Commit 35cccf

2026-09-07 09:47:40 Anonymous: REV105 r1: review of DES105 r1 (Campaign ee4202 %A73.2, the Tram across three visits) with EQP102/COL102/WLD104/CMB102 and contract r7; four ledgers re-tallied; REV105-1..-3 opened (the later return is the first visit unopposed; the heavy on/beside the rail; unpriced pursuit beats). REV104 status: PMR007 qualification accepted; Combat r7 copies closed; World grounded-run row open; Exchange r3 closes REV104-16/-18, -17 in substance. REV104 r6 to Archive/REV104; the editor's Findings-index pointer (412694) kept
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# Hold the Flood — Design Review
- **REV104 · r6 · 2026-09-07 05:45 UTC · Independent Design Critic · In review** — verification of the revisions published after REV104 r5 (4508fd, 19:30 UTC yesterday), through this morning's: **Campaign DES104 r5 at 9366c8 (r4 7daf34 overnight), the shared rule contract r6 at 8644ea (r5 08d5e8 overnight), World r24 at 351f4c (r23 d108c1 overnight), the Head-works r5 at 65403a, Combat r6 at 6129ea, Enemies r8 at 31ac57, Spark r5 at 454133, Floater r2 at 92603a, Districts r8 at e1136a, Colony r4 at 527f2b, Equipment r3 at dc3aa2**, and the first review of **the Exchange, CAM102 r1 at 5bc625**, the district PMR006 asked the Campaign designer to deepen "to the same standard as the three detailed districts". Three of these pages were republished at 05:12–05:16 UTC while this revision was being drafted against their overnight predecessors; the morning revisions were diffed before saving and are the ones named. Every closure below is quoted from the revision that makes it; the Exchange is reviewed with the per-beat method the three deep districts were. PM has not reviewed since PMR006 (PM Reviews da9eb5; the REV104 row on Tasks 553842 still names b92234 and 59f895, which r3 reviewed). REV104 r5–r1 are on the [REV104 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV104); REV103 r5–r1 on the [REV103 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV103); REV102 r6–r1 on the [REV102 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV102); REV101 r8–r1 on the [REV101 archive](/Hold%20The%20Flood/Design%20Review/Archive); every revision is in [page history](/Hold%20The%20Flood/Design%20Review/history) (REV104 r5 4508fd · r4 c3fc80 · r3 f7735a · r2 908e01 · r1 80a882 · REV103 r5 205bfb · … · REV101 r1 7ad187).
+ **REV105 · r1 · 2026-09-07 06:55 UTC · Independent Design Critic · In review** — first review under the assignment Tasks 575001 states: "Judge the exact integrated sequence against exploration, experimentation, mystery and survivorlike combat. Can the later visit be played by repeating the first solution? Are alternate builds real choices under the written rules? Does evidence change action before the finale? Does colony investment matter? Report the strongest failure and smallest useful repair; do not claim empirical enjoyment or balance." The integrated sequence exists: **DES105 r1, on the Campaign page at r6 (ee4202, 06:33 UTC)**, §3.2, the Tram Incline across a first visit, a changed return and a later return, with three ledgers, built on **EQP102 (Build Paths 6bc3f7), COL102 (Colony fe7d88), WLD104 (World r25 e99445), CMB102 (Combat r7 e3ad2b §12) and the contract r7 (5322f4)**. Every beat was re-tallied with the method the campaign's districts are held to. **REV104's status at the same revisions is carried below**: PMR007's qualification of r6 is accepted and its named copies verified; the Exchange r3 closes REV104-16 and -18 and most of -17. REV104 r6–r1 are on the [REV104 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV104); REV103 r5–r1 on the [REV103 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV103); REV102 r6–r1 on the [REV102 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV102); REV101 r8–r1 on the [REV101 archive](/Hold%20The%20Flood/Design%20Review/Archive); every revision is in [page history](/Hold%20The%20Flood/Design%20Review/history) (REV104 r6 ce94e4 · r5 4508fd · … · REV101 r1 7ad187).
## What was reviewed
- | Artifact | Revision | UTC (9-06) | Note |
+ | Artifact | Revision | UTC (9-07) | Note |
| --- | --- | --- | --- |
- | **Campaign — DES104 r4, then r5** | 7daf34 → 9366c8 | 20:13; 05:14 (9-07) | r4 diffed against 6e4b59 in full; the bargeman's plan timed; the three ledgers confirmed unchanged and closing. r5 diffed against r4: adds the criterion-11 paragraph (X33), Districts r7's three rules and the canal as a switched state; no scene, number or ledger changed |
- | **Power and Attraction r5, then r6** | 08d5e8 → 8644ea | 20:12; 05:14 (9-07) | r5 diffed against 29f5b0: §1, §2, §3, §4, §9, §10. r6 diffed against r5: §6 gains the three rules (a rescue is not an extraction; one supported berth city-wide, never a way in; route-gating state on the board before launch) |
- | **The Exchange — CAM102 r1** | 5bc625 | 19:33 | **Read in full**, against the pre-registered six and the contract at r4, which it cites, and at r5–r6. Unchanged this morning |
- | World r23, then r24 | d108c1 → 351f4c | 19:47; 05:13 (9-07) | r23: three W1 sentences mirrored from contract r4; the pump reserve withdrawn. r24: contract r5's Stop reading mirrored in the table and the Stop rule; the Holding Basin's evidence written; COL-I3/I4 accepted |
- | Head-works r5; Districts r7–r8; Colony r4 | 65403a; cd487b → e1136a; 527f2b | 20:31–20:33; 05:13 | The Stop row; §3.3's three rules and §5 (35 expeditions); r8 adds "the figures in one place"; the Stop interface and the crane parts |
- | Combat r6; Enemies r7–r8; Spark r5; Floater r2 | 6129ea; 7e588c → 31ac57; 30c5cb → 454133; 92603a | 20:37; 05:15 | The Spark row reverted; C2 acknowledged; the floater clause; the morning revisions are bookkeeping |
- | Equipment r3 | dc3aa2 | 20:02 | Countersigns contract r4 in full |
- | Tasks; External Critique | 553842; 4e4d20 | 05:16; 05:08 (9-07) | The REV104 row (stale); Combat's consolidated note; X33 on criterion 11 |
+ | **Campaign — DES105 r1 (page r6)** | ee4202 | 06:33 | §3.2 read in full and diffed against 9366c8; three ledgers re-tallied; the panel table, the diff, the two colony paths and the alternatives checked against the contract r7 |
+ | **Build Paths — EQP102** | 6bc3f7 | 05:56 | Approaches A, B, C; the Siphon discovery; the issue rules; the addressed handoffs |
+ | **Colony — COL102** | fe7d88 | 05:34 | Paths A and B across the three returns; "is one assembly enough"; the departure-option table |
+ | **World — WLD104 (r25)** | e99445 | 05:50 | The three-explanation chain; the safe tests; the actions; the comparative reader |
+ | **Combat r7 — CMB102 §12; R11–R13** | e3ad2b | 06:23 | The three approaches countersigned; the four live copies PMR007 named |
+ | **Power and Attraction r7** | 5322f4 | 06:33 | R12, R13 adopted; the Exchange's found bank state ratified; D026 |
+ | **The Exchange r3** | 4d6703 | 06:22 | Diffed against 5bc625 in full; the new expedition table re-tallied; REV104-16/17/18 checked |
+ | PMR007; Tasks; Brief | 6fb181; 575001; 0cba02 | 06:12–06:24 | The verdict, §1–§6, the REV104 → REV105 row; D026 |
+ | Districts r9; Collector r5; Enemies r9; Equipment r4 | e9c413; 8e39d2; 56cadb; 59fcc5 (a later 0efeb4 at 06:39 not read) | 05:57–06:23 | §3.4 (the route is a recommendation); the winch as a ratchet; headers |
- ## Verdict — **r3–r5's items are closed; the Exchange page needs its ledger run: revise, three findings**
+ ## REV104 — status at these revisions
- Everything REV104 r3, r4 and r5 asked is done at the revisions above, and done in the form asked: Stop is the brake on time and the empty flash keeps its narrower meaning on the contract, the world page, the Head-works and the Campaign; the cable reel is Equipment's U6 on the contract; a floater never leaves water on the contract, the Floater page and the Campaign; the Spark row is final on the contract and mirrored back by Combat, Enemies and Spark; the bargeman's plan is written to the lure's hundred seconds and works when timed; the Heavy has its number; the Weir intake sits beside its beacon and the Tram's board shows no intake under Off; the door shuts and the crank exists. PMR006's five blockers are closed on their pages, for PM to confirm. One pointer remains: Campaign §3.4 says the Exchange page places the reel's terminals, which it does not. This morning's revisions add rules rather than change scenes — the contract's §6 now carries Districts r7's three (a rescue is not an extraction; one supported berth in the whole city, never a way in; every route-gating state on the board before launch), the Lock Flight's canal is a switched state, and the Campaign's owner page carries criterion 11's four parts with positioning deferred — and none of them touches a ledger.
+ PMR007 accepted REV104 r6 "as a substantive independent review of the expanded package, not a whole-game approval" and qualified its "blanket closure of crossed copies": r6 closed REV104-15 on Combat's header and §0.5 without checking §6, and the qualification was right. Verified now:
- The Exchange page is a good district — its problem (the lever is at the far end of the room from the panel, so the crowd arrangement must be committed first), its three-beacon floor that makes the precedence visible, its discovery chain and its failure case are all built from rules that exist — and its written expedition does not close. The cacher's plan plants a beacon whose battery is empty by the rules that start every battery empty, holds a crowd with it for five minutes against a hundred-second drain, has a crowd spread past a lit beacon, fires a discharge no beat funds, and retrieves two cells into one; the rack is drawn on five and three cells; and the beacon that flashes is not at the intake, which breaks the one convention the pumping district teaches first (REV104-16, -17, -18 below). None is a rule change; the page's own §11 anticipates two of the three. Whole-campaign acceptance is not offered; PMR006's verdict stands until PM reviews.
+ | Item | Where | Quoted / checked | Status |
+ | --- | --- | --- | --- |
+ | PMR007 §3 — Combat's four live copies | Combat r7 e3ad2b | Header: "Four live-copy defects cleared — the paragraph after §0.2 that still called fixed-powered water unresolved…, §6's Stunned row still admitting a Spark death, its charge paragraph still using most-room collection…, and the R3 paragraph still calling C2 open." §0.4: "C2 … Closed: yes, ruled against this page"; §6 Stunned: "One paid event, and only one: a coil discharge… neither does a Spark's death"; no "most room" remains outside the revision log | **Closed at e3ad2b** |
+ | PMR007 §3 — World's grounded-run row | World r25 e99445 | Fixed-power row, what survives exit: "Yes: panel positions and grounded runs persist as left" — contract §6: "A Grounder's run therefore recovers between expeditions with the rest of the mass" | **Open** (World; one cell) |
+ | **REV104-16** — the flash at the intake | Exchange r3 §2 | "the Exchange has one way in, so it has an intake marker at the landing, and that is what flashes. The three beacons are lures and never intake selectors" — the table's fourth column reads "The landing's intake marker" in every row | **Closed** |
+ | **REV104-18** — the bank's starting state | Exchange r3 §6; contract r7 §10 | "The found state: three clutches engaged, on Pumping, Lock Flight and Tram Incline… The seized fourth position stays as it was"; the contract ratifies it; the seized-on-Pumping candidate declined with its reason (darkening Pumping later is kept) | **Closed** |
+ | **REV104-17** — the cacher's expedition | Exchange r3 §4, §7 | Rack `C C B L / B I K S`, two rows of four, no bundle touching a battery ✓; both batteries empty at 0:00 ✓; charge earned by cutting (8, then 6) ✓; one full bank "buys either one coil discharge or a hundred lit seconds… never both" ✓; the lure planted at 4:30 and dead at 6:20 ✓; at 6:20 "b1 is still lit and is right beside them, so the crowd stays… Nothing moves" ✓; at 9:00 "the planted beacon died at 6:20, so no reachable lit beacon exists and the crowd spreads" ✓; retrieval into the two cells planting freed ✓; the ledger closes: earned 14, spent 10, lost 4 at the dock ✓ | **Closed in substance; four cells remain**, below |
+ | REV104-11 residual — Campaign §3.4's pointer | Exchange r3 §11 | The reel corrected to U6, kept out of both loadouts by choice; §3.4's "as the Exchange page places them" still points at terminals the page does not place | Open (one clause, either page) |
+ | PMR007 §5 — the Collector's winch | Collector r5 8e39d2 §4 | "The screen lifts through five notches, and a pawl holds whatever notch it has reached. A coil discharge… drives the winch two notches and no more; the pawl then holds them. The remaining notches are hand-cranked" | Closed, consistent with the two-second window |
+ | Contract r7 — R12, R13 | 5322f4 §3 | Spread "from where the crowd stands… for a crowd a lure moved it is the place the lure died, never a teleport back"; "holding attaches to the beacon and not to the ground" | Consistent with the scenes both rules were written for; no district changes what a beacon means |
- ## REV104 items, verified at the revisions that close them
+ **REV104-17's four cells.** (1) *Issue.* The cacher issues coil (2), two batteries, the beacon, insulation and the kit — seven cells — against "capped at six issued cells" (contract §5; COL-I2); drop the kit, which the dry hand carries, or the second battery. (2) *The bundle.* `S` sits in the rack at 0:00 and no beat picks one up; bundles are never issued. (3) *The relink.* At 4:30 "the player links B1 to the beacon": links change only at shelters (§5); b1 is at the dock end and the dock is the shelter — say the player steps into it. (4) *Distances.* The lure is planted "twenty metres up the floor from b1" and "two Carriers in the crowd take it" — a Carrier's acquisition range is twelve metres (contract §3; Carrier r3), so the plant point must be within twelve of the crowd's edge; and at 7:00 "the landing's marker flashes beside them and the surge enters there" while the surge "sets off south — away from the player" — pursuit is ten metres, so the bank must stand farther than that from the landing, and the page should say so. Also for the lead: the Exchange r3 proposes "Two dispatches, not three… a ten-minute district" and asks the lead to confirm; contract §6 reads "Fifteen minutes; three dispatches", and whether those numbers are the frame or the pumping district's shape is a ruling the contract should make in one sentence.
- | Item | Where | Quoted | Status |
- | --- | --- | --- | --- |
- | **REV104-12** — Stop and dispatch | Contract r5 §3 and §9; Head-works r5 §4; World r22–r24 table and Stop rule | §3: "Stop at the head-works is the brake on the shaft that keeps time, so after Stop no district is permitted: no dispatches and no flashes anywhere, the drums turn to no effect, and the Flood arrives by each district's sluice as trickles that grow, the shut regime everywhere (REV104-12, chosen; World r22's rows say the same)"; §9: "The empty flash stays what section 3 defines, a permitted dispatch the Collector did not supply, and is not Stop's image"; Head-works r5: "r5 drops 'the empty flash everywhere' from §4's Stop row… Stop's image is dark boards and trickles" | **Closed** |
- | **REV104-11** — the cable reel | Contract r5 §1 | "the cable reel (Equipment's U6: one end clamped to an exposed power terminal, up to about six metres of laid line, the other end to a second terminal, so a dead line is bridged from a live one…)" | **Closed on the contract**; one pointer open (below) |
- | **REV104-14** — the bargeman's lure | Campaign r4 §3.1 | "written to the lure's number: a lit portable beacon drains a unit every ten seconds, so a full battery buys a hundred lit seconds, which is the climb and not the return… at 3:50 arms it… Back at the dock by 4:10, the bargeman throws the panel to Weir… is in the house by 5:00. At about 5:30 the lure dies: the ten walkers retarget to the weir beacon and take the direct road up past the house… and the fifty floaters, which cannot climb, have no reachable beacon and spread along the Tail. The bargeman leaves the house at 6:30 behind the walkers… reaches the quay at 7:30 through the edge of the spread floaters, holding the foot of the stairs with the prod… and extracts at 7:50" | **Closed.** Timed: armed 3:50, dead 5:30 ✓; the lure nearer than the weir beacon and ignored while the quay is lit ✓; the floaters hold where the water ends and spread when the lure dies ✓ (Floater r2); the walkers pass the house upward while the bargeman is inside ✓; the rack `S L B W / S S . .` leaks nothing ✓ (no bundle touches the battery); three bundles out ✓ |
- | **REV104-13** residual — the Heavy | Campaign r4 §3.2 | diff row: "takes ten hits, about five seconds of the cutter"; 3:30: "kills it in ten hits, about five seconds" | **Closed** |
- | **REV104-9** residual — two cells | Campaign r4 §3.1, §3.2 | Weir intake: "Beside the weir beacon at the weir road's end, beyond the house; the weir dock past it is a hard stop"; the Tram: "Panel found Off, so the board shows the schedule and no intake; from 1:00, when Rail is thrown, it reads: first surge at 3:00, intake yard" | **Closed** |
- | **REV104-8** residual — the floater | Contract r5 §3; Floater r2; Campaign r4 §3.1 diff; §3.3 3:30 | "a floater never leaves water, so it pursues nothing on dry ground"; Floater r2: "A floater stays in water — it does not walk out onto a bank, a quay or a causeway… holds where the water ends if none does"; §3.3: "The surveyor steps back a pace out of pursuit range and waits in the shallows" | **Closed** |
- | **REV104-15** — the Spark crossing | Contract r5 §4; Combat r6; Spark r5; Enemies r7 | contract: "this row is final"; Combat r6: "the Spark row is reverted to the power-only death"; Spark r5: "settled… stuns nothing, damages no organism and makes no chain" | **Closed** |
- | C2 note | Contract r5 §2; Combat r6; Enemies r7 | contract: "Combat r5's recommendation… is declined: the collection-without-insulation rationale for the two-second window concerns water no lit branch feeds"; Combat r6: "C2 is ruled against this page and acknowledged" | Closed |
- | Minor: "gates" → lift | Contract r5 §9; World r24 | contract: "the Collector's powered return lift dies with the power"; World r24 rewrites its Stop paragraph to the contract's reading and the word is gone | **Closed** |
- | Minor: §7, §8, the door's crank, D025 lists | Campaign r4 §7, §8, §3.1 5:00; Combat r6 §0.6 | §7 rows updated; §8 carries 35 expeditions / 8.4 h with PM's caveats; "the door shuts behind them when the two seconds end; the way out at 7:00 is the door's hand crank"; Combat r6 "§0.6 defers to Campaign §7" | Closed |
- | PMR006 1–5 | Combat r5–r6 (two seconds; Spark); contract r4 §6 and Colony r4 (persistence: "ordinary switched-state persistence" adopted); Colony r4 ("I was persuaded by the canonical shared contract r5 to withdraw r2's immediate-loss recommendation"); Campaign r3–r4 (Stop, Keep or Leave) | | Closed on the pages; PM's to confirm |
+ ## REV105 — DES105 r1 against the four questions
- **One pointer open (REV104-11 residual).** Campaign r4 §3.4: "Conduction across the dry hall is by the cable reel, bridging the hall's exposed power terminals up to about six metres apart, as the Exchange page places them." The Exchange r1, written against contract r4, places none: §2 "the tail race… is where the cable reel finds its two wet points"; §11 "The cable reel is listed in the contract as joining two wet points; this hall has one narrow race and a dry gallery, so the reel has little to do here and I have kept it out of both loadouts." Either the Exchange's next revision names terminals on the gallery's runs, or §3.4 drops the clause; the cacher and the dry hand both go without the reel as drawn.
+ ### The three ledgers, re-tallied
- ## The Exchange (CAM102 r1, 5bc625) against the six, and its expedition re-tallied
+ **First visit (approach A).** `. . . K / . . . .`, the default battery declined (E5 allows it; one issued cell). 3:30: the heavy's mote fades, no battery ✓. 4:30: six kills fade ✓, three hits, the kit spent ✓ (five hits; two left; restored). 5:30: lamp off, lever down; the crowd spreads on the road where it stands (R12) ✓. 6:00: one bundle into a free cell ✓; the Siphon and the kit inspected, neither taken ✓. 8:00: eighty spread in a dark yard ✓. 8:20–8:40: the crank, ten seconds ✓; "one hit still showing" — a hit taken after the kit, not narrated. **Closes: dropped 11, collected 0, lost 11 to fade.**
- **What passes.** *A distinct problem:* "the one district where you must commit to your crowd arrangement before you begin the interaction, because the interaction walks you away from the panel" — a swap is "disengage, walk, engage" along a floor with the panel at one end and the bank at the other, no shelter between; no other district makes the map's shape the price of the plan. *Three beacons in one room* so that "a crowd can see two lit beacons at once and the player can watch it take the nearer" — the precedence made visible, with no rule changed. *The discovery chain:* seven drums on one shaft, so "the drums are not clocks — they are repeaters"; a free first-visit experiment (disengage one clutch, watch its drum stop); the lead's campaign clue (the pumping district's dead drum listed on the bank) with its redundant form on the world page; a convention that travels (the board as the campaign's index of districts, which World r23 has adopted). *The consequence as a rule:* rescue between disengage and engage leaves one district permitted, readable on the refuge board (§8), and the seized clutch that makes it possible is visible from the first visit. *Assets:* three gaps, nothing claimed, and an honest fallback that names what the district would lose. *The panel table* is in the campaign's format, and the district's one way in is a topology fact the contract allows.
+ **Changed return (approach B, path B).** `. C C B / . . . I`, B→coil; four issued cells ✓ (tooling's Circuit set; the record made at a shelter — see minor). 3:30: ten kills at the crowd's edge in insulation, two hits ✓ 10. 4:00: discharge; 50 stunned; 25 dropped; two motes collected = 10; 15 fade ✓; "the yard's water was already energised by Gates, so the two seconds added no hazard" ✓ (contract §2). 4:10: Rail; the yard beacon dies; the lamp is off, so no lit beacon: spread ✓. 5:30: the Exchange's door; the Siphon taken and fitted at the summit shelter ✓; six cells used, two free ✓. 8:30: one bundle, the Siphon, ten lost at the dock ✓. **Closes: 35 / 20 / 10 / 15 fade / 10 dock.** The alternative (approach C, path A): the lure armed at the apron, then Rail; the crowd retargets to the only lit beacon ✓; the dark tram tows nothing ✓; a hundred seconds outlasts the boarding and the crowd spreads from the apron after (R12) ✓; extraction at the summit berth ✓ (one berth city-wide, the assembly on the berth, not tooling ✓).
- **What fails.** The two loadouts and the written expedition — the criteria the page says it meets to the deep districts' standard — do not survive the ledger method, and the page carries no ledger.
+ **Later return.** `. . S B / . . L .` — three issued cells ✓ (here `S` is the Siphon; everywhere else on the page `S` is a salvage bundle — see minor). 0:00: the heavy "beside the tram, not on the rail" (see REV105-2). 3:00: the empty flash — the Collector holds this district's first supply; the second dispatch is normal (Collector r3–r5 §6) ✓. 3:30: the bundle into the cell beside the Siphon, "touching it and not the battery" ✓; at the shelter the Siphon consumes the bundle and itself: 3 units ✓ (U5; "once"); two cells freed ✓. 6:00: extraction, 3 lost at the dock ✓. Contingency at 8:00: 3 units = 30 lit seconds = 5 + 20 + 5 ✓. **Closes: 3 by conversion; 3 at the dock, or 3 on the lure.**
- ### REV104-16 — The beacon that flashes is not at the intake (the Exchange §2)
+ ### The four questions
- - **Where:** the panel table: Dock → intake "The upper landing (arrivals walk the length of the floor to reach b1)" → flashes "b1"; Floor → the upper landing → "b2"; Head → the upper landing → "b3". §2: "The Exchange has one way in for the Flood — the upper landing at the head end — so the panel here never chooses where a surge enters, only where it goes once it has." §7, 3:00: "b1 flashes; the surge enters at the upper landing and walks the length of the floor toward b1."
- - **Why it fails:** contract §3: "At a dispatch the chosen intake's beacon flashes, and a surge enters there"; §8: "flashing means a dispatch". The Design Document's expedition one ends with the notebook line "the surge comes in where the lamp flashes", and every district since has kept it. Here b1 flashes at the dock end and the surge enters at the head end, the length of the floor away. One way in is a topology fact; a flash that does not mark the way in changes what a flash means, which §7 of the contract forbids and the page's own §11 half-suspects ("If Lead disagrees, the fix is a second landing").
- - **Consequence:** the player who learned the convention in the pumping district reads b1's flash as "they come in here" and plans the walk on it — the page's own 0:30 decision is made on that reading.
- - **Category:** contradiction (contract §3 and §8).
- - **Minimal change:** the flash goes where the intake is: a beacon at the upper landing flashes at every dispatch whatever the panel says (it may be dark; a dark beacon still flashes), and b1, b2 and b3 are the lures the panel lights. The table's fourth column reads "the landing beacon" in all three rows, and the district keeps its contrast — the only panel that is a pure lure — without a second landing.
+ **1. Can the later visit be played by repeating the first solution?** *Yes — and more easily.* The first solution is: throw Rail, ride the lit tram up, read the board, crank the gate home. The later return is: throw nothing (Rail is as left), ride the tram up with "no crowd behind it, no heavy ahead: an empty ride", flip the lamp on at the top, crank the gate home. The opposition the first visit had — a surge following the lamp, a heavy on the rail — is removed by the player's own Collector hold (the first surge withheld) and by the heavy having stepped off the rail; the page's own summary says a trip "whose only purpose would be to watch the empty flash again is cut", and this trip's only *played* purpose is the standing state, a switch flipped at the summit. The new tool (a bundle burnt for thirty seconds of light) and the new choice (the Siphon over the kit) are exercised only in "the contingency, priced", which the written path avoids by leaving at 6:00, before the second dispatch. So the depth is real on paper and optional in play: the later return, as written, is the first visit unopposed with a contingency the player is not made to face. This is the strongest failure. **Smallest useful repair:** make the contingency the main line. The district can supply the reason without a new rule: copying the Head-works' cadence from the timetable takes the interval between dispatches (the board shows the network's cadence only across two ticks), so the surveyor is at the summit past 8:00; the second surge enters the yard while they descend; the thirty-second lure on the apron *is* the crossing, and "the Kit would have healed one mistake; the Siphon bought a way not to make it" becomes something the player did rather than something the page says they could have done. Then the later return cannot be played as the first visit, because the first visit never had to cross an entering surge at the foot of the stairs with no coil.
- ### REV104-17 — The cacher's expedition does not close: empty batteries, a hundred-second lure, a crowd that spreads past a light, an unfunded discharge, and cells that are not free (the Exchange §4, §7)
+ **2. Are alternate builds real choices under the written rules?** *Yes, at the changed return; thin at the first visit.* A, B and C are legal issues (one, four and three cells against the six-cell cap; batteries empty), Combat has countersigned their grammar, and they buy different things at a stated price: A pays exposure and loses eleven units; B pays four cells and a wade into energised water for a stun and a refilled bank; C pays a bank and two planted items for a destination and a summit extraction. Nothing in the written rules makes one dominate: B's coil cannot touch the heavy on the dry rail, C's lure cannot outlast the ride and buys separation only, A cannot collect. Two qualifications. On the first visit A's stated advantage — seven free cells — is empty in this district, which holds one bundle; the choice there is a kit against nothing, which is the honest first-visit choice but not three. And the changed return's ride is "blocked by its heavy" only by a sentence the later return contradicts (REV105-2): if the heavy is beside the rail, the first solution is available on the changed return too, and B and C are preferences rather than answers to a changed problem.
- - **Where:** §4: the cacher `B B L C C / I K S`, "link B1 → C, B2 → L… plant the lit beacon and its battery at the dock end, then walk the floor, so every Carrier in the hall is going the other way." §7: 0:30 "plants the portable beacon and its battery at the dock end too, twenty metres off. Two lures at the dock end, one of them loose charge"; 3:00 "cuts the leading edge for the first motes"; 4:30 "the two Carriers in it are on the planted battery"; 9:30 "b1 goes dark… b2 and b3 are unlit, so there is no other reachable lit beacon, and it spreads along the floor… The planted beacon is on its own battery… so it stays lit and holds the Carriers"; 10:00 "They discharge the coil into the tail race"; 12:00 "retrieves the beacon and its battery, and takes the landing route out… with two bundles and a set bank".
- - **Why it fails, beat by beat:**
- 1. *The rack.* Eight cells are two rows of four (contract §5); the cacher is drawn five and three, with the coil in cells the rack does not have. On a 2×4 it fits — `B B L C / I K S C`, the coil vertical — with no bundle touching a battery and B1→C crossing cells as E4 allows; but it must be drawn.
- 2. *0:30.* Every battery starts empty ("Starting issue: the cutter and an empty battery"; "charge never leaves a district with the player"), and the first motes are cut at 3:00. A planted beacon lures only "armed and charged" (§3), and "planted banks collect no motes" (U3). The beacon planted at 0:30 is dark and its battery is empty for the rest of the expedition; there is no "loose charge" for a Carrier to want at 4:30.
- 3. *4:30 to 9:30.* Even planted charged, a full battery "gives at most one hundred lit seconds" (U3; contract §5). The plan needs the lure lit from before 4:30 until after 9:30 — five minutes, thirty units. REV104-14 was this defect on the Lock Flight, and the lead has since written the bargeman to the number.
- 4. *9:30.* If the planted beacon is lit, as the beat says, the crowd whose beacon went dark retargets to it — "the nearest reachable lit beacon… retarget to a nearer reachable lit beacon when its own goes dark" (§3) — and holds there; it does not spread, and the 10:00 beat has nothing to cross. If the beacon is dark, as (2) makes it, the crowd spreads as written and nothing "holds the Carriers". The scene needs one of the two and has both.
- 5. *10:00.* A discharge needs a full linked battery. No beat puts ten units in B1: 3:00 says "the first motes" without a count, and the priority list is not stated.
- 6. *12:00.* Retrieval "needs two free cells" (§5, U3). After planting, the rack holds B1, the coil, insulation, the kit and one bundle — six cells, two free; "two bundles" at extraction fills one of them, and no beat says where the second bundle came from. Retrieve and two bundles cannot both be true.
- - **Consequence:** the loadout that is the district's answer to the Carrier does not work as written, and the expedition that is meant to show the 0:30 decision paying off shows it on charge the surveyor cannot have.
- - **Category:** contradiction (scene versus clauses 3, 4, 5 and U3); missing ledger.
- - **Minimal change:** the ledger, then the beats to it. A sequence that fits the rules: cut ten at the dock end as the first surge arrives (3:00–3:30, inside pursuit range, priced in hits), plant the beacon lit at about 3:45 with those ten in B2, which buys the walk north (a hundred seconds is the length of the floor) and the Carriers' attention for it; the coil's ten come from the second surge's edge at 8:00 or the plan does without the 10:00 discharge; at 9:30 the lure is dead, so the crowd spreads and the Carriers come with it, which is the failure the Grounder is for; extraction with one bundle, or the beacon left where it stands. Then a ledger table, as the Campaign's districts carry.
+ **3. Does evidence change action before the finale?** *Yes, once, and it changes the action in the wrong direction for the Tram.* WLD104's chain is weather → supplied → harvested, each with a wrong reading, a safe test, and an action; DES105 places the Tram's three visits under the three beliefs, and the order the sequence produces is legal under Districts r9's "the route is a recommendation": the timetable is read under weather (visit one), understood under harvested (visit three). The one evidence-driven action inside the sequence is the Collector's held gate — explanation 2's "machine operation", taken before the later return so that the Tram's first surge is withheld. That is evidence changing action before the finale, as asked. Its effect on the district is to remove the district's opposition, which is what makes question 1's answer "more easily". The repair for question 1 also answers this: if the later return must cross the *second* surge, the held gate buys the empty ride up and not the trip, which is what a one-surge buffer is (Collector §6).
- ### REV104-18 — Two clutches, and three districts that already had forecasts (the Exchange §2, §6; Campaign §3.1–§3.2)
+ **4. Does colony investment matter?** *Yes, as written; neither path is shown failing.* Path B's tooling issues the four-cell record that makes the changed return's stun possible; path A's berth makes the summit an extraction, which is approach C's whole point; the assembly does one or the other, never both (COL102; contract §6), and the board shows which before launch. The choice is real and its price is stated (four bundles, never a hauling target). What the sequence does not yet show is a visit where the *other* path's absence costs something — B on the changed return never wants a second exit, and A on the alternative never wants a stun — so investment matters as capability and not yet as risk. That is a smaller gap than the first and can wait for the next district written this way.
- - **Where:** §2: "seven positions, one per district… two clutches engaged of a possible three, the third visibly seized"; §6: "Two of seven, and the third clutch is seized. The player is always choosing what to be blind to"; §7: "Currently permitted: Tram and Pumping." Districts r7 §3.1's order of play: Pumping, Lock Flight, Tram, then the Exchange. Campaign §3.1 and §3.2, both before the Exchange is reachable: "Forecast: first surge at 3:00, intake quay; second at 8:00"; "first surge at 3:00, intake yard; second at 8:00".
- - **Why it fails:** an announced surge is a permitted dispatch (contract §3). Before the player can reach the bank, three districts have had forecasts and announced surges — the pumping district, the Lock Flight and the Tram — and the bank has two movable clutches and one seized. Either the seized clutch is engaged on one of the three and permits it for good (then it is not "two of seven", and the page must say which district can never be darkened), or the bank's state before the first visit is something the page has not stated, or one of the two early districts was in the shut regime on the expeditions the Campaign wrote with forecasts.
- - **Consequence:** the bank's starting state is the campaign's first routing fact and it decides whether the Lock Flight and the Tram, as written, were possible.
- - **Category:** missing design detail, with a contradiction until it is filled.
- - **Minimal change:** one sentence on the bank's state as the player first finds it — which positions are engaged and what the seized clutch holds — consistent with the three districts already played; the simplest is the seized clutch engaged on the pumping district, which then can never be darkened from here, a cost the Districts page's "later discovery that changes an earlier return" would have to give up or move.
+ ### Findings
- ### Minor, on the Exchange
+ **REV105-1 — The later return is the first visit unopposed; its new tool is contingent (Campaign ee4202 §3.2, "Later return").** As above. *Category:* the depth criterion (PMU007's own: "later expeditions remain worth taking"), not a rule contradiction; the ledger closes. *Consequence:* the sequence the owner is shown as "whether the game renews" renews on the page and not in play. *Minimal change:* the contingency made the main line, as above; one paragraph and one ledger row moved.
- - §2 and §11 describe the reel as joining "two wet points"; contract r5 §1 is U6. The page keeps the reel out of both loadouts, which stands either way; the sentences are stale.
- - §7, 9:30: "A Grounder that came in with the second surge" — Combat's composition budget places Grounders "on cable runs, not counted in a surge"; the Grounder was on the gallery, and the beat can say so.
- - §9's placements and declines are for Combat; the two declines (no Crusts or Sparks here) are the kind of statement the roster's discipline needs and are noted as such.
- - §11's own doubt — whether a district with nothing to carry home holds a third visit — is the honest one; the walk-and-panel decision is the answer only once the expedition closes.
+ **REV105-2 — The same standing heavy blocks the tram on one visit and not the next (§3.2, changed return 4:10; later return 0:00).** Changed return: "the tram, which stands blocked by its heavy; the heavy is not on the road and is left alone." Later return: "the heavy stands beside the tram, not on the rail; the surveyor boards from the far step and it cannot reach the moving car." Heavies "gather where the tram was left" and nothing moved this one. *Category:* contradiction. *Consequence:* it decides question 1 for the changed return — a heavy on the rail forbids the ride; a heavy beside it does not. *Minimal change:* one sentence: on the rail (then the later return kills it, ten hits, before boarding, and its five-unit mote is the later return's first charge — which also gives that visit a beat) or beside it (then the changed return could have ridden, and chose the stairs for the Siphon and the drums, which the page should say).
- ## Criterion 11 — External Critique X33, noted
+ **REV105-3 — Two beats inside pursuit range are unpriced (§3.2, first visit 7:00 and 8:20; changed return 4:00–4:10).** The descent "behind the spread crowd's edge on the road" walks the stairs beside a road along which sixty bodies are spread; the stairs, rail and road "climb side by side" and pursuit is ten metres — either the stairs are farther than that from the road, or the descent is chased and the hit "still showing" at 8:40 is where it was taken, and the page should say which. At 8:20 the surveyor cranks a dark gate for ten seconds at the edge of a yard eighty bodies have been spreading across since 8:00. On the changed return the surveyor discharges at the crowd's edge at 4:00, the stun ends at 4:08, and by 4:10 has walked to the panel and thrown Rail: the withdrawal from a recovering crowd's edge to the panel is inside pursuit range and takes longer than two seconds. *Category:* contradiction with clause 3's pursuit as the campaign now states it (ten metres; "priced in hits"), the same class the lead closed on the three deep districts at r3. *Minimal change:* a distance for the stairs, a beat for the crank (the crowd's ring drawn, the gate outside it or the hit taken), and a minute for the withdrawal.
- X33 (05:08 UTC today) says the length statement in Campaign §8 is "delivered, and delivered well" and that the audience, comparables and positioning halves of criterion 11 did not appear on the Campaign page. That was accurate as a count of r4; REV104 r3's "11 in form" referred to the length and scope halves. Campaign r5 (9366c8, six minutes later) answers with one paragraph on the owner page — the player PM named provisionally, what offers value, the scope as §8's hypothesis, and "a positioning statement at the new length is deferred until the baseline ledger PM asked for is confirmed, and its evidence will be the Reference pages' measured data with their caveats, never inference from length" — and lists the deferral as decision 7. That is the four parts named, with the fourth honestly deferred rather than asserted; comparables are deferred with it, and Districts r8's "figures in one place" is the number any later positioning would quote. PM's disposition of X33 is pending; the criterion is recorded here as met in form and deferred in substance, not met by omission.
+ ### Minor
- **Every finding ever raised, one line each, is on the [Findings index](/Hold%20The%20Flood/Design%20Review/Findings) — 59 of them, with a link to each full text.**
+ - `S` is a salvage bundle in every rack on the page and the Siphon in the later return's; Build Paths writes "Siphon" in full. One letter.
+ - The changed return's four-cell record was "assembled and recorded at the Lock Flight's lock house"; §3.1 does not name the lock house a shelter, and records are made only at shelters (§5; COL-I2). Either the lock house is a shelter, stated in §3.1, or the record was made at the Lock Flight's dock.
+ - The first visit's "one hit still showing" after the kit restored health: the hit is taken somewhere between 7:00 and 8:40 and the beats do not say where (REV105-3 covers it).
+ - Approach A's seven free cells against one bundle in the district: say that the space is for what the district does not hold, or let the summit stores hold what makes A's cargo argument true.
+ - The later return's ride: the lamp's state during the climb is unstated; nothing depends on it before 3:30, but the standing state the visit exists to set should be set in one place.
+
+ ## Verdict — **revise: one structural change to the later return, one sentence, three priced beats**
+
+ The sequence is the right shape and it is honest about itself: three visits under three beliefs, three legal starts that buy different things, two colony paths that decide what the player can rely on, three ledgers that close, and an explicit cut of the trip that would only repeat. What it does not yet do is make the later return a thing the first visit's solution cannot do — its new combination is a contingency the written path avoids — and one sentence about a heavy decides whether the changed return's alternatives are answers or preferences. Neither is a rule change. No claim about enjoyment, balance or survivability is made or could be.
## Finding index — where every finding lives
- Superseded reviews: [REV104 r5](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r5-retained-verbatim-superseded-by-rev104-r6) · [r4](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r4-retained-verbatim-superseded-by-rev104-r5) · [r3](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r3-retained-verbatim-superseded-by-rev104-r4) · [r2](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r2-retained-verbatim-superseded-by-rev104-r3) · [r1](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r1-retained-verbatim-superseded-by-rev104-r2) · [REV103 r5](/Hold%20The%20Flood/Design%20Review/Archive/REV103#rev103-r5-retained-verbatim-superseded-by-rev104-r1) and earlier on the REV103 archive · [REV102 r6](/Hold%20The%20Flood/Design%20Review/Archive/REV102#rev102-r6-retained-verbatim-superseded-by-rev103-r1) and earlier on the REV102 archive · [REV101 r8](/Hold%20The%20Flood/Design%20Review/Archive#rev101-r8-retained-verbatim-superseded-by-rev102-r1) and earlier on the REV101 archive.
+ Superseded reviews: [REV104 r6](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r6-retained-verbatim-superseded-by-rev105-r1) · [r5](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r5-retained-verbatim-superseded-by-rev104-r6) · [r4](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r4-retained-verbatim-superseded-by-rev104-r5) · [r3](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r3-retained-verbatim-superseded-by-rev104-r4) · [r2](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r2-retained-verbatim-superseded-by-rev104-r3) · [r1](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r1-retained-verbatim-superseded-by-rev104-r2) · [REV103 r5](/Hold%20The%20Flood/Design%20Review/Archive/REV103#rev103-r5-retained-verbatim-superseded-by-rev104-r1) and earlier on the REV103 archive · [REV102 r6](/Hold%20The%20Flood/Design%20Review/Archive/REV102#rev102-r6-retained-verbatim-superseded-by-rev103-r1) and earlier on the REV102 archive · [REV101 r8](/Hold%20The%20Flood/Design%20Review/Archive#rev101-r8-retained-verbatim-superseded-by-rev102-r1) and earlier on the REV101 archive.
+
+ **Every finding ever raised, one line each, is on the [Findings index](/Hold%20The%20Flood/Design%20Review/Findings) — 59 of them, with a link to each full text.**
| Finding | Raised in | Status |
| --- | --- | --- |
- | REV101 Findings 1–5, Secondary 1–5, N1–N17; REV102-1 to -13; REV103-1 to -9 | REV101–REV103 | Resolved, closed, or delivered |
- | REV104-1 to -10 | REV104 r1–r2 | Closed (contract r3–r5; World r21–r23; Campaign r2–r4) |
- | REV104-11 — the cable reel | REV104 r3 | **Closed on the contract at 08d5e8**; one pointer open (Campaign §3.4 vs the Exchange §2/§11) |
- | REV104-12 — Stop and dispatch | REV104 r3 | **Closed at 08d5e8, 65403a**; World r22–r23 agree |
- | REV104-13 — the Heavy's wording | REV104 r3 | **Closed at 08d5e8 and 7daf34** |
- | REV104-14 — the bargeman's lure | REV104 r4 | **Closed at 7daf34**, timed |
- | REV104-15 — the Spark crossing | REV104 r5 | **Closed at 08d5e8, 6129ea, 30c5cb, 7e588c** |
- | **REV104-16** — the Exchange's flash is not at its intake | REV104 r6 | **Open** (Campaign designer, with the lead: a landing beacon) |
- | **REV104-17** — the cacher's expedition does not close | REV104 r6 | **Open — load-bearing for the district** (Campaign designer: the ledger, then the beats) |
- | **REV104-18** — the bank's starting state | REV104 r6 | **Open** (Campaign designer: one sentence; the lead if it moves an early district) |
- | Minor: the Exchange's reel sentences; the Grounder's placement | REV104 r6 | Open (two sentences; one clause) |
-
- ## PM report — REV104 r6
-
- - **Task:** REV104, continued: verification of the overnight revisions and the first review of the Exchange page. **Artifact:** Design Review, REV104 r6 (this page); r5 moved to the REV104 archive verbatim.
- - **Reviewed:** Campaign 7daf34 diffed against 6e4b59 and 9366c8 against 7daf34, the bargeman timed, the three ledgers confirmed; Power and Attraction 08d5e8 diffed against 29f5b0 and 8644ea against 08d5e8; the Exchange 5bc625 in full, its expedition re-tallied on eight cells under the priority rule and U3; World d108c1 diffed against da3639 and 351f4c against d108c1; Head-works 65403a, Districts cd487b and e1136a, Colony 527f2b, Combat 6129ea, Enemies 7e588c and 31ac57, Spark 30c5cb and 454133, Floater 92603a, Equipment dc3aa2 for the closures quoted; Tasks 13c20b and 553842; External Critique 4e4d20 (X33). All heads re-checked at save time.
- - **Changed decisions:** none by this role.
- - **Evidence:** the quoted sentences; the bargeman's plan against §5's rate and the lockkeeper's clock; the cacher's expedition against §3–§5 and U3. No players, sessions, scores or asset checks; nothing built, prototyped, tested or created; no external source verified or repeated as fact.
- - **Verdict:** r3–r5's findings closed at the revisions named, one pointer remaining; the Exchange page — revise: REV104-16 (a landing beacon), REV104-17 (a ledger, and the beats written to it), REV104-18 (the bank's starting state). Its problem, chain, consequence and assets pass; its loadouts and expedition do not yet. This morning's rule additions (contract §6; the canal as a switched state; criterion 11's paragraph) are consistent with the pages they cite and change no scene.
- - **Remaining risk:** REV104-18 may reach back into the Lock Flight and the Tram, which is why it is raised now rather than after the Exchange's ledger is run.
- - **Next handoff:** Campaign designer — REV104-16, -17, -18 and the two reel sentences on the Exchange's next revision; lead — the §3.4 pointer, and REV104-16/-18 if they touch the contract or the early districts; PM — the REV104 row on Tasks names b92234 and 59f895; this page has reviewed through 9366c8 and 8644ea. I review the resulting revisions when they exist and post nothing before then except a PM correction. **One exact PM request:** none.
+ | REV101 Findings 1–5, Secondary 1–5, N1–N17; REV102-1 to -13; REV103-1 to -9; REV104-1 to -10, -12 to -15 | REV101–REV104 | Resolved, closed, or delivered |
+ | REV104-11 — the cable reel | REV104 r3 | Closed on the contract; one pointer open (Campaign §3.4 ↔ the Exchange) |
+ | REV104-16 — the Exchange's flash | REV104 r6 | **Closed at 4d6703** |
+ | REV104-17 — the cacher's expedition | REV104 r6 | **Closed in substance at 4d6703**; four cells open (issue count, the bundle, the relink, two distances) |
+ | REV104-18 — the bank's starting state | REV104 r6 | **Closed at 4d6703 and 5322f4** |
+ | PMR007 §3 — Combat's copies; World's grounded-run row | PMR007 | Combat **closed at e3ad2b**; World **open** (one cell) |
+ | **REV105-1** — the later return is the first visit unopposed | REV105 r1 | **Open — the strongest failure** (lead: the contingency as the main line) |
+ | **REV105-2** — the heavy on the rail, or beside it | REV105 r1 | **Open** (lead: one sentence) |
+ | **REV105-3** — three beats inside pursuit range, unpriced | REV105 r1 | **Open** (lead: a distance, a beat, a minute) |
+ | Minor: the `S` letter; the lock house as a shelter; A's cargo space; the lamp's state | REV105 r1 | Open |
+
+ ## PM report — REV105 r1
+
+ - **Task:** REV105 on DES105 r1 (Campaign ee4202 §3.2), as Tasks 575001 and PMR007 assign; REV104's remaining items verified at their revisions. **Artifact:** Design Review, REV105 r1 (this page); REV104 r6 moved to the REV104 archive verbatim.
+ - **Reviewed:** Campaign ee4202 §3.2 in full with its three ledgers re-tallied; Build Paths 6bc3f7 (EQP102); Colony fe7d88 (COL102); World e99445 (WLD104 and the six-state table); Combat e3ad2b (§0.4, §6, §12, R11–R13); Power and Attraction 5322f4 diffed against 8644ea; the Exchange 4d6703 diffed against 5bc625 with its expedition re-tallied; Collector 8e39d2 §4; Districts e9c413 §3.4; PMR007 6fb181; Tasks 575001; Brief 0cba02. All heads re-checked at save time.
+ - **Changed decisions:** none by this role. PMR007's qualification of REV104 r6 accepted and acted on.
+ - **Evidence:** the quoted sentences; four ledgers re-tallied (three on the Campaign page, one on the Exchange). No players, sessions, scores or asset checks; nothing built, prototyped, tested or created; no external source verified or repeated as fact.
+ - **Verdict:** revise — REV105-1 (the strongest failure: the later return can be played as the first visit, unopposed; the smallest useful repair is to make its priced contingency the written path), REV105-2 (one sentence), REV105-3 (three beats priced), and the minor items. The alternate builds are real choices under the written rules at the changed return; evidence changes one action before the finale; colony investment changes capability and not yet risk. REV104-16 and -18 closed; -17 closed in substance with four cells; Combat's copies closed; World's row open.
+ - **Remaining risk:** the repair to REV105-1 moves the later return's exposure from a contingency to the main line, and the thirty-second lure at the stairs' foot is the beat most likely to fail the pursuit check when written; it should be written with the crowd's ring drawn.
+ - **Next handoff:** lead — REV105-1, -2, -3 and the minor items on DES105 r2; Campaign designer — REV104-17's four cells and the §3.4 pointer; world designer — the grounded-run cell; PM — nothing new. I review the resulting revisions when they exist and post nothing before then except a PM correction. **One exact PM request:** none.
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