Commit 6d85f1

2026-09-10 11:39:53 Anonymous: Outcome 48 response to 624/625: resolved-stage break row, objective 3 quiet lesson excepted, common rescue-start rule restored (quiet, bypass or closure; not break and seal), E01 dog versus held shutter, feeding hatches separate from walkable branches, setpiece phases with P08 releases and pin, spent stages
hold the flood/combat and enemy roster.md ..
@@ 22,7 22,7 @@
| **Barrier, projectile and fixed cover** | Hard structure blocks sight and physical projectiles according to geometry. A faced Barrier intercepts qualifying physical strikes until bypassed or broken; it has no assumed protection from heat, drain or occlusion. | A physical enemy strike or bolt hitting a Barrier is an impact on that Barrier frame. A Dynamo feeds only if locally clamped to that named frame. Player Projector impacts can feed only a Dynamo clamped to that Projector's physical-output feed. Remote collisions never feed it. |
| **World-time work** | A control shows current stage, completed checkpoints, occupied state and any cued alarm entrance. Continue, cancel, defend or withdraw remain available. | Damage alone reduces condition but does not cancel. Explicit cancel, displacement out of reach or a creature occupying the control loses the unfinished stage. Re-entering begins that stage again; completed physical checkpoints persist. Incremental oxygen transfer keeps its separately committed increments. |
| **Tethered drain / consumed oxygen** | Ordinary suit drain is continuous and visible. Glass Siphon adds a separately shown tether/radius and higher drain only while attached. | Tether launch is an attack; the continuing tether is one ongoing state, not fresh waves or an inventory subtraction. Gas already breathed stays spent. Breaking the tether stops only its extra drain; no offscreen or instant canister loss occurs. |
- | **Break / quiet window** | Defeated enemies stay defeated for that expedition. A broken crest shows whether its source area is sealed, exhausted or still able to feed, and whether any woken crowd is still travelling. | No counter-spawn, reward reduction or replacement elite reacts to success. A quiet window lasts until a still-occupied area sends bodies through a visible route or an authored source acts. Mechanisms remain whatever their own state says. |
+ | **Break / quiet window** | Defeated enemies stay defeated for that expedition. A resolved stage shows whether its source is sealed, spent or still able to release another announced stage, and whether any woken crowd is still travelling. | No counter-spawn, reward reduction or replacement elite reacts to success. A quiet window lasts until a still-occupied area sends bodies through a visible route or an authored source acts. Mechanisms remain whatever their own state says. |
| **Withdrawal / living return** | The astronaut must physically reach an exit. Completed work and records remain; an unfinished stage does not. | A living return brings carried property home, does not shift the station and ends temporary combat upgrades. Places the player cleared stay cleared; still-occupied places stay dangerous. The old breadcrumb promises no safety. |
| **Death and shift** | Condition or oxygen death ends the current expedition. Everything still carried, including active rig parts and new loot, returns once, and temporary combat upgrades end. | Spent gas/material stays spent; dropped or fixture-installed property remains there. Completed work and selected bindings persist. The station shifts once; transient crowds reset and a new population variant is chosen with the new arrangement, never in reaction to the player's build or success. Prior routes become historical. Combat invents no person outcome, death limit or replacement tax. |
| **Journal open** | The current view and stored records are available for comparison. Changing rig links there is the current proposal in [Build Rules](/Hold%20The%20Flood/Build%20Rules). | Enemies, oxygen, tethers, projectiles, alerts, warnings, recovery, readiness and work all freeze. Nothing attacks, drains, moves or completes while paused. Picking up or first fitting a new part and operating station machinery still take running time. |
@@ 119,19 119,19 @@
## Four-region and twelve-objective pressure allocation
- This allocation creates **ten encounter placements inside existing objective instances 1–9 and 11**. Objectives 10 and 12 deliberately add none: 10's readiness report is ship-side, while 12 must reuse the actual populations of the eventual connected rooms until its joining mechanism is selected. The two major setpieces below are placements 8 and 10 in this same ledger, not two additional rooms. **Every placement is a crowd encounter:** the roles below are the recognisable members and teaching cues inside crowds fed by source areas, and [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) owns each placement's source areas, scale hypothesis and any host rework. Exact tuning and exhaustive geometry, cue and recovery variants remain later work.
+ This allocation creates **ten encounter placements inside existing objective instances 1–9 and 11**. Objectives 10 and 12 deliberately add none: 10's readiness report is ship-side, while 12 must reuse the actual populations of the eventual connected rooms until its joining mechanism is selected. The two major setpieces below are placements 8 and 10 in this same ledger, not two additional rooms. **Every placement except objective 3's deliberately quiet first latch lesson is a crowd encounter:** the roles below are the recognisable members and teaching cues inside crowds fed by source areas, and [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) owns each placement's source areas, scale hypothesis and any host rework. Exact tuning and exhaustive geometry, cue and recovery variants remain later work.
This roster provisionally allocates **ten placements within the thirteen-major-mechanism SMALL first pass**: two Triage Relays (objectives1/3), two Carousels (2/5), two Breath Banks (6/8), one Phase-Balance chamber (8), two Resuscitation Grids (7/9), and the pressure-receiver iris/two-clamp assembly (11). These are P01–P10 in [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory); **P11 clinical profile comparator, P12 Synchronization converter/roster and P13 core isolation are already assigned there**, not unallocated future slots. Objective4’s quarantine Arc source and objective5’s Lens exchanger remain equipment fixtures already counted by Acquisition26, not extra mechanism slots here. The final game band remains unselected.
| Existing objective / encounter placement | Crowd and first readable cue | Crest decision | Reused trap/work and how quiet is earned |
|---|---|---|---|
- | **R1 / 1. Collar isolation / placement 1** | A slow crowd of Pressers already fills the cargo aisle's two lanes; the first to reach the player teach backswing, direct lane and nearest visible target. A Caller braces beside the patient-bay alarm before the noisy final fastener. | Let the Caller wake the patient bay and fight the surge through the shutter lane, silence it first, or finish a fastener and retreat. Fork in the shutter fixture closes one lane. | Simple Triage Relay/alarm lead. Cutting the lead, closing the shutter or breaking the surge creates a shown quiet window; completed fasteners persist. |
- | **R1 / 2. Pace calibration / placement 2** | A Boltspitter across the single pillar teaches sac fill, final line lock and cover while a thin stream of Pressers enters from the far end of the bay. If objective 5 was reached first, this reinforces rather than introduces the ranged line. | Standing still for the gait record while the stream thickens: clear the lane, bait the bolt, or defer. | Single-detent Sterilization Carousel. Cool detent, Boltspitter refill and sealing the far door are separate visible windows; the astronaut comparison remains possible without combat gear. |
+ | **R1 / 1. Collar isolation / placement 1** | A slow crowd of Pressers already fills the cargo aisle's two lanes; the first to reach the player teach backswing, direct lane and nearest visible target. A Caller braces beside the patient-bay alarm before the noisy final fastener. | Let the Caller wake the patient-bay stage and fight it through the shutter lane, silence the Caller first, or finish a fastener and retreat. A board- or Fork-held shutter holds that lane only while it is held. | Simple Triage Relay/alarm lead. Cutting the lead, completing the relay's manual dog with the shutter across the patient-bay lane, or clearing the stage creates a shown quiet window; completed fasteners persist. |
+ | **R1 / 2. Pace calibration / placement 2** | A Boltspitter across the single pillar teaches sac fill, final line lock and cover while a thin stream of Pressers enters from the far end of the bay. If objective 5 was reached first, this reinforces rather than introduces the ranged line. | Standing still for the gait record while the stream thickens: clear the lane, bait the bolt, or defer. | Single-detent Sterilization Carousel. Cool detent, Boltspitter refill and dropping the duct grille are separate visible windows; the astronaut comparison remains possible without combat gear. |
| **R1 / 3. First local latch / placement 3** | On the first lesson one Clampcrawler at the latch is the whole fight inside the hall — a deliberately quiet teaching beat reached through the ordinary crowded route. | On a later life the alarm-only shutter can release a crowd from its source volume if the relay alert completes: draw the Crawler's leap, hold the lane, or cut the lead first. | Triage Relay control occupation; cut alarm and completed latch stages persist. No creature supplies the local charged cradle. |
- | **R2 / 4. R-3 crossing / placement 4** | A Flanker pack works the side passage while Pressers fill the contested junction from an adjacent ward source. If objective 6 was reached first, the pack reinforces an earlier lesson. | The crowd must be broken and its source sealed or exhausted **before** transfer begins; the rescue itself never becomes an escort fight. | Quarantine Arc fixture and hard cover. Once the junction's source is resolved, the authored short crossing has a quiet window. A person is never cargo. |
+ | **R2 / 4. R-3 crossing / placement 4** | A Flanker pack works the side passage while Pressers pour into the contested junction through a ward-wing feeding grille. If objective 6 was reached first, the pack reinforces an earlier lesson. | Transfer begins only on a walked, prepared short route that is demonstrably quiet or separated — cleared, bypassed into a shown quiet state, or cut off by a persistent local closure. Killing every creature, or both clearing and sealing, is not required, and the rescue never becomes an escort fight. | Quarantine Arc fixture and hard cover. Whether the stage earned a temporary upgrade is a separate question from whether the crossing may start. A person is never cargo. |
| **R2 / 5. Builders' runs / placement 5** | The pump hall gives a Boltspitter one straight line and a pillar while Pressers drift in along the overhead main's gantry; in the cable junction a Veilbearer screens the crowd behind a transparent service rail. | Frame records while veils hide the thickening crowd: flank, wait for decay, or risk the locked firing line while committing a capture. A strong build can clear the rail crowd and read in peace. | Sterilization exchanger/Carousel sight glare. Record framing stays in running time and the completed record persists; veil collapse, Boltspitter refill and sealing the gantry are known windows. |
| **R2 / 6. Pressure ledger / placement 6** | The long pressure hall carries a slow crowd from its side wards with a Flanker pack in the side gallery; Glass Siphon waits across the sampling loop's pillars to teach the tether before valve work. If objective 4 was reached first, the Flanker pack is reinforcement. | Siphon plus crowd at the valve: break the drain, hold the side lane, or complete one cap. It matters to persistent work and carrying-return margin, not only kills. | Breath Bank and cap checkpoints. Sealing the ward doors, Siphon retraction and the Bank's opposite quiet lane make bounded work windows; completed caps persist. |
- | **R3 / 7. Transfer pairs / placement 7** | A Veilbearer screens a Boltspitter across separated evidence stations while crowds from the transfer gallery's branch mouths press toward the sorting bay. | Change observation angle, interrupt the cast, fight the crowd off the evidence strip, or postpone the directional test. | One-way transfer fixture and optional Resuscitation Grid, which a dense crowd can trigger. Grid neutral/recharge, veil decay and sealing branch mouths are visible; captured evidence persists and no arrival proves translation. |
+ | **R3 / 7. Transfer pairs / placement 7** | A Veilbearer screens a Boltspitter across separated evidence stations while crowds from the transfer galleries press toward the sorting bay through feeding hatches above the walkable branches. | Change observation angle, interrupt the cast, fight the crowd off the evidence strip, or postpone the directional test. | One-way transfer fixture and optional Resuscitation Grid, which a dense crowd can trigger. Grid neutral/recharge, veil decay and sealing the feeding hatches are visible; captured evidence persists and no arrival proves translation. |
| **R3 / 8. Balance and decontamination / placement 8, setpiece A** | Bellback is previewed across a fixed rib while a large crowd waits in the broad gallery's two visible feeding mouths. | Bellback's force, the crowd and Breath Bank/Phase-Balance timing turn into a cap/pin decision. See setpiece A. | Existing Phase-Balance and Breath Bank placement. Fixed rib, neutral line, sealed mouths and completed cap/pin create the low-power path and durable progress. |
| **R3 / 9. Regulator reply / placement 9** | Shutterback opens its fan to shelter a crowd of Pressers moving down the rack aisles, teaching the floor shadow and exposed carrier. | Shutterback plus Caller: flank the plate, break clamps, stop the call that would wake the next source, or finish the R4 pull while sight is blocked. | Resuscitation Grid/strip-work fixture. A cut alarm lead, collapsed fan recovery, broken surge and completed pull/plate states create known windows. |
| **R4 / 10. Ship readiness test / no new placement** | No station encounter is added to a ship-side installation/report. | Any component retrieval pressure belongs to its source objective rather than being recounted here. | Safe ship context; no enemy state or world-time work invented. |
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### Setpiece A — Balance Gallery Hold (objective 8)
- **One existing-room layout obligation.** The objective 8 room must contain a threshold with full view of Bellback's cone, one fixed structural rib, the Phase-Balance neutral line, one Breath Bank draw lane, one cap control on the protected side and a maintenance stirrup that prevents tilt displacement only while occupied. The broad gallery also needs two visible feeding mouths from adjacent source volumes, each with a sealable shutter, and floor space for a crowd on the proposed 80–150 scale. That is added layout work inside this existing room, not free capacity. No success-triggered population appears. These are later room-placement obligations for one existing objective instance, not a new module or mechanism family.
+ **One existing-room layout obligation.** The objective 8 room must contain a threshold with full view of Bellback's cone, one fixed structural rib, the Phase-Balance neutral line, one Breath Bank draw lane, one cap control on the protected side and a maintenance stirrup that prevents tilt displacement only while occupied. The broad gallery also needs two visible feeding mouths from adjacent source volumes, each with a sealable shutter and kept separate from the gallery's walking passages, and floor space for a crowd on the proposed 80–150 scale. That is added layout work inside this existing room, not free capacity. No success-triggered population appears. These are later room-placement obligations for one existing objective instance, not a new module or mechanism family.
- **Visible stages and objective.** Stage 1: reach the neutral line while Bellback and the Bank advertise different force directions and the first bodies gather. Stage 2: the crest — the crowd pours from both mouths while Bellback braces; hold, seal a mouth, or overpower it. Stage 3: in the break, one cap hand-cycle or one rib-pin checkpoint, then optional removal of the Nozzle/exchanger rewards under their own lifecycle. The objective is persistent cap/pin progress and discovery, not mandatory extermination.
+ **Visible phases and objective.** Phase 1: reach the neutral line while Bellback and the Bank advertise different force directions and the first bodies gather. Phase 2: the stage pours from both mouths while Bellback braces; hold, seal a mouth early, or overpower it. Phase 3: in the break, one cap hand-cycle, or the rib's two cutter releases and its pin as separate checkpoints, then optional removal of the Nozzle/exchanger rewards under their own lifecycle. The objective is persistent cap/pin progress and discovery, not mandatory extermination.
**Overpowering clean win.** A developed crowd build — for example an arc chain that feeds on density, with a stored manual release — turns the crest into the payoff: the crowd collapses in the neutral lane, Bellback is caught exposed after its brace, and the gallery goes quiet before the next mechanism cycle. How many ordinary outputs the rig carries and how its links change belong to [Build Rules](/Hold%20The%20Flood/Build%20Rules). No elite, immunity or reduced reward appears; thresholds and damage remain unvalidated.
**Ordinary low-power path.** With the opening rig — or only movement, cutter and hard cover — the player seals one feeding mouth early, waits behind the fixed rib, leaves Bellback's locked cone, crosses on the Bank's opposite quiet beat and uses the stirrup for one hand-cycle. Closing one cap persists and removes that side's later draw; the player may withdraw and return. Barrier can catch physical debris but does not stop oxygen drain or solve timing.
- **Failure and return.** Displacement loses only the current unfinished cycle. Withdrawal preserves completed cap/pin work, and a crowd the player actually broke stays broken on a living return. Death returns carried property, ends temporary upgrades, spends breathed gas, shifts the station and makes the old route historical; the room's stable mechanisms and installed/dropped objects keep their owning state. A new population variant may come with the new arrangement, but no failed attempt creates a punitive wave.
+ **Failure and return.** Displacement loses only the current unfinished cycle. Withdrawal preserves completed cap/pin work, and a stage the player resolved stays spent on a living return. Death returns carried property, ends temporary upgrades, spends breathed gas, shifts the station and makes the old route historical; the room's stable mechanisms and installed/dropped objects keep their owning state. A new population variant may come with the new arrangement, but no failed attempt creates a punitive wave.
### Setpiece B — Receiver Vault (objective 11)
**One existing-room layout obligation.** The objective 11 instance must give a threshold view of the central pressure iris/gauge, Shutterback's initial shelter angle, Siphon's tether radius, one Caller and the source volumes it can wake. Two fixed pillars break the hose line. The long approach hall carries the main crowd on the proposed 80–150 scale from visible feeding mouths, each sealable; that crowd space is added layout work in the existing approach, not free capacity. Two side alcoves contain the already proposed mechanical equalisation clamps, each reachable without crossing behind the closed iris; one alcove offers a longer flank around the fan. The retreat boundary is visible. This adds no mechanism beyond the iris/two-clamp assembly already owned by objective 11.
- **Visible stages and objective.** Stage 1: cross the approach hall as the crowd wakes and choose the exposed direct selector lane, the longer fan flank or the first clamp alcove. Stage 2: the crest — let the Caller wake the second source or stop it, and resolve or evade the two special pressures inside the surge. Stage 3: in the break, fill/equalise the receiver through the correct selector or complete both clamp checkpoints, then hand-cycle the iris. Each completed clamp and the opened iris persist. The reward is the bounded passage/evidence cell; no ending truth or rescue is attached.
+ **Visible phases and objective.** Phase 1: cross the approach hall as its stage wakes and choose the exposed direct selector lane, the longer fan flank or the first clamp alcove. Phase 2: let the Caller release the second stage or stop it, and resolve or evade the two special pressures inside the surge. Phase 3: in the break, fill/equalise the receiver through the correct selector or complete both clamp checkpoints, then hand-cycle the iris. Each completed clamp and the opened iris persist. The reward is the bounded passage/evidence cell; no ending truth or rescue is attached.
- **Overpowering clean win.** A developed build can take the crest head-on: automatic fire strips the exposed Shutterback, the fan collapses, and a stored manual release clears the packed hall and the Siphon behind it. A player who wants the spectacle may deliberately let the Caller wake the second source and break both surges together. How many ordinary outputs the rig carries and how its links change belong to [Build Rules](/Hold%20The%20Flood/Build%20Rules). A legal build wins with no reactive counter-spawn or invulnerability; whether it suffices is a later balance question, not guaranteed prose.
+ **Overpowering clean win.** A developed build can take the crest head-on: automatic fire strips the exposed Shutterback, the fan collapses, and a stored manual release clears the packed hall and the Siphon behind it. A player who wants the spectacle may deliberately let the Caller release the second stage and resolve both together. How many ordinary outputs the rig carries and how its links change belong to [Build Rules](/Hold%20The%20Flood/Build%20Rules). A legal build wins with no reactive counter-spawn or invulnerability; whether it suffices is a later balance question, not guaranteed prose.
**Ordinary low-power path.** Seal the nearest feeding mouth, bait Siphon's announced hose into a pillar, cross during full retraction, use the longer alcove outside Shutterback's shelter, and cut the Caller's exposed alarm lead. Complete one clamp and withdraw. On a later reachable visit, repeat for the second clamp and hand-cycle after the gauge equalises. Opening-rig Barrier may catch one hose/strike, but fixed cover, movement and cutter are sufficient; no unique part, language conclusion or survivor is required.
- **Failure and return.** An occupied control or displacement loses only its current unfinished stage. A cut alarm lead, sealed mouth and completed clamp remain. Living withdrawal is physical, and a broken crowd stays broken on a living return. Death returns only carried property, ends temporary upgrades, shifts once and does not reveal the vault's new route. The same survivor rules and short-crossing limit remain elsewhere; this is never an escort or mandatory ending gate.
+ **Failure and return.** An occupied control or displacement loses only its current unfinished stage. A cut alarm lead, sealed mouth and completed clamp remain. Living withdrawal is physical, and a resolved stage stays spent on a living return. Death returns only carried property, ends temporary upgrades, shifts once and does not reveal the vault's new route. The same survivor rules and short-crossing limit remain elsewhere; this is never an escort or mandatory ending gate.
## Representative revisit — the sampling loop after storage is understood
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