Title: METEORAIT for Teens Tags: youth, cognitive-atrophy, education --- This short book adapts the Cognitive Divergence papers for teenagers. It is written in the language of video games and addresses the reader directly, with separate opening notes for parents and teachers. Its question is "Pilot or Passenger?", and its position is that AI should be neither banned nor refused, but used without handing over one's own thinking. Each chapter has the same seven steps: a "glitch" (the false belief), a recognizable scene, the logic behind it, a reset that removes blame, a short self-test, a protocol and a checkpoint. The topics are the mismatch between the speed of a machine and the speed of a brain, the redistribution of effort that AI saves, friction as the condition of learning, the illusion of competence (**False Cognitive Power Transfer**), the widening gap between users, emotional autonomy, originality, tolerance of discomfort, and identity. Two further chapters deal with group pressure and with the refusal of AI by part of the generation, which the book treats as a transfer of power to those who learn to use it. The three levels of the theory are renamed NPC (L1), Grinder (L2) and God Tier (L3). The protocols are concrete: **Controlled Latency** (wait 30 seconds before reading an answer), the **5-Minute Wall** (stay with a problem before asking), the 1:3 rule for reinvesting saved time, Forced Deconstruction (ask why, not only what), one task in four done by hand, no AI for personal relationships, three bad ideas on paper before a creative prompt, a discomfort journal, and a rotating "human advocate" in group work. Readers with anxiety or ADHD are told to start smaller and to seek human help. A printable weekly checklist and a set of questions about how language models work close the book. The closing formula is *Rogo, ergo emergo*: I ask, therefore I become.