2026-09-10 11:04:38
Anonymous:
Outcome 48 scoped repair: crowd roles (Presser slow majority, Flanker side-route pack, Caller wakes next source), ordinary automatic fire with multiple outputs replacing the one-launch row, break/return/death/journal rows, crowd allocation table, both setpiece combat portions and revisit example; mechanism and unrelated sections preserved
hold the flood/combat and enemy roster.md ..
@@ 4,7 4,7 @@
## Classification and origin evidence
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An **ordinary role** has one principal warning/action loop, can appear in small route groups and remains understandable when combined with one other pressure. A **special role** changes the local geometry, target visibility or oxygen clock strongly enough to deserve a featured entrance and additional recovery space. “Special” does not mean invulnerable, a punitive counter-unit or guaranteed rarity; a ridiculous build may erase it before its first action.
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An **ordinary role** is a crowd member: it has one principal warning/action loop that stays readable while dozens of others move around it, and its crowd arrives from a physical source area as [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) describes. A **special role** changes the local geometry, target visibility or oxygen clock strongly enough to deserve a featured entrance and additional recovery space. “Special” does not mean invulnerable, a punitive counter-unit or guaranteed rarity; a ridiculous build may erase it before its first action.
Presser, Flanker and Caller deepen the current Combat Rules roles. Bellback, Shutterback and Glass Siphon keep the behavior in Horde Creature Proposals and are classified as the three specials rather than replaced. Boltspitter, Clampcrawler and Veilbearer fill distinct ranged-line, occupied-control and temporary-occlusion gaps. Shutterback remains different from Veilbearer: the ordinary Veilbearer creates a short, fixed, two-sided sight break; the special Shutterback is itself visible mobile angled shelter for a group.
@@ 14,24 14,24 @@
| State | Visible rule and player control | Resolution, interruption and persistence |
|---|---|---|
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| **Unaware / investigating / locally alert** | Facing, sight line and heard/seen source are shown. An enemy follows a reachable visible route toward sight, recent sound or last seen place, searches locally, then disengages. | No global knowledge, unseen shortcut or cross-station tracking. A caller or mechanism may move only already eligible adjacent groups through a cued entrance. |
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| **Bounded ordinary launch** | Under [Mechanical Interfaces And Opening Quantities](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities), one active rig supports one independent ordinary launch path sourced by Threat Sensor or qualifying grounded-movement Stride. One designated ordinary actuator owns target/readiness; its valid target and one readiness spend seal one reservation. | No target means hold ready. When the reserved wave reaches the designated actuator through any Fork, it launches exactly once without rechecking the spent readiness. Other descendants check independently. A second independent source-to-ordinary-launch path refuses before edit commitment; manual sources, non-launch Stride responses and Projector descendants remain legal. |
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| **Unaware / investigating / locally alert** | Facing, sight line and heard/seen source are shown. An enemy follows a reachable visible route toward sight, recent sound or last seen place, searches locally, then disengages. | No global knowledge, unseen shortcut or cross-station tracking. A completed call or mechanism alarm wakes an adjacent source area; its crowd arrives only through routes shown before arrival. |
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| **Ordinary automatic fire** | Each ordinary weapon output shows its reach, readiness and the nearest visible valid hostile it has selected. A rig may carry more than one ordinary output; power, heat, rig space and carrying capacity limit them, as [Build Rules](/Hold%20The%20Flood/Build%20Rules) and [Mechanical Interfaces And Opening Quantities](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities) define. | No target means the output holds ready, and a launch spends that output's readiness once. How outputs share a trigger and which feedback behaviours stay bounded belong to those rule owners, not to this roster. |
| **Readiness and occlusion** | Each actuator shows reach, readiness and its selected target. Hard cover, Shutterback plates and a Veilbearer sheet make hostiles across them invalid where they block the actuator's required sight. | Readiness finishing without a target remains ready. Visual occlusion appearing after launch does not erase or retarget an existing projectile; physical cover may intercept it. Journal pause advances no readiness. |
| **Manual special** | The mapped action shows availability and any facing, selected target or material. The player aims/faces first, then presses. | The manual source starts its external wave under its own rule. Its first and later receivers each check locally; a later refusal does not rewind the wave or refund already consumed material. Rig descendants retain that wave and cannot ready their source. |
| **Enemy warning / action / recovery** | Every attack has a named wind-up cue, one committing action and a readable recovery. Simultaneous warnings remain individually visible; none waits politely for another. | Each committed enemy attack is its own external wave. Contact-time order resolves simultaneous attacks; no hidden turn order or invulnerability is added. A part resolves at most once per wave. |
| **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. |
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| **Victory / quiet window** | Defeated enemies stay defeated for that expedition. A cleared caller/source shows whether any eligible group is still travelling or unused. | No counter-spawn, reward reduction or replacement elite reacts to success. A quiet window lasts until a separately cued living group perceives the area or an authored source acts. Mechanisms remain whatever their own state says. |
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| **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 and does not itself shift the station. Later population may differ under its owning rule; the old breadcrumb promises no safety. |
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| **Death and shift** | Condition or oxygen death ends the current expedition. Everything still carried, including active rig parts and new loot, returns once. | Spent gas/material stays spent; dropped or fixture-installed property remains there. Completed work and selected bindings persist. The station shifts once; prior routes become historical rather than refreshed topology. Combat invents no person outcome, death limit or replacement tax. |
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| **Journal open** | The current view and stored records are available for comparison. | Enemies, oxygen, tethers, projectiles, alerts, warnings, recovery, readiness and work all freeze. Nothing attacks, drains, moves, completes or rewires while paused. |
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| **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. |
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| **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. |
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| **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. |
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| **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. |
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The nearest-visible rule remains a provisional targeting default, not a claim of optimal targeting. Priority choices, manual overrides and accessibility assistance remain interface decisions. Current encounters use the bounded one-independent-launch envelope; this does not forbid an unrelated manual source or non-launch descendant.
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The nearest-visible rule remains a provisional targeting default, not a claim of optimal targeting. Priority choices, manual overrides and accessibility assistance remain interface decisions. Examples on this page may use more than one ordinary output where a rig carries them.
## Six ordinary pressure roles
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### 1. Presser — occupy the direct lane
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### 1. Presser — the slow majority that fills the lane
**Read and origin evidence.** A broad chest, dragging close arm and bright contact plates make its reach visible. A shoulder drop and full arm draw are the strike warning. A ward restraint strip over older joint plates could indicate an altered patient, a reused test body or a later hybrid; only the layered materials are fact.
@@ 39,9 39,9 @@
**Effect and work.** A hit is one external attack wave, reduces condition and gives a short shown shove. Damage alone does not stop work; the shove cancels only if it moves the astronaut off the control. Contact with a faced Barrier is an impact at that frame and can feed a Dynamo clamped there once for this wave.
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**Choice and responses.** Back out of reach during wind-up, circle fixed cover, defeat it with ordinary automatic fire or commit to the cutter when isolated. Manual Barrier buys work time; Manual → Nozzle can break the approach. The viable no-unique-part baseline is movement, hard cover and the worn cutter. Packed Pressers make lane space costly, but they share no omniscience.
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**Choice and responses.** Back out of reach during wind-up, circle fixed cover, defeat it with ordinary automatic fire or commit to the cutter when isolated. Manual Barrier buys work time; Manual → Nozzle can break the approach. The viable no-unique-part baseline is movement, hard cover and the worn cutter. Packed Pressers make lane space costly, but they share no omniscience. In a crowd they are the dense line an arc or pull build wants, and the wall a cautious player keeps to one side.
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### 2. Flanker — make facing and side access matter
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### 2. Flanker — the fast pack on the side route
**Read and origin evidence.** A narrow tilted body, long outside leg and reflective side-facing cheek plates point toward its preferred route. Hospital mobility braces bolted to older asymmetric joints support competing repair/patient/experiment readings without settling one.
@@ 49,17 49,17 @@
**Effect and work.** The lunge is one external attack wave. It causes condition loss and lateral displacement; only leaving reach or losing the control interrupts work. A Barrier catches it only when actually faced across the lunge. That impact may feed a Dynamo clamped to the Barrier, never a remote clamp.
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**Choice and responses.** Keep the side route in view, move so it lengthens, use fixed cover to force another approach, or defeat the Flanker. A manual Barrier can guard the chosen side; a faced Nozzle can turn its committed lane into a miss. Baseline movement and doorway geometry remain sufficient.
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**Choice and responses.** Keep the side route in view, move so it lengthens, use fixed cover to force another approach, or defeat the Flanker. A manual Barrier can guard the chosen side; a faced Nozzle can turn its committed lane into a miss. Baseline movement and doorway geometry remain sufficient. Flankers usually arrive as a pack while the slow mass holds the main lane, so where the astronaut stands decides which reaches them first.
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### 3. Caller — spend or preserve the finite adjacent population
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### 3. Caller — wake the next source area
**Read and origin evidence.** A tall resonant cavity, visible throat shutters and a lamp matching one local alarm source identify it. Later hospital speaker wire laced through older chamber ribs supports several origins; the matching signal path is the observed fact.
**Perception and timing.** Caller reacts to local sight, recent noisy work or a stated mechanism alarm. It braces beside its shown source, throat shutters brighten through the wind-up, then one completed call commits to the already cued entrance. It vents with head lowered during recovery and cannot begin another brace until that finishes.
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**Effect and work.** The completed call is one external event/wave for ancestry, but carries no damaging packet or impact and has no receiver in the current catalogue; it moves only eligible existing adjacent groups. Those arrivals use visible routes, and each later attack is its own wave. Their arrival may occupy space or displace the astronaut, but the call itself neither cancels a stage nor creates enemies.
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**Effect and work.** The completed call is one external event/wave for ancestry, but carries no damaging packet or impact and has no receiver in the current catalogue. It wakes one adjacent source area whose route was shown before the brace; that crowd then arrives physically, and each later attack is its own wave. The call itself neither cancels a stage nor creates enemies from nothing, and a source area already sealed or exhausted cannot answer.
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**Choice and responses.** Rush or automatically focus the visible Caller, obstruct/displace it during brace, cut the named alarm lead, or withdraw before the finite group arrives. Manual Nozzle is a strong brace interrupt; Barrier can buy time but does not silence it. Baseline cutter, ordinary fire, hard cover and the physical alarm-lead checkpoint prevent a required part gate.
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**Choice and responses.** Rush or automatically focus the visible Caller, obstruct or displace it during the brace, cut the named alarm lead, seal the answering route, or withdraw before its crowd arrives. Letting it call is also a choice: a strong build may want the second surge. Manual Nozzle is a strong brace interrupt; Barrier can buy time but does not silence it. Baseline cutter, ordinary fire, hard cover and the physical alarm-lead checkpoint prevent a required part gate.
### 4. Boltspitter — demand a readable ranged line
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## Four-region and twelve-objective pressure allocation
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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. [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) now supplies initial population and placement hypotheses for these ten encounters. Exact tuning and exhaustive geometry, cue and recovery variants remain later work.
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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 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.
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| Existing objective / encounter placement | Roles and first low-complexity cue | Later combination and decision | Reused trap/work and known quiet counterplay |
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| Existing objective / encounter placement | Crowd and first readable cue | Crest decision | Reused trap/work and how quiet is earned |
|---|---|---|---|
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| **R1 / 1. Collar isolation / placement 1** | Two separated Pressers in clear Cargo Turn first teach backswing, direct lane and nearest visible target. The later isolation stage adds one visibly bracing Caller and its cued entrance. | Presser crowd + Caller asks whether to interrupt the call, finish a fastener or leave Fork in the shutter fixture. | Simple Triage Relay/alarm lead. Cutting the lead or exhausting the finite eligible group creates a shown quiet window; completed fasteners persist. |
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| **R1 / 2. Pace calibration / placement 2** | One Boltspitter with a single pillar teaches sac fill, final line lock and cover before the service-belt comparison. If objective 5 was reached first, this remains a low-pressure reinforcement rather than a prerequisite. | A Presser makes standing still for the gait record costly: clear it, bait the bolt, or defer. | Single-detent Sterilization Carousel. Cool detent and Boltspitter refill are separate visible windows; the same astronaut comparison remains possible without combat gear. |
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| **R1 / 3. First local latch / placement 3** | One Clampcrawler and a clear side step introduce the live latch's operator-position arc without a simultaneous Presser: start the stage, wait for jaw-flash lock, cancel, step out, then use its skid recovery. | On a later attempt or revisit, Clampcrawler + Presser asks whether to draw the committed leap, hold the lane, or abandon only the unfinished latch stage. | Triage Relay control occupation; cut alarm and completed latch stages persist. No creature supplies the local charged cradle. |
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| **R2 / 4. R-3 crossing / placement 4** | One Flanker approaches through a fully visible side passage outside the prepared one-junction crossing, teaching the cross-lane chevron. If objective 6 was reached first, this remains low-pressure reinforcement rather than a prerequisite. | Pressers + Flanker must be cleared, bypassed or made quiet **before** transfer begins; the rescue itself does not become an escort encounter. | Quarantine Arc fixture and hard cover. Once the junction population/source is resolved, the authored short crossing has a quiet window. A person is never cargo. |
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| **R2 / 5. Builders' runs / placement 5** | The pump-hall approach first gives Boltspitter one straight line and one pillar with no Veil cast. In the cable junction, a Veilbearer sees the astronaut and one visible Presser behind a fixed transparent service rail; the Presser is a real eligible ally to screen but cannot reach the first cast, so both anchors and the finite sheet edge are low-pressure cues. | If the already visible Boltspitter survives or is bypassed, its connected approach into the cable junction is cued and it may walk behind the Veilbearer's next sheet, creating the combined choice: flank, wait for decay or risk the locked firing line while committing a record. If it was defeated, no replacement appears. | Sterilization exchanger/Carousel sight glare. Record framing remains world time, but the completed record persists; veil collapse and Boltspitter refill are known windows. The fixed separation and two cue bays are added staging inside this placement, not a spawn or prerequisite. |
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| **R2 / 6. Pressure ledger / placement 6** | The authored long approach first exposes one Flanker in a fully visible side corridor with no Siphon line; then Glass Siphon appears across two obvious pillars so a missed hose and full retraction teach the tether before valve work. If objective 4 was reached first, the Flanker segment is reinforcement. | Siphon + Flanker in the valve area makes the player choose between breaking drain, guarding the side lane or completing one cap/hand-cycle. It matters to persistent work and carrying-return margin, not only kills. | Breath Bank and cap checkpoints. Siphon retraction plus the Bank's opposite quiet lane makes a bounded work window; completed caps persist. The separated approach is one added staging beat inside this placement. |
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| **R3 / 7. Transfer pairs / placement 7** | A Veilbearer has sight of the astronaut and screens one visible Boltspitter across the separated evidence stations. Objective 5 has already supplied their separated low-pressure cues in both retained orders. | The valid paired cast asks whether to change observation angle, interrupt the cast or postpone the directional test. | One-way transfer fixture and optional Resuscitation Grid. Grid neutral/recharge and veil decay are visible; captured evidence persists, no arrival proves translation. |
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| **R3 / 8. Balance and decontamination / placement 8, setpiece A** | Bellback is previewed alone across a fixed rib; its dust draw, cone lock and recovery can be read before already visible Pressers enter the same mechanism space. | Bellback + Pressers + Breath Bank/Phase-Balance turns force and timing into a cap/pin decision. See setpiece A. | Existing Phase-Balance and Breath Bank placement. Fixed rib, neutral line and completed cap/pin create the low-power path and durable progress. |
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| **R3 / 9. Regulator reply / placement 9** | Shutterback first opens with only one Presser behind it, teaching the floor shadow and exposed carrier. | Shutterback + Caller asks whether to flank the plate, break clamps, stop the call or finish the R4 pull while sight is blocked. | Resuscitation Grid/strip-work fixture. A cut alarm lead, collapsed fan recovery and completed pull/plate states create known windows. |
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| **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. |
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| **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. |
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| **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. |
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| **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. |
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| **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. |
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| **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. |
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| **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. |
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| **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. |
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| **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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| **R4 / 11. Pressure-receiver iris / placement 10, setpiece B** | Siphon and Shutterback each had separate earlier lessons; all entrances, pillars, fan angle, tether radius, Caller and finite answering route are visible before commitment. | Their combined drain/occlusion plus a Caller changes whether to take the direct selector, cut the alarm or use the two-clamp line. See setpiece B. | The existing pressure iris and its two-clamp alternative are the only mechanisms. Tether retraction, fan collapse and cut alarm provide windows; iris/clamp stages persist. |
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| **R4 / 11. Pressure-receiver iris / placement 10, setpiece B** | Siphon and Shutterback each had separate earlier lessons; the long approach hall, its feeding mouths, pillars, fan angle, tether radius and Caller are visible before commitment. | Drain, occlusion and a large surge change whether to take the direct selector, cut the alarm or use the two-clamp line. See setpiece B. | The existing pressure iris and its two-clamp alternative are the only mechanisms. Tether retraction, fan collapse, cut alarm and sealed mouths provide windows; iris/clamp stages persist. |
| **R4 / 12. Connect every placed region / no new placement yet** | Reuse roles already attached to each actual room; joining reveals no unseen population. | Defend a join only where its future authored action is noisy/cued. No rescue reconnection, unique enemy or final counter-horde is assumed. | Existing local latches and future selected connection rule. Completed joins persist; historical routes do not become current. |
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The most important exploration combinations are placement 6, where Siphon/Flanker pressure competes with a durable cap stage, and placement 8, where Bellback/Pressers interact with visible mechanism force while the player chooses a persistent cap/pin. Placement 9 similarly makes occlusion and finite reinforcement control matter to record/pull work rather than only kill speed.
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The most important exploration combinations are placement 6, where a crowd and Siphon pressure compete with a durable cap stage, and placement 8, where Bellback and a large crowd interact with visible mechanism force while the player chooses a persistent cap/pin. Placement 9 similarly makes occlusion, and the choice to allow or stop a second surge, matter to record/pull work rather than only kill speed.
**Two-order cue check.** Build-and-ship-first still sees Boltspitter at 2 before 5/7, Flanker at 4 before 6 and Bellback at 8 before 11. Language-and-network-first instead gets the always-authored separated Boltspitter and eligible Veilbearer cue bays at 5 before their pair at 7, and the Flanker-only long-approach segment at 6 before its valve mixture; 2 and 4 later reinforce those cues. These are spatial staging obligations inside placements 5 and 6, not journal-learned flags, new prerequisites, populations appearing from nowhere or extra objectives. The main Receiver Vault uses Siphon/Shutterback, whose separate placements 6/9 precede 11 in both orders; the cheaper Bellback substitution supplies its own threshold rehearsal below rather than assuming objective 8 was visited.
@@ 146,52 146,52 @@
### Setpiece A — Balance Gallery Hold (objective 8)
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**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. Pressers are visibly waiting behind a cued existing entrance before the player starts; no success-triggered population appears. These are exact later room-placement obligations for one existing objective instance, not a new module or mechanism family.
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**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.
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**Visible stages and objective.** Stage 1 is reach the neutral line while Bellback and the Bank advertise different force directions. Stage 2 is resolve, avoid or overpower the visible crowd. Stage 3 is 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.
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**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.
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**Overpowering clean win.** On a later order or revisit with the proposed 8 A configuration, the current heat-lance network may use Sensor/Projector ordinary fire and locally clamped Dynamo charge split conservatively to ready Arc/storage; after the paid rewire, manual Capacitor → Lens → Projector can finish the exposed Bellback. If the actual output clears Bellback and the visible Pressers before the next mechanism cycle, combat is won cleanly. No elite, immunity or reduced reward appears; thresholds and damage remain unvalidated.
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**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.
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**Ordinary low-power path.** With the four-space opening rig—or only movement, cutter and hard cover—the player 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.
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**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.
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**Failure and return.** Displacement loses only the current unfinished cycle. Withdrawal preserves completed cap/pin work. Death returns carried property, 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. Enemy population may differ later, but no failed attempt creates a punitive wave.
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**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.
### Setpiece B — Receiver Vault (objective 11)
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**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 its single eligible answering entrance. Two fixed pillars break the hose line. 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.
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**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.
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**Visible stages and objective.** Stage 1 is choose the exposed direct selector lane, the longer fan flank or the first clamp alcove. Stage 2 is interrupt/accept the finite call and resolve or evade the two special pressures. Stage 3 is 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.
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**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.
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**Overpowering clean win.** A prepared 8 A heat-lance can automatically attack the visible Shutterback, with Dynamo hearing only Projector impacts. If those impacts collapse the fan, a later valid Arc/heat target can clear the newly exposed finite group and Siphon. A sufficiently powerful legal build wins that authored population with no reactive counter-spawn or invulnerability. Whether shares/damage suffice is a later balance question, not guaranteed prose.
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**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.
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**Ordinary low-power path.** 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.
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**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.
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**Failure and return.** An occupied control or displacement loses only its current unfinished stage. A cut alarm lead and completed clamp remain. Living withdrawal is physical. Death returns only carried property, 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.
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**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.
## Representative revisit — the sampling loop after storage is understood
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On the first objective 6 visit, the four-space Sensor/Projector plus Manual/Barrier rig holds a Flanker briefly while the player baits the newly seen Glass Siphon hose into a pillar. They close one Breath Bank cap, free and carry the installed Dynamo, and leave the proposed regulator core because carrying capacity or oxygen margin is exhausted. The cap and removed-Dynamo state persist; the current route is recorded, not promised.
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On the first objective 6 visit, the four-space Sensor/Projector plus Manual/Barrier rig can barely hold the long hall's crowd, so the player seals one ward door early, baits the newly seen Glass Siphon hose into a pillar and works the Flanker pack along the wall. They close one Breath Bank cap, free and carry the installed Dynamo, and leave the proposed regulator core because carrying capacity or oxygen margin is exhausted. The cap and removed-Dynamo state persist; the current route is recorded, not promised.
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After objective 9 exposes a Capacitor and objective 2's coupler permits the proposed 6 A configuration, the player returns if the sampling loop is actually reachable. They can take the **6 C/6 A Counterwall**: Manual → Barrier, Dynamo locally clamped to that frame → Capacitor, then built-in manual release → Arc. Siphon hose and Presser/Flanker strikes caught on the faced Barrier are separate external waves, each able to add one local contribution; at a visible Arc target the player manually clears the packed lane. That converts an earlier need to break contact into a protected valve window. With one proposed 2 C canister, only 2 C remain for the proposed regulator core and none for other loot.
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After objective 9 exposes a Capacitor and objective 2's coupler permits the proposed 6 A configuration, the player returns if the sampling loop is actually reachable. They can take the **6 C/6 A Counterwall**: Manual → Barrier, Dynamo locally clamped to that frame → Capacitor, then built-in manual release → Arc. Siphon hose and Presser/Flanker strikes caught on the faced Barrier are separate external waves, each able to add one local contribution; at a visible Arc target the player manually clears the packed lane. That turns the dense crowd from a reason to leave into fuel for a protected valve window. With one proposed 2 C canister, only 2 C remain for the proposed regulator core and none for other loot.
The same equipment budget offers a lateral choice: the **6 C/6 A Salvage Breacher** uses Manual → Cycler → Projector, a Dynamo clamp on Projector's physical-output feed and Capacitor storage. It can buy a faster opening without waiting for enemy strikes, but the chosen material also occupies carrying space until consumed and permanently loses return value. The player must inspect Projector target/readiness before pressing; receivers still check independently, and a Cycler spend is not refunded after a downstream refusal. Consuming the material may free the capacity needed for the regulator, but that is an explicit cost, not free ammunition.
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Either build may complete the remaining hand-cycle and pick up the regulator. Living return brings the carried manifest without a shift. Death after the pickup commits returns every still-carried part, canister and regulator once, leaves consumed Cycler material spent and completed cap/work intact, then shifts the station. Death before pickup does not collect it. The journal can freeze the warning and compare records, but it performs no rewire, tether break, attack, cap or pickup.
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Either build may complete the remaining hand-cycle and pick up the regulator. A living return brings the carried manifest home without a shift, ends that trip's temporary upgrades and leaves the broken hall quiet. Death after the pickup commits returns every still-carried part, canister and regulator once, leaves consumed Cycler material spent and completed cap/work intact, ends temporary upgrades, then shifts the station. Death before pickup does not collect it. The journal freezes the warning and lets the player compare records; changing links there is the proposal in [Build Rules](/Hold%20The%20Flood/Build%20Rules), while tether breaks, attacks, caps and pickups still need running time.
## Coverage rationale, cheaper alternative and scope
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The six ordinary roles cover direct lane, side angle, finite reinforcement, ranged line, occupied control and temporary sight. The three specials escalate body displacement, mobile occlusion and local oxygen drain. Each pressure changes movement or a world-time decision; none exists only as a health shape, steals property, demands one part or targets the player's successful build. Veilbearer earns its apparent overlap by teaching a bounded stationary occlusion before Shutterback's mobile group shelter; if that distinction is not readable, the ordinary role should be cut rather than multiplied.
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The six ordinary roles cover direct lane, side angle, waking the next source, ranged line, occupied control and temporary sight. The three specials escalate body displacement, mobile occlusion and local oxygen drain. Each pressure changes movement or a world-time decision; none exists only as a health shape, steals property, demands one part or targets the player's successful build. Veilbearer earns its apparent overlap by teaching a bounded stationary occlusion before Shutterback's mobile group shelter; if that distinction is not readable, the ordinary role should be cut rather than multiplied.
**Genuinely cheaper alternative: 6 ordinary / 2 special / 1 setpiece.** Retain all six ordinary roles plus Bellback and Glass Siphon. Omit Shutterback from the selected SMALL roster while preserving its source proposal for later consideration; Veilbearer carries the simpler sight-pressure function. Convert Balance Gallery from a major setpiece to an ordinary Bellback/mechanism placement, and retain Receiver Vault as the only setpiece using Bellback/Siphon rather than a fan. Its threshold must stage Bellback alone across one fixed pillar for a full warning-start lock, release and recovery before the Siphon line can overlap; both creatures are visibly present and no spawn is triggered. This self-contained rehearsal means the cheaper vault does not depend on objective 8, but it consumes part of the layout saving. The alternative still removes one special adaptation and one bespoke staged layout, at the cost of less dynamic angular cover, spectacle and escalation. It does not promise retained playtime, add enemies elsewhere or turn the short rescue into compensation.
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**Overlap accounting.** Combat Rules already owns general perception, targeting, alerts, interruption and return; this page consumes the accepted bounded ordinary-launch compatibility rule and does not rewrite its parent. Traps And Encounter Progression already owns five families, the regional pressure rhythm and the first Pressure Gallery trace; setpiece A specializes that existing trace at objective 8 rather than adding a third setpiece. Horde Creature Proposals supplies the three special behaviors; this page classifies, allocates and integrates them rather than claiming three wholly new designs. Equipment Catalogue and Acquisition own parts, C/A and legal rig paths. Player Information owns cue presentation/accessibility equivalents. Save And Content State owns identities/transaction consistency.
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**Overlap accounting.** Combat Rules already owns general perception, targeting, alerts, interruption and return; this page summarises the ordinary-output and link-editing rules owned by Build Rules and Mechanical Interfaces And Opening Quantities and does not rewrite them. Traps And Encounter Progression already owns five families, the regional pressure rhythm and the first Pressure Gallery trace; setpiece A specializes that existing trace at objective 8 rather than adding a third setpiece. Horde Creature Proposals supplies the three special behaviors; this page classifies, allocates and integrates them rather than claiming three wholly new designs. Equipment Catalogue and Acquisition own parts, C/A and legal rig paths. Player Information owns cue presentation/accessibility equivalents. Save And Content State owns identities/transaction consistency.
**Unique v1 increments.** This proposal adds three ordinary role definitions (Boltspitter, Clampcrawler, Veilbearer), scoped combat-state/placement extensions for the three existing ordinary roles and three existing special briefs, one shared combat-state sheet, ten encounter allocations inside existing objectives, and two setpiece specifications included within those ten. Cross-order integrity adds two separated cue bays/fixed separation at placement 5 and one separated approach beat at placement 6; the cheaper roster carries one conditional Bellback threshold rehearsal. These are geometry/staging work inside already counted placements, not new encounters or rooms. The proposal adds zero regions, objectives, rooms, language/mystery chains, survivor scenes, equipment definitions or mechanism families. The setpieces reuse objective 8's Phase/Breath work and objective 11's pressure iris; their first-pass host geometry and thirteen-major-mechanism allocation are supplied by [Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory) and [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory). Exact permitted geometry/state/staging variants remain M4 work, not silently completed by this roster.
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This outcome advanced the combat/interface/roster portion of Production Scope’s historical **Acquisition, build/combat interfaces and roster** row after Acquisition26; it does not reopen or add the full Catalogue, Acquisition, Traps, Regional, Player Information, Save or older outline estimates. [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) now supplies **ten encounter-placement briefs, including the two setpieces, and thirteen major mechanism briefs**, using [Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory)’s first-pass host geometry and recovery constraints. Remaining detailed authoring is exact permitted geometry/population/cue/state variants, full setpiece layout variants, role-specific presentation equivalents and combined encounter/mechanism cases. A new multiple-independent-launch policy is needed only if later content exceeds the accepted envelope. TARGET/STRETCH roles and variants remain unestimated.
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This outcome advanced the combat/interface/roster portion of Production Scope’s historical **Acquisition, build/combat interfaces and roster** row after Acquisition26; it does not reopen or add the full Catalogue, Acquisition, Traps, Regional, Player Information, Save or older outline estimates. [Encounter And Mechanism Placement Inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) now supplies **ten encounter-placement briefs, including the two setpieces, and thirteen major mechanism briefs**, using [Station Room And Module Inventory](/Hold%20The%20Flood/Station%20Room%20And%20Module%20Inventory)’s first-pass host geometry and recovery constraints. Remaining detailed authoring is exact permitted geometry/population/cue/state variants, full setpiece layout variants, role-specific presentation equivalents and combined encounter/mechanism cases. Multiple ordinary outputs are allowed under Build Rules, which owns their limits. TARGET/STRETCH roles and variants remain unestimated.
## Self-check and unresolved interfaces
All nine roles have a silhouette/warning, local perception, wind-up/action/recovery, effect on astronaut/work, interrupt/avoid/defeat conditions, player choice, manual rig response, no-unique-part baseline and causal-wave/Dynamo boundary. Veil casts now name an eligible ally; Clampcrawler locks the operator position and distinguishes cancellation before/after commitment; Bellback locks its cone when the warning begins. The allocation uses all nine roles across four regions, assigns ten encounters to existing objectives, counts two setpieces inside that ten, adds no encounter at ship-side objective 10 and invents none for unresolved objective 12. Both retained Regional orders receive low-pressure Boltspitter and Flanker cues before their mixtures without objective or learned-state gates. At least placements 6, 8 and 9 change persistent work or evidence decisions. The revisit compares two legal 6 C/6 A rigs and conserves material/property. No controller-free or double-resolved shot, global Dynamo, Fork amplification, remote drain, punitive counter-spawn, mandatory equipment gate, death material penalty, rescue exception, story truth or ending lock was added.
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Open decisions/interfaces are target override/assistance; any later expansion beyond one independent ordinary-launch path; exact warning and recovery timings; damage, health, displacement and population; line/cover/camera rules; Barrier eligibility; Siphon drain presentation; Veil/Shutter visibility distinction; origin evidence and cast interpretations; surviving-enemy hold and presentation detail on living return (population membership and defeated states are preserved; a different finite population variant is selected only at a death shift); exact room geometry and shift-valid access; exhaustive mechanism-instance geometry/state variants; performance/effect density; and acquisition/capacity values. Later owner-authorised implementation and observation with real players must establish readability, accessibility, combat value, build dominance, low-power viability, pressure pacing and performance. This paper contract proves none of them.
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Open decisions/interfaces are target override/assistance; limits on multiple ordinary outputs, owned by Build Rules; exact warning and recovery timings; damage, health, displacement, crowd scale and on-screen effect density; line/cover/camera rules; Barrier eligibility; Siphon drain presentation; Veil/Shutter visibility distinction; origin evidence and cast interpretations; surviving-enemy hold and presentation detail on living return (population membership and defeated states are preserved; a different finite population variant is selected only at a death shift); exact room geometry and shift-valid access; exhaustive mechanism-instance geometry/state variants; performance/effect density; and acquisition/capacity values. Later owner-authorised implementation and observation with real players must establish readability, accessibility, combat value, build dominance, low-power viability, pressure pacing and performance. This paper contract proves none of them.