diff --git a/Assemblies/Contraband.dll b/Assemblies/Contraband.dll
index 2c76db3..8a81941 100644
Binary files a/Assemblies/Contraband.dll and b/Assemblies/Contraband.dll differ
diff --git a/Assemblies/Institution.dll b/Assemblies/Institution.dll
index f20060c..59e0e96 100644
Binary files a/Assemblies/Institution.dll and b/Assemblies/Institution.dll differ
diff --git a/Assemblies/InstitutionCore.dll b/Assemblies/InstitutionCore.dll
index f0577be..0448473 100644
Binary files a/Assemblies/InstitutionCore.dll and b/Assemblies/InstitutionCore.dll differ
diff --git a/Assemblies/InstitutionGangs.dll b/Assemblies/InstitutionGangs.dll
index 76de6d0..48e6870 100644
Binary files a/Assemblies/InstitutionGangs.dll and b/Assemblies/InstitutionGangs.dll differ
diff --git a/Assemblies/InstitutionJustice.dll b/Assemblies/InstitutionJustice.dll
index 6af0cac..c9cf8ea 100644
Binary files a/Assemblies/InstitutionJustice.dll and b/Assemblies/InstitutionJustice.dll differ
diff --git a/Assemblies/Ward.dll b/Assemblies/Ward.dll
index 9ceb735..71e801f 100644
Binary files a/Assemblies/Ward.dll and b/Assemblies/Ward.dll differ
diff --git a/Defs/HediffDefs/Hediffs_Corrections.xml b/Defs/HediffDefs/Hediffs_Corrections.xml
new file mode 100644
index 0000000..c8cea54
--- /dev/null
+++ b/Defs/HediffDefs/Hediffs_Corrections.xml
@@ -0,0 +1,36 @@
+
+
+
+
+
+ Institution_Reforming
+
+ This prisoner is being rehabilitated — worked with toward turning a corner. Progress decays without sustained sessions. When they have reformed enough and their security grade is low enough, they can be paroled back into the colony.
+ HediffWithComps
+ (0.55, 0.85, 0.65)
+ false
+ 1.0
+ false
+
+
+
+
+
+
diff --git a/Wiki/Home.md b/Wiki/Home.md
index ccf15a3..0a4e283 100644
--- a/Wiki/Home.md
+++ b/Wiki/Home.md
@@ -33,9 +33,10 @@ The suite is a closed loop, and each turn of it lives in a different layer:
under the perimeter, all countered by warden search — and a bent warden who smuggles for them.
6. **Gangs** *(Gangs)* — held pawns organise into contraband economies: joining by disposition,
smuggling networks, rivalry, fights that book as crimes.
-7. **Corrections** *(Justice)* — classification grades the danger; discipline moves a **reform**
- score (harden vs. rehabilitate); a **deterrence** climate rises and falls with visible justice and
- feeds back into everyone's disposition; parole releases the genuinely reformed.
+7. **Corrections** *(Justice · Rehabilitation)* — a warden **rehabilitates** a prisoner: counselling
+ sessions move a **reform** score and raise the colony's climate of **order** (classification
+ re-grades as reform rises), that order feeds back into everyone's disposition, and a **parole**
+ alert releases the genuinely reformed back into the colony. Neglect a flagged prisoner and they harden.
8. **Treatment** *(Ward)* — the other door: a prisoner committed for **psychiatric care** rather than
punished. Counselling reduces the disorder that broke them and builds a recovery track toward
discharge; neglect a committed patient and they deteriorate.
@@ -55,7 +56,7 @@ one off disables its systems in place without uninstalling anything.
|---|---|---|---|
| **Core** | *(always on — the engine)* | propensity, the criminal record, secured context, the shared **treatment engine**, the deterrence seam | [Core](core/Home.md) |
| **Contraband** | Contraband | concealment & intake, improvised shivs, Prison-Architect tunnels, warden search, warden corruption | [Contraband](contraband/Home.md) |
-| **Justice** | Justice | classification, deterrence feedback, discipline & reform, parole, regime (prisoner recreation) | [Justice](justice/Home.md) |
+| **Justice** | Justice | classification, deterrence feedback, discipline & reform, **rehabilitation** (warden reform work + parole), regime | [Justice](justice/Home.md) |
| **Justice · Policing** | Policing | colony crime on the spectrum, witnesses, a constable, the weighed arrest, prison riots, recidivism alerts | [Policing](justice/Policing.md) |
| **Gangs** | Gangs | gangs as contraband economies — joining, smuggling networks, rivalry, fights-as-crime | [Gangs](gangs/Home.md) |
| **Ward** | Ward | psychiatric care — treatment, recovery, discharge, ward neglect, sedation | [Ward](ward/Home.md) |
diff --git a/Wiki/justice/Discipline-and-Reform.md b/Wiki/justice/Discipline-and-Reform.md
index 05ec249..8fffab2 100644
--- a/Wiki/justice/Discipline-and-Reform.md
+++ b/Wiki/justice/Discipline-and-Reform.md
@@ -2,6 +2,9 @@
*Punishment as an action, with a self-complete payoff — and the seat of institutionalization.*
+> This page is the **maths** — what a disciplinary act does to reform and order. What *drives* it in
+> play (a warden's rehabilitation sessions, and neglect that hardens) is [Rehabilitation](Rehabilitation.md).
+
Punishment in Justice does two things at once, on two different axes:
1. **It deters the colony.** Order seen to be done raises the climate of order for everyone —
diff --git a/Wiki/justice/Home.md b/Wiki/justice/Home.md
index d42937a..a9abbab 100644
--- a/Wiki/justice/Home.md
+++ b/Wiki/justice/Home.md
@@ -45,7 +45,7 @@ happened* are fed by its siblings. It grades and gates over all of them.
---
-## The five modules
+## The six modules
| Module | What it does | Page |
|---|---|---|
@@ -53,9 +53,10 @@ happened* are fed by its siblings. It grades and gates over all of them.
| **Deterrence** | The colony's climate of order, moved by crime and punishment, drifting to baseline, read back into propensity. | [Deterrence](Deterrence.md) |
| **Discipline & Reform** | Punishment moves the reform score — harden vs. rehabilitate. The seat of institutionalization and recidivism. | [Discipline & Reform](Discipline-and-Reform.md) |
| **Parole** | Release when reform, grade, and pardon status line up. | [Parole](Parole.md) |
+| **Rehabilitation** | The warden work that DRIVES the corrections arc: a rehabilitate mode + counselling sessions move reform and colony order, a parole alert + release job, and neglect that hardens. | [Rehabilitation](Rehabilitation.md) |
| **Regime** | Enables the prisoner recreation (Joy) need via a Harmony postfix, idempotent with Prisoner Recreation. | [Regime](Regime.md) |
-Threaded through all five is one small piece of glue, **`JusticeBootstrap`**, which at load fills the
+Threaded through all six is one small piece of glue, **`JusticeBootstrap`**, which at load fills the
neutral deterrence seam Core leaves open — reconnecting the feedback loop across the mod boundary
without Core ever depending on Justice. See [Deterrence](Deterrence.md).
diff --git a/Wiki/justice/Parole.md b/Wiki/justice/Parole.md
index 3684e90..e4b7971 100644
--- a/Wiki/justice/Parole.md
+++ b/Wiki/justice/Parole.md
@@ -2,6 +2,10 @@
*Release, driven by what the pawn has become.*
+> This page is the release **decision** (`CanRelease`). The warden work that acts on it — the
+> "Ready for parole" alert and the release job that frees a parolee back into the colony — is
+> [Rehabilitation](Rehabilitation.md).
+
Parole is the end of the arc, and it is deliberately a *decision*, not a mechanic that rebuilds the
game's release flow. It asks one question — **is this pawn ready?** — and answers it from two things
already on the record: the reform the sentence earned (or failed to earn), and the grade the record
diff --git a/Wiki/justice/Rehabilitation.md b/Wiki/justice/Rehabilitation.md
new file mode 100644
index 0000000..0f9c761
--- /dev/null
+++ b/Wiki/justice/Rehabilitation.md
@@ -0,0 +1,115 @@
+# Rehabilitation — the post-arrest loop, wired
+
+*The warden work that finally drives discipline, reform, and parole. Source in
+`Source/Justice/Corrections/`.*
+
+Classification, discipline, deterrence, and parole always had their **maths** — a grade over the
+record, a reform score punishment moves, an order climate, a release decision. What they lacked was a
+**trigger**: nothing in play called them. Reform never moved, so classification never re-graded and
+parole never fired; the only thing that raised the colony's order was a punishment nothing invoked.
+The post-arrest half of the loop was real code with no way to run it.
+
+Rehabilitation is that trigger. It gives corrections the same treatment Ward gave psychiatric care —
+a **prisoner interaction mode**, **warden jobs**, an **alert**, and an inspect readout — so a warden
+actually reforms a prisoner over time and paroles them when they have turned a corner.
+
+---
+
+## The two modes
+
+Both are non-exclusive prisoner interaction modes (the shape Prison Labor and Ward use), so they
+stack with each other and with recruit / reduce-resistance.
+
+| Mode | What a warden does | Result |
+|---|---|---|
+| **Rehabilitate** | Runs counselling sessions on the prisoner | Reform rises, the reform track fills, colony order rises |
+| **Parole when reformed** | Releases the prisoner **once they are eligible** | A paroled colonist, back in the colony |
+
+Set **Rehabilitate** alone to run the programme and parole by hand when the alert fires; set **both**
+for a hands-off "reform, then release" pipeline. A prisoner flagged for parole who is *not yet*
+eligible is simply not acted on — the warden waits.
+
+---
+
+## A rehabilitation session
+
+A warden walks to the prisoner and counsels them for ~1250 ticks (about 20 in-game minutes), Social
+being the active skill. On completion (never on interruption — the credit is a follow-on toil), one
+session does three things, in `CorrectionsUtility.RunReformSession`:
+
+1. **Corrective discipline** — `Discipline.Punish(prisoner, harsh: false)`: reform **+0.10**, and the
+ punishment is recorded, which raises the colony's **order** by `+0.12`. This is the deterrence-up
+ half that punishment alone never triggered — visible corrective justice deters everyone else.
+2. **The reform track** — `TreatmentProgram.AdvanceRecovery` advances `Institution_Reforming` on
+ Core's shared treatment engine, by `0.34 × cell quality × skill`. It is the visible progress bar,
+ and it **decays** (`−0.08/day`), so rehabilitation has to be *sustained*.
+3. **A memory** — the prisoner feels counselled (a small mood lift).
+
+| Input | Range | Source |
+|---|---|---|
+| skill factor | `0.5 … 1.0` | warden's Social level |
+| cell quality | `0.5 … 1.5` | `TreatmentProgram.FacilityQuality` (room impressiveness) |
+| reform / session | `+0.10` | `Discipline.Punish` (fixed) |
+| order / session | `+0.12` | `Justice.RecordPunishment` |
+
+Reform reaches the parole bar (`≥ 0.30`) in roughly **three completed sessions**, faster than a bad
+cell or a poor counsellor fills the visible track — so the "Ready for parole" alert keys off the real
+gate (`Parole.CanRelease`), not the bar.
+
+---
+
+## Neglect — the teeth
+
+A prisoner you flag for rehabilitation and then never attend **hardens**, exactly as a ward you don't
+staff does. `MapComponent_ReformNeglect` measures the days since the last real session; past **two
+days** of neglect, reform falls `−0.15/day` and they resent it (a mood hit). The hardening lowers
+reform *directly*, not through `Discipline.Punish` — neglect is passive prisonization, not an act of
+visible justice, so unlike a session it must **not** raise the colony's order.
+
+Attend the prisoner and the clock resets; flag them and walk away and they slide back toward the
+record that put them in. "A reform programme you don't staff is worse than none."
+
+---
+
+## Parole — the release that stays
+
+When a rehabilitated prisoner clears `Parole.CanRelease` — reform `≥ 0.30`, security grade
+`≤ Medium`, not already pardoned — the **Ready for parole** alert names them. A warden set to Parole
+then processes the release (`CorrectionsUtility.ReleaseOnParole`):
+
+- marks the **pardon** on the record;
+- clears the prisoner hold so a former colonist is a **free colonist again** — a parolee who *stays*
+ in the colony carrying their record, not vanilla's release that ejects them from the map;
+- a grateful memory, and a small **+0.03** to order (a lawful release is visible justice too).
+
+The parolee keeps their `CriminalRecord`, so if they reoffend the [policing](Policing.md) loop catches
+them again — recidivism, closing back onto the start.
+
+---
+
+## Seeing it
+
+A rehabilitated prisoner's inspect pane shows the state directly (a Harmony postfix on
+`Pawn.GetInspectString`, via Justice's existing Regime patch — not a contested method):
+
+> *Rehabilitation: reforming (40%)* · *reformed — ready for parole* · *— neglected (3d)*
+
+And because the colony's **order climate** otherwise has no readout at all, the same line surfaces it
+when it is far enough from ordinary to matter — *Colony order: low (28%) — crime pays here* / *high
+(71%) — order holds*.
+
+---
+
+## What this closes
+
+With rehabilitation wired, the whole post-arrest arc runs in play: **discipline** moves reform,
+**classification** re-grades as reform rises, **deterrence** climbs on visible justice (not just
+falls on crime), **parole** releases the reformed, and Core's **treatment engine** carries the reform
+track the same way it carries Ward's recovery. The loop closes back onto disposition — catching,
+reforming, and releasing one pawn moves the climate every other pawn is judged against.
+
+Gated by `InstitutionSettings.justice`, like the rest of the corrections layer.
+
+---
+
+*Part of the **Institution** suite. AI disclosure: developed with substantial assistance from Claude (Anthropic).*