Commit 9a8ff3

2026-09-15 12:44:42 Anonymous: Integrate renewed expedition route and persistent R17 passage after combat review
hold the flood/encounter and mechanism placement inventory.md ..
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## Shared encounter contract
- Warnings remain visible independently when they overlap. **Every placement except E03's deliberately quiet first latch lesson is a crowd encounter fed by named source areas** — wards, lift wells, ducts or sealed volumes that physically hold bodies. Sources release their crowds through **feeding apertures** — grilles, hatches, ward doors, ducts, gantry mouths — shown before anything arrives. Feeding apertures are distinct from the walking passages a room needs for the ship, rescue, records, clamps or exploration, and sealing an aperture never closes a walking passage. A placement's first readable cue may be one creature, but the route to and through it carries a crowd, following [Combat Rules](/Hold%20The%20Flood/Combat%20Rules). Nothing enters except through a shown aperture or route, no creature materializes without a physical approach, and no source reacts to build strength, kill speed or reward. A shown route can still carry creatures behind the player. Defeated creatures stay defeated for the expedition. Combat populations renew for every new expedition after living return or revival. A living return keeps room arrangement and permanent changes; death additionally shifts unjoined rooms. Loading the ongoing expedition preserves its actual population and growth state. Permanent source seals and completed work remain changed, so renewed arrivals need viable sources and routes within that altered station. These placements still need a renewal pass; population changes are not a reaction to how efficiently the player fought.
+ Warnings remain visible independently when they overlap. **Every placement except E03's deliberately quiet first latch lesson is a crowd encounter fed by named source areas** — wards, lift wells, ducts or sealed volumes that physically hold bodies. Sources release their crowds through **feeding apertures** — grilles, hatches, ward doors, ducts, gantry mouths — shown before anything arrives. Feeding apertures are distinct from the walking passages a room needs for the ship, rescue, records, clamps or exploration, and sealing an aperture never closes a walking passage. A placement's first readable cue may be one creature, but the route to and through it carries a crowd, following [Combat Rules](/Hold%20The%20Flood/Combat%20Rules). Nothing enters except through a shown aperture or route, no creature materializes without a physical approach, and no source reacts to build strength, kill speed or reward. A shown route can still carry creatures behind the player. Defeated creatures stay defeated for the expedition. Combat populations renew for every new expedition after living return or revival. A living return keeps room arrangement and permanent changes; death additionally shifts unjoined rooms. Loading the ongoing expedition preserves its actual population and growth state. Permanent source seals and completed work remain changed, so renewed arrivals need viable sources and routes within that altered station. E06 and E08 below map one representative renewal route; other placements and permanent-seal configurations still need their pass. Population changes are not a reaction to how efficiently the player fought.
- **Stages and temporary growth.** A **stage** is a finite, announced pressure release from an identified physical source. Its peak — feeding apertures fully open, overlapping movement patterns, warning lights and music shifting — is what the player reads as the crest. Killing faster than arrivals suppresses a lane while the source still feeds. Clearing the committed attackers or completing a physical seal resolves the release; already-arrived creatures remain active until cleared, bypassed or physically separated. A preventive closure blocks the release and provides safety and access. Regular fighting now supplies temporary growth independently of full release resolution, while major horde milestones supply larger transformations. Exact award cadence, milestone mapping and additional early-seal rewards remain open under [Combat Rules](/Hold%20The%20Flood/Combat%20Rules). Retreat preserves growth already earned until the expedition ends; every temporary upgrade and unchosen offer expires aboard. Each new expedition provides fresh combat and growth opportunities while permanent work remains. Loading or re-entering a room does not create a new expedition. Rescue eligibility remains separate, as stated below.
+ **Stages and temporary growth.** A **stage** is a finite, announced pressure release from an identified physical source. Its peak — feeding apertures fully open, overlapping movement patterns, warning lights and music shifting — is what the player reads as the crest. Killing faster than arrivals suppresses a lane while the source still feeds. Clearing the committed attackers or completing a physical seal resolves the release; already-arrived creatures remain active until cleared, bypassed or physically separated. A preventive closure blocks the release and provides safety and access. Regular fighting now supplies temporary growth independently of full release resolution, while major horde milestones supply larger transformations. [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) owns the proposed band cadence, queued Tunes and major milestones. Each source preview counts the actual unpaid marks in its still-uncommitted bands that an early seal would prevent; earned marks, queued Tunes and partial progress are preserved until home. A physical seal does not itself grant growth. Other placements still need their milestone mapping. Retreat preserves growth already earned until the expedition ends; every temporary upgrade and unchosen offer expires aboard. Each new expedition provides fresh combat and growth opportunities while permanent work remains. Loading or re-entering a room does not create a new expedition. Rescue eligibility remains separate, as stated below.
- **Cadence and route support.** The ten placements supply one or two announced stages each and retain their named crowd sources and physical resolution conditions; they do not yet establish the new ordinary-growth cadence or major-milestone mapping. In Arrangement A, **R11→R17→R20→R25** crosses E06 before the R25 setpiece. Fresh expeditions must offer renewed fighting and growth along viable routes despite earlier returns, but permanent seals or changed connections can affect where those crowds fit. This route needs a placement pass rather than assuming its previous award stages supply the new climb. Every major placement keeps a baseline approach requiring no temporary upgrade. Too many choice interruptions can make the rhythm a chore; too little growth can leave a build unchanged between climaxes.
+ **Cadence and route support.** The ten placements retain one or two announced physical stages each, their named crowd sources and resolution conditions. Growth bands subdivide real standing groups or finite releases; they add no source or counted encounter. In Arrangement A, **R01→R11→R17→R20→R25** now maps one renewed climb: R11's grille stays sealed; R17's standing Flankers and two still-unsealed ward portions provide three bands before the R25 major opportunity. Its cutter-opened internal passage gives a shorter return or an outward bypass that forgoes those bands. R20 has no source of its own. This configuration assumes the R17 wards and R25 mouths remain viable; other seal combinations and changed connections still need mapping. Every major placement keeps a baseline approach requiring no temporary upgrade. Too many choice interruptions can make the rhythm a chore; too little growth can leave a build unchanged between climaxes.
Ordinary weapons fire automatically at the nearest visible valid target. A rig may carry more than one ordinary output; [Build Rules](/Hold%20The%20Flood/Build%20Rules) and [Mechanical Interfaces And Opening Quantities](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities) own their limits, triggers and feedback accounting, and examples below name the rig they assume. Manual Trigger starts one manual wave after facing/target/material preview. Fork copies trigger/type/wave and conserves usable payload; fixed machinery supplies its own power. Stride triggers only from the astronaut's deliberate grounded traversal. No example assumes an unseen target, universal Arc permission or stat tier.
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**Host and warning.** One staged placement across current R17 Jammed Pressure Approach and R20 Sampling Loop, objective 6, P05 Breath Bank. R17 first exposes a Flanker side lane with the side wards still quiet, then a Glass Siphon's hose radius/bladder flash across two pillars. If the Flanker survives or follows the visibly connected route, it can reach R20; no replacement pack appears. R20's three-beat Bank indicator, draw lane and cap control are visible before the hand-cycle.
- **Crowd, sources and space.** R17's first beat is a **Flanker-only approach** along the fully visible side gallery, before the side wards are disturbed — the separated cue both retained orders rely on. Deeper in, the long pressure hall's **two side wards** release one stage through their ward doors, perhaps 40–80 through the hall. Glass Siphon waits across R20's two pillars as a special pressure at the valve, not a separate stage. **Stage:** the side wards' release once the player is mid-hall. **Resolution:** clear its committed arrivals, or seal both ward doors by throwing their locks as completed acts. R17's long route and marked cutter panel are alternatives; R20's circular walk keeps two pillars between tether line and valve. The work position sits inside one Bank lane and outside the other on alternating beats. Entering Siphon radius triggers its wind-up; touching the valve begins staged work but spawns nothing. **Rework:** M07's side wards and ward-door locks are added layout work.
+ **Crowd, sources and space.** R17's first beat is a **Flanker-only approach** along the fully visible side gallery, before the side wards are disturbed — the separated cue both retained orders rely on. Deeper in, the long pressure hall's **two side wards** release one stage through their ward doors, perhaps 40–80 through the hall. Glass Siphon waits across R20's two pillars as a special pressure at the valve, not a separate stage. **Stage:** the side wards' release once the player is mid-hall. **Resolution:** clear its committed arrivals, or seal both ward doors by throwing their locks as completed acts. Completed cutter work at R17's marked panel opens a narrow two-way internal service passage from its near side to its existing far threshold into R20. The long lane remains an outward combat option; the passage offers a bypass and shorter return. It adds no room, source, objective, joining face or short-rescue qualification, and is specific to R17 rather than M07's other host R35. R20's circular walk keeps two pillars between tether line and valve. The work position sits inside one Bank lane and outside the other on alternating beats. Entering Siphon radius triggers its wind-up; touching the valve begins staged work but spawns nothing. **Rework:** R17's side wards, ward-door locks and local passage remain layout work within its existing M07 room.
+
+ **Growth and renewal.** The visible standing Flanker group and the two ward portions are three pressure bands, while the wards remain one physical release stage of 40–80. The gallery approach and each ward door preview one Break Mark; breaking all three bands banks an ordinary Tune under Combat Rules. The completed passage and ward seals persist between expeditions. Fresh groups use the visible gallery approach and still-unsealed ward doors; the route never reopens a seal to renew them. R20 receives only remaining creatures that visibly follow from R17 plus its existing Siphon, with no replacement pack or free mark from touching the valve. Source closure previews show the actual future unpaid marks prevented; banked Tunes and partial marks remain. Renewal with both wards sealed remains unmapped.
**Objective and approaches.** Close a cap/complete the pressure cycle, capture the source counter, then choose Dynamo and regulator core against carrying space. (1) Opening rig: Sensor→Projector attacks a visible target; Manual→Barrier can catch the hose, and only a Dynamo already locally clamped to that Barrier would receive the impact—none is assumed before recovery. Use retraction plus the Bank's opposite lane for one cap. (2) Under the later six-A allowance, Sensor→Projector plus Manual→Nozzle occupies five A/C; face Nozzle to push the committed Flanker into the draw lane while accepting recoil/clearance and one less unit of free carrying than a four-part rig. (3) Baseline: bait hose into pillars, leave radius, cross on the quiet beat, hand-close one cap and withdraw. Language may guide the marked bypass but cannot make it open.
**Cast and evidence extensions.** E06's population may also gate access to R18/R19 through a currently shown route. Dorn at R18 requires a personally walked current side route; direct-hoist opening commits before its newly exposed route is walked. Under the safeguard (pending owner decision) his crossing additionally needs the marked full-attempt return margin, an armed retreat he can operate to the counted abort room, and that room's local closure tell; a quiet window alone does not supply them. Yeva's later R19 variant requires counted R12 as current abort and a one-junction route. Any absent geometry waits. Story card/ratchet at R18, controlled culture comparison at R19 and source cycle at R20 are separate observations made while the game runs.
- **Persistence.** Cap, cutter, line-cycle, record-drawer, direct boundary, comparator observation, released rewards and object locations persist. Bank phase follows P05's withdrawal/death rule, and tether state follows the Glass Siphon's local rule. A carried Dynamo/core returns once; an unremoved source does not. Death mid-rescue remains unconfirmed, distinct from an ordinary witnessed abort.
+ **Persistence.** Cap, cutter, the completed R17 internal passage, ward seals, line-cycle, record-drawer, direct boundary, comparator observation, released physical rewards and object locations persist. Current external adjacency still requires observation; the local passage does not guarantee the next room after a shift. Bank phase follows P05's withdrawal/death rule, and tether state follows the Glass Siphon's local rule. A carried Dynamo/core returns once; an unremoved source does not. Death mid-rescue remains unconfirmed, distinct from an ordinary witnessed abort.
### E07 — Transfer evidence behind a veil
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**Host and warning.** R25 Balance Gallery, objective 8, P07 Breath Bank and P08 Phase-Balance; R26/R27 contain the optional Nozzle/Mara/exchanger follow-through. Bellback stands alone across the fixed rib so its dust draw, planted cone and collapse recovery can be read before the crowd enters from its two already shown feeding mouths. Bank frost/three-beat lane, plate outlines, plumb cage and swing arc remain simultaneously visible.
- **Crowd, sources and phases.** R25's broad gallery is the right kind of room for a large fight: Bellback stands across the fixed rib while two visible **feeding mouths** from adjacent source volumes, separate from the gallery's walking passages, hold a crowd of perhaps 80–150 at once, passing several hundred through the full crest. Phase 1 reads Bellback and mechanism directions while the first bodies gather. Phase 2 is the stage from both mouths, which the player can hold, shrink by sealing one mouth early, or overpower. Phase 3 is cap work, or the rib's two cutter releases and its pin, in the break. **Resolution:** clear the stage's committed arrivals, or seal both mouths. **Rework:** the two sealable mouths and crowd floor space are added layout work in M15's existing room.
+ **Crowd, sources and phases.** R25's broad gallery is the right kind of room for a large fight: Bellback stands across the fixed rib while two visible **feeding mouths** from adjacent source volumes, separate from the gallery's walking passages, hold a crowd of perhaps 80–150 at once, passing several hundred through the full crest. Phase 1 reads Bellback and mechanism directions while the first bodies gather. Phase 2 is the stage from both mouths, which the player can hold, shrink by sealing one mouth early, or overpower. Still-unsealed mouths renew for a new expedition and divide this finite release into visibly announced pressure bands, without adding a source or changing the crowd range. Phase 3 is cap work, or the rib's two cutter releases and its pin, in the break. **Resolution:** clear the stage's committed arrivals, or seal both mouths. **Rework:** the two sealable mouths and crowd floor space are added layout work in M15's existing room.
+
+ **Major opportunity and preview.** E08 remembers two facts once per expedition, in either order: a first band from an unsealed mouth committed, and Bellback was answered. The gallery shows each fact and announces transformation ready once both are true. A valid answer is escaping the locked cone or keeping it behind the fixed rib until the wave releases, catching the wave with a faced Barrier, interrupting the unfinished brace by displacement, or defeating Bellback. An unblocked hit does not count, but a later valid counter or defeat can. Early defeat records the answer before a later mouth commitment; prior commitment waits for an answer. The first mouth commitment and Bellback warning occur in early gather before a band can earn its mark, leaving later bands as a proving ground. Bellback gains no immunity and no replacement appears. The transformation is separate from ordinary Tunes and can be taken in the paused journal. Each mouth previews the actual unpaid marks in its uncommitted bands that a seal would prevent; sealing one early leaves the other mouth and Bellback able to satisfy the opportunity. Both mouths permanently sealed and other configurations still need renewal mapping. [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) owns the detailed event and queue rules.
**Objective and approaches.** Complete one persistent cap or rib pin, then decide whether to recover exchanger core/Nozzle. (1) Four-A opening rig: Sensor→Projector supplies ordinary fire; Manual→Barrier faces Bellback's locked pressure cone or a Presser strike. Barrier does not stop oxygen drain or heat, and a Dynamo cannot feed unless locally clamped. Seal one mouth early to keep the crest manageable. (2) A developed crowd build — an arc chain fed by density, with charge stored for a manual release — turns the crest into the payoff in the neutral lane. [Build Rules](/Hold%20The%20Flood/Build%20Rules) owns how many ordinary outputs it carries and how its links change; insufficient readiness or targets safely produce less effect. (3) Baseline: leave the fixed cone, shelter at the rib, cross on the Bank's opposite beat, occupy the stirrup and hand-cycle one cap before retreating.
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| **E03** | O3, R08 with current R09 | First lesson: Clampcrawler alone, no crest; later death-shift variant releases a holding-volume crowd, alarm-only; P03 | First local latch/refusal/release; no part source |
| **E04** | O4, R11–R13 current short route | Flanker pack; Presser river through the ward-wing grille; no major mechanism | Arc R13; Y1/A1 mutually exclusive first rescue; wall/ward records |
| **E05** | O5, current R14–R15 relation | Boltspitter, Veilbearer; crowds from gantry and cable duct; P04 | Builder runs, A/B/address, wall crawl, Lens R15 |
- | **E06** | O6, current R17→R20; optional R18/R19 | Flanker-only approach, then one stage from two side wards; Siphon at the valve; P05, with P11 extension | Dynamo/core R20; last-transfer evidence; D1 R18/Y1-later R19 rescues |
+ | **E06** | O6, current R17→R20; optional R18/R19 | Flanker-only approach, then one physical stage from two side wards: three growth bands in total; R17 local cutter passage; Siphon at the valve; P05, with P11 extension | Dynamo/core R20; last-transfer evidence; D1 R18/Y1-later R19 rescues |
| **E07** | O7, R24→R23→R21 walking route; R22 and R23 approach visible from R24 | Veilbearer, Boltspitter; one transfer-gallery loft feeds three R24 hatches; release answers R23 corrective-pair operation or committed capture; P06 | Three transfer pairs, Cycler R23, A1-later R22/R24 rescue |
- | **E08 — setpiece A** | O8, R25; optional R26/R27 | Bellback; large crowd from two feeding mouths; P07/P08 | Nozzle R26, exchanger core R27, A↔B clue, M1 rescue R26/R27 |
+ | **E08 — setpiece A** | O8, R25; optional R26/R27 | Bellback; finite visible crowd bands from two feeding mouths; major opportunity remembers mouth commitment and valid Bellback answer in either order; P07/P08 | Nozzle R26, exchanger core R27, A↔B clue, M1 rescue R26/R27 |
| **E09** | O9, R28; optional R29/R30 | Shutterback-sheltered crowd from R28's aisle grille; Caller releasing a second stage through R28's ceiling hatch; P09 | Regulator reply, Capacitor R28; no rescue |
| **E10 — setpiece B** | O11, current R35 into compact R36–R40 | Shutterback, Siphon; large hall crowd from two side mouths; Caller releasing a second stage through R35's far-wall hatch; P10, then P13 | Inlet reply, strip, evidence cell, isolation. P12/O12 is separate and has no encounter. |
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