Commit 7b055e

2026-09-17 16:16:42 Anonymous: Ninth review: the rooms as built, the faults the inventory found, what was fixed and what is open
hold the flood/brief.md ..
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**Same day, the starting inventory (owner decision):** "for now, the inventory should only start with the following items: 1- Oxygen Tank. good for 5 minutes. shape: 3x1. 2- Service Gun. fires every 0.2 second at nearest target for 5 damage: ammo: 8. auto reload: 1 sec. shape: L tromino." Both are on [The Pack](/Hold%20The%20Flood/The%20Pack) as the owner's cards. "At nearest target" replaces the threat ranking adopted in the fifth review: a card says what its item does, and this one says nearest. Because the gun runs on its own timer, the upgrade that shortens a gun's wait shortens that timer too. My assumptions, to be corrected: the gun reaches 15 metres; the suit keeps its own six minutes of air; two spare tanks stay in ship storage for the rescue. The opening's enemy numbers were tuned for the old kit and are now far too weak for this gun; that is listed as an open question on The Pack, not changed.
+ **Ninth review, 2026-09-17 (owner asked for "a full inventory of the implemented rooms", each explained in plain layman terms: what it is, why it is there, what it connects to, what is in it, what the player can do there, which enemies come, when and how many):** the inventory was read from the content file and the code, every fact checked a second time against the code, and published as a page for the owner (https://claude.ai/artifact/YE2xxDvC7nCt2eNqCqboC5). It describes the game as built, not this wiki. The check found faults. **Closed as implementation faults, fixed the same day:** (1) Yeva's rescue could not be started at all: her door and tank hatch belong to the ward, things in a room that is not drawn cannot be used, and the ward was only drawn once the astronaut stood inside it, which her shut door prevents (a regression from the first review's "only drawn rooms can be locked on"). Rule now: a room behind a shut door is drawn once the astronaut has stood in the room on the near side; this also lets the Safe Room door be reopened from the R-3 Approach on a later trip. (2) With board power on the shutter, one press of E at the rack gave the isolation bridge away with no bolts, no noise and no crowd. (3) Kills outside layout 1 never counted toward upgrade points. (4) After loading a save, tanks refilled to 4:00 instead of 5:00. (5) A locked hatch or grille still announced a woken crowd. (6) Ten hits of one tenth left the astronaut standing at "Health 0%". (7) Typing the letter j in a journal text box closed the journal. (8) The ward door could shut on an astronaut who stepped inside as Yeva left; it now stays open while anyone is inside. (9) In the Cable Junction the stairs to the Stair Lobby had been built over the grille lever and the visitors' writing; both were moved clear (the writing now sits above the crawl space) and the buried rail was removed. **Open, for the owner, listed on the page:** a failed rescue can never be repeated, because passing the tank and leaving the spare are once-only jobs while any turn-back uses both up; upgrades can never be earned, because one needs three points in a trip and no layout has more than two crowds; the layout changes only on death and the isolation bridge exists only in layout 1; the Service Gun kills everything in one shot, out-ranges every enemy's sight and shoots bodies in rooms not yet drawn; enemies ignore furniture, stairs, height, and the wall beside a doorway where two rooms touch; after a wall writing is photographed its crowd can never come out again; only one message fits on screen, so simultaneous messages are lost; journal predictions can never come true through the screen; Release Walk (R09) is in the files and in no layout; there is no sound and no ending.
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## Leading story draft — explicitly open to change
The owner is leaning toward this variation of the hospital direction:
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9