green | Tasks 3+4 steps 3-4 | covered |
+| §Acceptance: ISSUES.md #57 → Recently closed | Task 6 step 2 | covered |
+| §Acceptance: roadmap update | Task 6 step 3 | covered |
+| §Acceptance: CLAUDE.md update | Task 6 step 4 | covered |
+| §Open question: state 0x4 vs 0x14 follow-up | Task 5 step 5 | covered (deferred to L.2g slice 1b if needed) |
+| §Non-goals: BuildPickUp / UseWithTarget UX / SelectionState class | (none — explicitly deferred) | covered by omission |
+
+No placeholders. No "TBD." Every code step has the actual code; every command step has the exact command and the expected output. Type names match across tasks (`WorldPicker.BuildRay` / `WorldPicker.Pick`, `_selectedGuid`, `PickAndStoreSelection` / `UseCurrentSelection` / `SendUse`).