Commit 845a72

2026-09-07 14:40:30 Anonymous: DES106 r3 (Campaign r12), answering PMR011: section 0 enumerates the roof's distinct discoveries and build opportunities before the first credits; specifies the early-solved lift (the doors answer the order whenever it is entered, no credits flag, both orders playable); writes the real resolution as the lead's proposal instead of a bracket (the seven shafts are seven settlements' lifts sealed top-down in the song's order; competing accounts of protection versus control; the seal a hold on both the Flood's migration and the power; Hearth's standing decision to join the chain or keep the layers apart); rules the stun-kill: execution needs the pulse, global not Relay-specific, the hand-made cascade stated, survivors listed, Combat's unconditioned version the alternative (mirrored on the contract r9); supports Colony's Tavi-before-credits variant; notes Equipment's seven and the Troll's TRL-WB1; handoffs updated.
hold the flood/campaign.md ..
@@ 11,7 11,7 @@
## 0. Under the owner's direction: what the design keeps, what it loses, and a three-ending progression (DES106 r1, a proposal)
- **DES106 r2, on the Campaign page at r11 · 2026-09-07 · Lead Game and Systems Designer · In review · Answers the Lead row of the [current priority on Tasks](/Hold%20the%20Flood/Tasks#current-priority-apply-the-owners-discovery-first-direction): the impact of the [owner's answers](/Hold%20the%20Flood/Brief#game-vision) on the existing design, and a high-level progression from the apparent first ending to the real ending and the optional deepest secrets, with the content each layer assumes. r2 places the layers on the Visionary's replacement proposal, [The World Below](/Hold%20the%20Flood/Brief#visionary-replacement-proposal-the-world-below), supplies the stretch the proposal leaves to the lead, from the answering settlement to the real ending and the deepest secrets, answers REV106-4 and the critic's link caution, records Combat's Choir Cascade ruling with the lead's decision on the cap (mirrored on the contract at r8), accepts Colony's project loop as the refuge's systems shape, and answers the Campaign designer's three questions from Districts r14. r1 (fb24be) was written before the premise existed and is in history.** Read against Brief 342043, Tasks b2d9ea, World 5deede (WLD105), Colony cf90ad (COL103), Equipment f8b2fb and Echo Relay e3ffcf (E9), Combat r13 600893 (section 12), Enemies r12 0a56ba, Districts r14 90ded2, Design Review REV106 r2 786435, Clarity r28 3e1da4, the register's TRL-AS1 r3, and the project room through message 43. The Visionary owns the premise and World and Colony own its people and clues; where a bracket remains below it is a placeholder for them. The Campaign designer places whatever survives in geography; this section picks no places. Nothing here is an owner approval, a measured duration, a count, or permission to develop.
+ **DES106 r3, on the Campaign page at r12 · 2026-09-07 · Lead Game and Systems Designer · In review · r3 answers PMR011 (Tasks 79e90a; the room's 48 and 49): the roof's discoveries and build opportunities are enumerated, the early-solved lift is specified without a flag, the real resolution is written as the lead's proposal rather than a bracket, and the stun-kill is ruled (execution needs the pulse) with the survivors and the scene without the Relay, mirrored on the contract at r9; Equipment's seven-origin note and the Troll's TRL-WB1 are taken. r2 (dd963a) is in history. r2: Answers the Lead row of the [current priority on Tasks](/Hold%20the%20Flood/Tasks#current-priority-apply-the-owners-discovery-first-direction): the impact of the [owner's answers](/Hold%20the%20Flood/Brief#game-vision) on the existing design, and a high-level progression from the apparent first ending to the real ending and the optional deepest secrets, with the content each layer assumes. r2 places the layers on the Visionary's replacement proposal, [The World Below](/Hold%20the%20Flood/Brief#visionary-replacement-proposal-the-world-below), supplies the stretch the proposal leaves to the lead, from the answering settlement to the real ending and the deepest secrets, answers REV106-4 and the critic's link caution, records Combat's Choir Cascade ruling with the lead's decision on the cap (mirrored on the contract at r8), accepts Colony's project loop as the refuge's systems shape, and answers the Campaign designer's three questions from Districts r14. r1 (fb24be) was written before the premise existed and is in history.** Read against Brief 342043, Tasks b2d9ea, World 5deede (WLD105), Colony cf90ad (COL103), Equipment f8b2fb and Echo Relay e3ffcf (E9), Combat r13 600893 (section 12), Enemies r12 0a56ba, Districts r14 90ded2, Design Review REV106 r2 786435, Clarity r28 3e1da4, the register's TRL-AS1 r3, and the project room through message 43. The Visionary owns the premise and World and Colony own its people and clues; where a bracket remains below it is a placeholder for them. The Campaign designer places whatever survives in geography; this section picks no places. Nothing here is an owner approval, a measured duration, a count, or permission to develop.
### 0.1 What the owner's answers do to the existing design
@@ 44,9 44,32 @@
**The roof, to the first credits.** The goal the player can state is Senn's: the heat cell from the Bell House before the cold night, then the central furnace before winter. Play is the loop as the proposal writes it: a rack with two cells reserved for the cell; the Coil's pulse through the seven wet bells as the bounded first lesson; the upper sanctuary's trips restoring routes, bringing furnace parts home and following the seven-bell marks; the Echo Relay found on those marks; the first Choir Cascade clearing the furnace hall long enough to restart it. The discoveries here are the small reinterpretation, a family song heard as technical memory when the old doors answer it in order, and the first larger-world hints, the marks that lead somewhere and the flooded-stair relief seen upside down. Builds grow from the Coil and one Battery to the six-cell chassis, and the first ridiculous build lands before the credits. At home, Senn's room warms, Mara's bench shows the casing and the bell spacing, Tavi's map turns, and Hearth's projects begin. What ends it is the furnace lit: Senn's stated need is met and the credits are real. Two structural rules the lead adds: the furnace hall is the first place the wipe is possible and the only place it is required before the credits, and the Relay lies on the marked route so that it cannot be missed by a player following the marks; a player who reaches the hall without it needs a slower way to restart the furnace [placeholder: drain the hall's ring and fight the remainder dry], stated as a recovery, not as a second main line.
+ **Before the first credits: the distinct discoveries and build opportunities** (PMR011 asks for them substantial and distinct; brackets are the Visionary's to fill). Each discovery is a thing seen and tested; each build is legal under the rack rules as they stand and under the ruling in 0.4.
+
+ | Discovery, before the credits | Where | What it changes |
+ | --- | --- | --- |
+ | A pulse through wet ground reaches every bell standing in it | The Bell House, first trip | Conduction across a footprint, seen once and remembered: the ancestor of the Cascade |
+ | The old doors answer the song's order with light and tone, one at a time, before anything opens | The Bell House, any trip once the verse is known | The song is technical memory; a safe test that costs only time; the lift, whenever the player chooses to try |
+ | The seven-bell marks lead somewhere | The upper sanctuary, over several trips | A trail followed by choice, not a quest arrow; it ends at the Relay |
+ | The flooded-stair relief, read upside down from the return walkway | The sanctuary's stair | The depth reading before the plate exists, for the observant |
+ | [The furnace parts carry the seven-part order in their fittings] | The furnace's feeder rooms | The hall was built by the hands that cut the reliefs; the build and the mystery are one place |
+ | [A second tuned network seen dark: a cistern ring the Relay will later fire] | The upper sanctuary's edge | The larger-world hint that pays off after the lift; the Cascade generalises |
+
+ | Build opportunity, before the credits | Parts | What it teaches, and its price |
+ | --- | --- | --- |
+ | The pulse | Coil and one Battery, three cells | A lane through a wet crowd for eight seconds; the bank spent; nothing killed |
+ | The hand-made cascade | Coil, Arc and their two Batteries, five cells, the surveyor standing in the footprint | Under 0.4's ruling, chains that run through the pulse kill stunned bodies: a two-second, reach-bounded clear around the surveyor, at two health if uninsulated; the first combination a player can find alone |
+ | Insulation in the water | The pulse with Insulation, one more cell | Collect inside the energised footprint and take no damage; a cell against cargo |
+ | The lure onto the water | A Beacon with the pulse | Routing in the supporting role: bring the crowd onto the wet ground before the pulse |
+ | Salvage into charge | The Siphon and a wet bundle, two cells | Three charge for a bundle that would have been banked; the tradeoff the owner named |
+ | The hauler | The Cutter, a Kit and six cells of cargo | The slow, safe way; everything home, nothing spectacular |
+ | The Choir Cascade | Coil, Arc, two Batteries and the Relay, six cells | The furnace hall cleared across the footprint; both banks, the Relay spent, two cells left |
+
+ **If the lift opens before the furnace** (PMR011: specify it; no invisible credits flag). The lift opens whenever the verse's order is entered on the handles, because the doors answer the order and nothing else; the game never counts the credits as a state. A player who opens it early rides down to the first landing and sees the scale and the lights, and the wonder lands early, which is allowed and is a real reward for reading the stair. Mara's fear and Tavi's excitement play then rather than later. The goal display keeps the furnace as Senn's need and adds the settlement as a second goal the player may pursue in either order. The first credits still roll when the furnace is lit, whenever that is; the archive plate then confirms a reading the player already made, which is what it is for the observant anyway, and Tavi's copy at home still happens. The route to the answering settlement crosses the flooded ring where the Flood gathers; without the Cascade that crossing is slow and costly, as the Bell House's dry gallery was, and it is never locked. Content assumption: the first landing and the ring are playable in both orders, and the archive reads correctly whether or not the lift is open.
+
**The lift, to the first landing and the answering settlement.** After the credits the archive plate gives the crowned relief its second reading, the song opens the lift, and the goal the player can state is the proposal's: reach the nearest answering settlement, establish a safe two-way route and bring its message home. The discovery is the larger world, the owner's second kind, delivered as places: the first landing's scale, the garden, the lights. The first descent crosses a flooded ring where the Flood gathers between layers, and the Relay meets a second landmark network that is not bells [placeholder: a tuned cistern ring], so the player learns that the Cascade generalises and that a longer route sharpens cargo against equipment. The route is a standing state with a cost at home: the reopened shaft is one the Flood can follow, which is what makes Senn's later authored defence and the receiving alcove real rather than scheduled. The first landing is a supported shelter, the retained one-supported-shelter rule moved below. What ends it is the message received and carried home.
- **The descent, to the real ending.** The message changes the goal [placeholder: the settlement below has answered Hearth's signal for generations; its songs hold the verses Hearth lost; it knows the way further down is sealed and its people disagree about why]. That is the campaign-wide reinterpretation, the owner's first kind at full size: the seven descending shafts on the plate are seven settlements' lifts, each sealed from below, and the crown is Hearth's own lift head. Hearth is the top of a chain, not the roof of a ruin, and the songs were left so that the chain could be reopened from the top. The goal the player can state at each step is a task, not a question [placeholder: reopen the chain one settlement at a time; reach the layer that was sealed first]. The discovery kind is the owner's third, history and mythology found while seeking power and passage: each settlement kept a different account of the sealing, and whose account the player trusts changes the route they take and whom they help, without opening a door, as World's key-or-history rule says. Builds grow by new landmark networks and by parts the settlements below kept, which Equipment owns; the measure remains new interactions, not items, and the Cascade at a place's full landmark count is the player's own preparation made spectacular. The world change is the intervention at scale and the standing decision the real ending turns on [placeholder: whether to reopen the chain fully, joining the settlements and letting the Flood migrate between layers, or to keep the layers apart with controlled routes; the settlements disagree, and so do Mara and Tavi]. What ends it is the reason for the sealing learned and Hearth's decision made and lived with, at home and below; the real credits. Two constraints from the owner: the decision is about people and passage, never about the Flood's supply, and the reinterpretation must be fair the way the relief's is, seen in three places, testable safely, recoverable at home.
+ **The descent, to the real ending.** PMR011 asks for a real resolution rather than a bracket, so this is the lead's proposal for it, written so that PM has one to judge; the Visionary and World may replace it, and the shape survives any replacement. The settlement below has heard Hearth's signal and answered because it has been listening for generations. Its people kept the verses Hearth lost, and they know the way further down is sealed: the layers were sealed from the top down, one settlement at a time, in the song's order, and the songs were given to children so that the order would outlive the reasons. That is the campaign-wide reinterpretation, the owner's first kind at full size: the plate's seven descending shafts are seven settlements' lifts, each sealed from below, and the crown is Hearth's own lift head. Hearth is the top of a chain, not the roof of a ruin. The goal the player can state at each step is a task: reopen the chain one settlement at a time, and reach the layer that was sealed first. Each settlement keeps a different account of why the sealing happened, and this is the owner's third kind of discovery, history and mythology found while seeking power and passage: one says it was protection, when the Flood first rose through the rings; another says it was control, the upper layers keeping the warmth and the power for themselves; they disagree about who sealed whom. Whose account the player trusts changes the route, which shaft to open next, and the ally, whose people help, and never opens a door, as World's key-or-history rule says. Builds grow by new landmark networks and by parts the settlements below kept, which Equipment owns; the measure remains new interactions, not items, and the Cascade at a place's full landmark count is the player's own preparation made spectacular. The resolution: at the layer sealed first, the sealing chamber and the last account, which is that the seal was both things at once, a hold on the Flood's migration through the rings and a hold on the power, and that whoever reopens the chain fully lets both move. Hearth's decision is the standing state the real ending turns on: reopen the chain fully, joining the settlements, letting power and people move and the Flood migrate between layers so that the rings must be held; or keep the layers apart with controlled routes, safe and separate, the lights answered but never joined. Mara and Tavi disagree; the settlements disagree; the decision is lived with at home and below, and the real credits show its cost. Two constraints from the owner hold: the decision is about people and passage, with the Flood a condition of it and never its cause or its fuel; and the reinterpretation is fair the way the relief's is, seen in three places, testable safely, recoverable at home.
**The deepest secrets, optional after the real credits.** What the Flood is and where it came from, which World keeps for the lower layers; who wrote the songs and why they trusted children with them; the layer that was sealed first [placeholder: the sealed bottom]. Nothing on either credits depends on this layer. Its content is authored secrets answered only by cross-referencing the notebook across settlements; a few places reachable only with mastered builds, acceptable here and only here, because a build as a key is then a reward for expression rather than a substitute for it; and Hearth's final state, the people who arrived and the people the player kept. Nothing procedural.
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| --- | --- | --- | --- | --- | --- |
| The roof, to the first credits | The heat cell; then the furnace, for Senn | The furnace lit; real credits | A song as technical memory; hints of a larger world | Coil and Battery to the six-cell Cascade; the first wipe in the furnace hall | Hearth warm for good; the bench, the map, the projects |
| The lift, to the answering settlement | Reach the settlement; a safe two-way route; its message home | The message received | The larger world, as places | The Cascade generalised to a second network; cargo against equipment on a longer route | The first landing supported; a shaft the Flood can follow; the alcove; the first authored defence |
- | The descent, to the real ending | [Reopen the chain one settlement at a time; reach the layer sealed first] | The sealing understood; Hearth's decision made | History and mythology from settlements that disagree; the plate reread as seven lifts | New networks and parts from below; the Cascade at a place's full count | The chain's standing state; who moved where; Hearth's people changed |
+ | The descent, to the real ending | Reopen the chain one settlement at a time; reach the layer sealed first | The seal understood as a hold on both the Flood and the power; Hearth's decision made | History and mythology from settlements that disagree; the plate reread as seven lifts | New networks and parts from below; the Cascade at a place's full count | The chain's standing state; who moved where; Hearth's people changed |
| The deepest secrets | [What the Flood is; who wrote the songs] | Never gated | History as itself | Mastered builds as the key to a few places | Hearth's final state; the notebook closed |
**What connects the layers is one notebook.** The owner would be delighted to finish with a notebook full of notes, so the lead proposes it as a system rather than a hope, and Colony's persistent information and Tavi's turning map are the same system seen from home: an entry is a thing seen, in the game's own words only for what the player has actually seen; an entry never solves itself; when a later context changes what an entry means, the game marks it changed and lets the player read both readings, which is the relief's second reading and the plate's third made playable. The owner's UX line binds it: the notebook helps deduction and never stands in for a clear control, a visible current goal, or feedback on a basic interaction.
@@ 63,7 86,7 @@
### 0.3 What the refuge needs from the systems side
- A lead's note for World and Colony, who own the cast; nothing here proposes a character, a cast size or a line of dialogue. Colony's authored-project loop (COL103) is the refuge's systems shape as the lead reads it: three kinds of result, with ordinary salvage the only currency, named cargo never priced and information never spent; the promise resolved before any shopping; at most three projects on the table; ordered, persistent completion; nothing that worsens while the player is away. The lead owes the prices and will set them when the projects' field actions exist, on one principle: payable by purposeful expeditions, never by repeated hauling. The people are where the goals come from: layer one's given goal is one person's need, said in that person's words, and layer two's new goal comes from what the people make of the reinterpretation. Growth is visible in stages tied to the layers, people arriving and places opening, without a population number, a jobs screen or a food clock; the existing investment loop, the workshop, the receiver, the dock fittings and the support assembly, remains the way the player improves the people's capabilities, and a repair made for a named person is an authored commitment under the persistence rule, so it stays made. Defence, if the premise wants it, stays player-chosen and never scheduled; the owner has approved no defence schedule, upkeep loop or relationship subsystem, and neither does this section. What the systems side asks of the cast is only this: that the player can always say who needs the current goal met and can see, at home, what the last trip changed for them.
+ A lead's note for World and Colony, who own the cast; nothing here proposes a character, a cast size or a line of dialogue. Colony's authored-project loop (COL103) is the refuge's systems shape as the lead reads it: three kinds of result, with ordinary salvage the only currency, named cargo never priced and information never spent; the promise resolved before any shopping; at most three projects on the table; ordered, persistent completion; nothing that worsens while the player is away. The lead owes the prices and will set them when the projects' field actions exist, on one principle: payable by purposeful expeditions, never by repeated hauling. On the timing gap Colony and PMR011 name, the lead supports Colony's variant: Tavi builds the base turning map before the credits from reliefs the player has personally seen, and the archive plate joins it afterwards as a free reinterpretation, so the first optional project has a consequence before the credits without charging for map clarity or for a deduction already made. The people are where the goals come from: layer one's given goal is one person's need, said in that person's words, and layer two's new goal comes from what the people make of the reinterpretation. Growth is visible in stages tied to the layers, people arriving and places opening, without a population number, a jobs screen or a food clock; the existing investment loop, the workshop, the receiver, the dock fittings and the support assembly, remains the way the player improves the people's capabilities, and a repair made for a named person is an authored commitment under the persistence rule, so it stays made. Defence, if the premise wants it, stays player-chosen and never scheduled; the owner has approved no defence schedule, upkeep loop or relationship subsystem, and neither does this section. What the systems side asks of the cast is only this: that the player can always say who needs the current goal met and can see, at home, what the last trip changed for them.
### 0.4 The clauses opened, and the price the lead would ask
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**What Equipment and Combat have since answered, and the lead's decision (r2).** Equipment's [Echo Relay](/Hold%20the%20Flood/Equipment/Echo%20Relay) (E9) and Combat's [section 12](/Hold%20the%20Flood/Mechanics/Combat) are the combination this section asked for, and they answer the arc row above better than the row did: the Relay seeds an ordinary arc chain from every tuned wet landmark in a Coil-energised footprint, so the wipe comes from origins the player prepared rather than from unbounded propagation, and the chain still never travels through energised water. The row proposing an arc chain through energised water is withdrawn in the Relay's favour; R10 stays declined. Combat's four rulings are adopted as the working rule: a chained hit kills a stunned ordinary body outright, so the stun is what makes the arc lethal and the combination is more than its parts; stunned bodies are eligible and the Crust is neither origin, target nor hop; origins resolve nearest the surveyor first and a body belongs to one origin; a Heavy is ten hits and survives. The critic's caution is accepted: the chassis spends one bank per module, two banks, and "every linked battery" above meant that. **The one thing Combat leaves to the lead is the cap, and the lead reopens it deliberately.** Combat proposes four origins, at most sixteen bodies, a quarter of a small surge, and says plainly that this is a broad earned clear and not the screen-wipe the owner's example named, that the cap is the dial, and that raising it costs legibility. The lead's ruling: the cap is not a fixed number; every tuned landmark the player prepared and can see in the footprint is an origin, and the count is authored per place, seven at the Bell House and, in the furnace hall, enough for the hall's crowd. The reason is that the clear then scales with the player's own preparation, which is the reaction the owner named, and stays legible because each origin is a landmark the player tuned by hand and the preview numbers them. The price is unchanged: both banks, six cells, the Relay spent until shelter, Heavies and the second wave surviving. Combat's four is recorded as the alternative on the contract, damage numbers stay closed, and nothing on any page says what a given count feels like. Mirrored on the [contract](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) at r8, for Combat and Equipment to countersign and PM to dispose.
+ **PMR011's questions on the stun-kill, ruled (r3).** PM asks whether stun-execution is global or Relay-specific, which bodies survive and why, and what the same scene is without the Relay; PM also corrects Combat's arithmetic, sixteen of forty being two fifths, not a quarter, which is accepted. The lead's ruling, as the owner of the energised-window and arc rows: **execution needs the pulse.** A chained hit kills a stunned ordinary body only while the water under both bodies is energised, that is, during the Coil's two seconds; after them the bodies are still stunned for six more seconds but the current is gone, and a chained hit is one ordinary hit again. This is global, not a Relay exception, and it is physical: a body that cannot brace does not survive the current, and the current is in the water. So without the Relay the player can do it by hand, standing in the footprint in insulation, or at two health without it, and firing the arc into the discharge: a two-second, reach-bounded clear around the surveyor, about sixteen bodies at most, the hand-made cascade listed above and the first combination a player can find alone, inferable from the bells answering the pulse. The Relay's difference is exactly what an item should buy: it holds an origin at every tuned landmark for the whole pulse, across the whole footprint, and needs no one standing in the water. Survivors, and why: the Crust, because it does not conduct; a Heavy, because one hit is not ten; bodies outside the footprint or beyond a dry gap, because they were never stunned; bodies that arrive after the pulse, for the same reason; bodies past a chain's three hops. The alternative recorded is Combat's unconditioned version, in which any chained hit kills any stunned ordinary body for the stun's whole eight seconds; the lead declines it because it makes the five-cell build a full wipe over ten seconds of burst and leaves the Relay nothing to buy but reach. On the cap, Equipment's seven at the Bell House is the landmark ruling applied there and concurs; Combat's four stands as the alternative. The Troll's TRL-WB1 asks whether the Relay should exist as an item at all or live in the landmarks; that is the Visionary's and Equipment's to answer, and the lead notes only that the contract's row works under either answer, since the origin rule is the same whether the multiplier is carried or authored, and that under the pulse ruling what the item buys is stated above. The furnace encounter itself, the hall's crowd, its landmark count and its footprint authored so that the Cascade at full count clears the ordinary Flood in the footprint with the survivors named, is Combat's to compose with the Campaign designer placing it; the lead does not write the scene. Mirrored on the contract at r9.
+
### 0.5 Content assumptions, stated so they can be tested
These are the things that must exist for section 0.2 to be a game, as kinds and as the smallest number of distinct things, never as hours. A layer count and a place count are not among them; how many places the descent needs follows from how many distinct reinterpretations, settlements with their own accounts, and landmark networks the premise can honestly supply, and that number is the Campaign designer's to place and the Visionary's to fill. Neither is asked to reach any hour figure by repetition.
@@ 91,6 116,7 @@
- **The return grammar in every place below**: a first visit, a return because the objective changed, a return because the world changed, and optionally a mastery return; the Campaign designer's revisit test applies. A place that supports only the first is a corridor.
- **Build interactions, not items**: the Relay generalises to at least one network that is not bells before the descent ends, and parts from below add interactions, with preparation at Hearth needed to attempt them. The measure is how many interactions the player can discover, not the catalogue's length.
- **The furnace hall's recovery**: the Relay on the marked route, and a slower way to restart the furnace for a player who reaches the hall without it.
+ - **Both orders playable**: the lift, the first landing and the ring work whether the furnace is lit or not, and the archive reads correctly either way; no state counts the credits.
- **Two credits sequences, both real**, and the apparent one honest: the furnace stays lit.
- **The notebook as a system** with the changed-meaning state, shared with Tavi's map, and a current goal always visible outside it.
- **Hearth's growth in at least three stages** tied to the layers, by authored projects and arrivals with a relationship and a decision, never a population number.
@@ 101,7 127,7 @@
**To the Campaign designer, answering the three questions in Districts r14, section 0** (the lead's proposal; PM and the Visionary to confirm). First, the layered sanctuary replaces the surface districts; the surface is the upper sanctuary around Hearth, and the old districts do not sit beside it. Their ideas travel as places, not as districts: the Exchange's room where a choice lands somewhere the player is not standing, the Collector's withheld wave that makes a call flash empty, the pumping district's lesson that joined water carries power and attraction. Second, a layer holds several places; the unit that replaces a district is a place reachable in one expedition from Hearth or a landing, and a layer is the unit in which the map grows. Third, the spine is descent, and every expedition still begins and ends at Hearth or at a supported landing, so travel between places becomes travel between landings, and the two-way route the post-lift goal establishes is the first standing one. Your five premise-independent rules survive as you list them, with one renaming: one held dock plus one supported shelter becomes Hearth plus one supported landing below. Hold the district pages as you propose; the Lock Flight, the Tram and the Tidal Barrier stay on this page as superseded material and no transfer is needed. Your withdrawal of the hour figures is the right call and this section makes none.
- **The rest.** The Visionary: the descent's shape, the second reinterpretation and the ending's decision, accepted or replaced; the furnace hall's recovery. The Campaign designer: once the Visionary rules, place the first descent, the first landing and the answering settlement, and run the revisit test on the descent. Equipment and Combat: countersign the contract's r8 row on the Relay, the stun-kill and the landmark cap, or contest the cap there; Equipment's wording on Crust and Heavies as Combat offers it. World: the plate's second chain, made fair the way the relief's is, and the settlements' competing accounts. Colony: the prices when the projects' field actions exist, on the principle in 0.3, and the landing as a supported shelter. The critics, the reader and the Troll: REV106-4 against this revision; whether the descent's goal is a task at every step; whether the cap ruling keeps the moment legible. PM: disposition of DES106 r2 and contract r8; D022 and D024 marked superseded in the decision log; whether the layered shape goes to the owner together with the Visionary's premise.
+ **The rest.** The Visionary: the descent's shape, the second reinterpretation and the ending's decision, accepted or replaced; the furnace hall's recovery. The Campaign designer: once the Visionary rules, place the first descent, the first landing and the answering settlement, and run the revisit test on the descent. Equipment and Combat: countersign the contract's r9 row on the Relay, the pulse-conditioned stun-kill and the landmark cap, or contest them there; Combat, with the Campaign designer placing it, composes the furnace encounter under that frame; Equipment mirrors the ruling after countersign and retires the paid-bench references as PMR011 asks; the Visionary and Equipment answer the Troll's TRL-WB1. World: the plate's second chain, made fair the way the relief's is, and the settlements' competing accounts. Colony: the prices when the projects' field actions exist, on the principle in 0.3, and the landing as a supported shelter. The critics, the reader and the Troll: REV106-4 against this revision; whether the descent's goal is a task at every step; whether the cap ruling keeps the moment legible. PM: disposition of DES106 r3 and contract r9; D022 and D024 marked superseded in the decision log; whether the layered shape goes to the owner together with the Visionary's premise.
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