All 28 StageNN.ssb decoded: 2,085,628 bytes, 25,705 call sites, 108 of 147 built-ins used. Verified the survey independently -- 33=0, 34=0, 108 distinct, hp_pct_test 1955, unit_state 1271, all exact. global_counter0/1 have ZERO call sites in all 28 stages. The handlers exist and are wired; no mission calls them. So 'does a wave start after N kills?' is answered for the whole game, not just Stage 02: no mission counts kills. Two idioms change how the counts read. hp_pct_test(unit, 0.0) IS a destruction test -- 1786 of 1955 calls (91%) pass 0.0, and the handler's zero path additionally requires state == 4 -- so unit_state and hp_pct_test(...,0) are interchangeable and stages just pick one. And squad_survival_pct is a boolean, not a percentage: an integer divwu before the x100 means it can only be 0 or 100, and all 29 sites pass a friendly TCAF squadron with threshold 99.9, making it 'has this escort lost anybody'. The game has no destroy-N%-of-a-squadron objective. Outliers: S18-S23 (tutorials) have no flag/trigger machinery at all -- linear lessons; S16 has no unit predicates, only a descending player-gauge ladder. Not settled: group_ratio_pct takes two unit indices (blob+4 and blob+12) and its numerator lookup was not read to the bottom, so it is not being labelled 'percent killed by the player'. isl.py's UNIT_ARG omitted 71/72.