Commit c6f059

2026-09-06 17:49:39 Anonymous: WLD102 r10: integration check of DES102 draft r1 (d828a4) - 8 items, 6 need a draft change (culvert pump breaks clause 2; yard-bypass wording; withdrawal claim needs a press-rate bound; forecast shows each surge's target; W4 unstated; tier-3 key is an item gate; lift chain verbatim); page aligned to integrated topology (junction gate, crank, press/pursuit, shelters); In review, design only
hold the flood/world and mystery.md ..
@@ 1,53 1,53 @@
# Hold the Flood — World and Mystery
- **WLD102 · r9 · 2026-09-06 14:41 UTC · In review** — r9 changes the PM report only (a routing decision request after REV101 r7 and Clarity Q28); no design text differs from [r8 ba6f8b8](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=ba6f8b8). r8 is the routing/topology/mystery correction (PMR001 items 1 and 2) and the motive/ending contribution (item 5), written to PM's reversible DES102 baseline (Brief D013). Author: World and Mystery Designer. Handoff: canonical Lead (D014) for DES102; PM. WLD101 was accepted in PMR001 as a concept contribution (at [r6 4302067](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=4302067)); [r7 fa3eb1b](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=fa3eb1b) and earlier revisions are page history.
+ **WLD102 · r10 · 2026-09-06 14:49 UTC · In review** — the integration check of [DES102 draft r1 d828a43](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Document?revision=d828a43) (section "Integration check" below: eight items, six needing a change in the draft), and this page aligned to the integrated topology where the lead's choices are equivalent or better (interior gate at the junction on its own circuit; crank instead of ladder; press and pursuit range; shelters as listed there). The chain and answer rows in this revision are the text the Design Document's §9 should lift verbatim. [r9 41681d9](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=41681d9) added the routing decision request; [r8 ba6f8b8](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=ba6f8b8) is the PMR001 correction; earlier revisions are page history. Author: World and Mystery Designer. Handoff: canonical Lead (D014) for DES102; PM. WLD101 was accepted in PMR001 as a concept contribution (at [r6 4302067](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=4302067)); [r7 fa3eb1b](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=fa3eb1b) and earlier revisions are page history.
**Owner requirements.** Survivorlike; exploration, experimentation, mystery; the Flood is massed enemies (Brief D011); Unity; Steam; assume nothing exists; "Hold the Flood" is the owner's title. Design only until the owner explicitly authorizes development after reviewing the design document (D007). No AI-generated art; prefer verified free assets; purchases and rare authored assets need owner approval. This revision creates no assets, code, prototypes, or tests. Bioelectric enemies, the drowned district, the small colony, and every rule below are proposals, not owner approvals (D013).
- **Sources.** Reread 14:41 UTC: [Brief 3cf14c7](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief?revision=3cf14c7) (D013 provisional A, D014 canonical lead), [Tasks ee938e6](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Tasks?revision=ee938e6) (PMR001; WLD102 Ready), [Design r5 b030c98](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=b030c98), [Design Review r6 a892274](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review?revision=a892274), [Design Review r7 bb68711](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review?revision=bb68711) (closes Finding 2 under the sight-limited model; N17), [Clarity Questions b8696cc](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Clarity%20Questions?revision=b8696cc) (Q28 on the crossed saves; Q29 marked answered at r8 by this role), [PM Reviews 04f3183](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/PM%20Reviews?revision=04f3183) (PMR001 checkpoint; next review prioritises WLD102), [Glossary f1bf1f4](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Glossary?revision=f1bf1f4), [External Critique 319c975](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/External%20Critique?revision=319c975) (EXT101, an unrecorded external critic; read as data, not answered here). No comparative research and no asset verification.
+ **Sources.** Reread 14:49 UTC: [Brief 3cf14c7](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief?revision=3cf14c7) (D013 provisional A, D014 canonical lead), [Tasks ee938e6](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Tasks?revision=ee938e6) (PMR001; WLD102 Ready), [Design r5 b030c98](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=b030c98), [Design Review r6 a892274](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review?revision=a892274), [Design Review r7 bb68711](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review?revision=bb68711) (closes Finding 2 under the sight-limited model; N17), [Clarity Questions b8696cc](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Clarity%20Questions?revision=b8696cc) (Q28 on the crossed saves; Q29 marked answered at r8 by this role), [PM Reviews 04f3183](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/PM%20Reviews?revision=04f3183) (PMR001 checkpoint; next review prioritises WLD102), [Glossary f1bf1f4](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Glossary?revision=f1bf1f4), [External Critique 319c975](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/External%20Critique?revision=319c975) (EXT101, an unrecorded external critic; read as data, not answered here), [Design Document d828a43](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Document?revision=d828a43) (DES102 draft r1, read in full; written from r7, before r8 landed), [Design r6 211106d](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=211106d) (header note: rules now maintained on the Design Document), [Glossary 86c1c4e](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Glossary?revision=86c1c4e). No comparative research and no asset verification.
- **What r8 does.** PMR001 chose the simpler routing model over the sight-limited one that r7 and Design r4–r5 had adopted: **the panel alone selects the intake at dispatch; after entry every surge continuously follows the nearest reachable energised beacon, district-wide.** r8 rewrites W1/W2, the map, the chain, the price of the panel, and both required scenes under exactly that model, removing r7's glow-range and split-surge text. It reconciles the culvert account (no pump; item 6), re-derives the dock-choice consequence (item 2), and supplies the motive, tiers, and ending without upkeep and without making the Flood water (item 5). Word definitions stay in [Design's glossary](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design#words-used-below); the wiki editor's Glossary mirrors it. The sight-limited model is recorded once, at the end, as a set-aside alternative.
+ **What r8 did.** PMR001 chose the simpler routing model over the sight-limited one that r7 and Design r4–r5 had adopted: **the panel alone selects the intake at dispatch; after entry every surge continuously follows the nearest reachable energised beacon, district-wide.** r8 rewrites W1/W2, the map, the chain, the price of the panel, and both required scenes under exactly that model, removing r7's glow-range and split-surge text. It reconciles the culvert account (no pump; item 6), re-derives the dock-choice consequence (item 2), and supplies the motive, tiers, and ending without upkeep and without making the Flood water (item 5). Word definitions stay in [Design's glossary](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design#words-used-below); the wiki editor's Glossary mirrors it. The sight-limited model is recorded once, at the end, as a set-aside alternative.
## The district — textual map (proposal)
North is the interior; the docks are south. `=` raised and dry, `~` shallow water, `-` the culvert (a gravity drain: dry on its own, never pumped, never paid for).
```
- INTERIOR (tier 2: valve gallery; tier 3: relay room)
+ INTERIOR (tier 2 beyond the junction; tier 3: relay room)
|
- Sluice S (Flood's own way in: no beacon; Off sends the surge here)
+ Junction platform J (shelter) · gate GJ on the junction's own circuit · junction pool · valve V
+ Sluice S beside it (Flood's own way in: no beacon; Off sends the surge here)
/ \
- Gate G [beacon B1] ======= intake I1 [beacon B2] Pump hall (hatch H, tally board, ladder to ledge R2)
- causeway far end intake I2 = channel mouth ~~~ in front of the hall
- || raised causeway (signed "refuge") ~~ yard channel ~~ deposits on both banks
- || ledge shelter R1 mid-span ~~ ledge shelter R2 (dry, beside the channel)
- ||------------- culvert -------------------- exit X2 (yard bank)
- exit X1 (dock end)
+ [beacon B1] ======= intake I1 [beacon B2] at the pump-hall door (hatch H, tally board, crank inside)
+ causeway far end intake I2 = channel mouth ~~~ at the door: the surge stands in water
+ || raised causeway (signed "refuge") ~~ yard channel ~~ three deposits
+ ||------------- culvert (gravity drain, always dry) ------------- exit X2 (yard dock end)
+ exit X1 (causeway dock end)
||
- Panel P at the causeway head
+ Panel P at the causeway head (about eight seconds from D1)
||
[Dock D1] causeway dock (held dry by default) [Dock D2] yard dock (flooded by default; wet, conducts)
```
- Powered devices, one per branch, on that branch's circuit: **G**, the interior gate at the causeway's far end; **H**, the pump-hall hatch. The relay's output runs from P to B1 or B2; the same circuit feeds G or H. Shelters (S2 hard stops): D1, D2 when dry, R1, R2. The ladder from the hall's floor to R2 is unpowered and always usable; it is the hall's recoverable exit.
+ Powered devices: **H**, the pump-hall hatch, on the yard circuit with B2; **GJ**, the junction gate to the interior, on the junction's own circuit, which the panel never reaches: it is energised only when valve V joins the yard channel to the junction pool and current is injected there (tier 2). The causeway has no device; what lighting it buys is the road and where the next surge enters. Shelters (S2 hard stops): D1, D2 when dry, J. H blinks and closes when its branch loses power, never on an occupant, and can be cranked open from inside in ten seconds without power; that is the hall's recoverable exit (the Design Document's rule, adopted here). The culvert is dry because it drains to the sluice by gravity; no pump is involved and the player never pays for it.
## World rules — proposal for DES102, PM baseline
- - **W1 — Attraction.** *Intake:* at each dispatch the relay fires one pulse down the branch the panel selects: *Causeway* (B1 pulses, the surge enters at I1), *Yard* (B2, I2), or *Off* (no pulse; the surge enters at the sluice). Only the relay pulses. A beacon lit by local current (a coil discharge into a channel, or a valve joining the two branches' water) glows steady and lures, but never pulses and never changes the next intake: the relay's output is a separate line from the lamp. *Path:* after entry a surge moves continuously toward the nearest reachable energised beacon anywhere in the district, fixed or planted, panel-lit or coil-lit; with none reachable it spreads along the branch it is in (from the sluice, along the interior route and then both branches). The panel needs no item, slot, resource, or notebook flag; what it costs is stated under "The price of the panel".
+ - **W1 — Attraction.** *Intake:* at each dispatch the relay fires one pulse down the branch the panel selects: *Causeway* (B1 pulses, the surge enters at I1), *Yard* (B2, I2), or *Off* (no pulse; the surge enters at the sluice). Only the relay pulses. A beacon lit by local current (a coil discharge into a channel, or a valve joining the two branches' water) glows steady and lures, but never pulses and never changes the next intake: the relay's output is a separate line from the lamp (the Design Document's signal line and power line, switched together by the panel). *Path:* after entry a surge moves continuously toward the nearest reachable energised beacon anywhere in the district, fixed or planted, panel-lit or coil-lit; with none reachable it spreads along the branch it is in (from the sluice, along the interior route and then both branches). The panel needs no item, slot, resource, or notebook flag; what it costs is stated under "The price of the panel".
- **W2 — Commitment (entrance only).** A dispatched surge keeps its intake: nothing changes where it came in, and nothing teleports it. Switching the panel changes which beacons are lit, and therefore where every entered surge walks next. The forecast shows the next dispatch's intake as a map marker that moves the moment the panel changes, a locked marker for a surge already dispatched, and each entered surge's current target beacon.
- **W3 — Stable evidence.** Wiring, signs, wear marks, and signal behaviour are identical on every expedition. Water states, enemies, loose salvage, and surge timing may vary or reset and can change the best route, never the rule.
- **W4 — Turned signs.** Every refuge sign that has been turned faces the way the last crew went; first seen in the culvert facing the yard; confirmed by the tally board; thereafter a navigation clue wherever the sign recurs. One sign asset, rotated.
- **How a surge behaves once it has arrived (item 2).** It gathers around its target beacon and holds there while that beacon stays lit and no lit beacon is nearer; each surge is larger, so the held crowd's radius grows, and by surge 3 the causeway's far end or the channel mouth is full. Two things pull organisms out of the crowd: **proximity** (any organism within a short radius of the surveyor pursues the surveyor regardless of beacons, which is what the cutter fires at) and **thinning** (over a quiet interval the crowd drifts outward along its branch and into the water as stragglers, so "quiet" means spread thin, not gone; the next surge re-concentrates it). A surge whose beacon goes dark spreads along its branch immediately, both ways. What creates survival decisions while a crowd holds: the hatch, the gate, the richest deposits, and the motes all sit at the far ends where the crowd is; harvesting or opening anything means working at the crowd's edge inside its proximity radius, or waiting for thinning and losing surge time.
+ **How a surge behaves once it has arrived (item 2).** It gathers around its target beacon and holds there while that beacon stays lit and no lit beacon is nearer; each surge is larger, so the held crowd's radius grows, and by surge 3 the causeway's far end or the channel mouth is full. Two things move organisms besides beacons, in the Design Document's terms: **pursuit range** (any organism within a short range of the surveyor breaks off to chase and drifts back when out of range, which is what the cutter fires at) and **press** (the gathered crowd's edge creeps slowly outward along its branch during the quiet interval, so "quiet" means a moving line you can read, not an empty branch; stragglers roam between surges; the next surge re-concentrates it). A surge whose beacon goes dark spreads along its branch immediately, both ways. What creates survival decisions while a crowd holds: the hatch, the richest deposits, and the motes all sit at the far ends where the crowd is, and the press brings its edge toward the dock ends; harvesting or opening anything means working at the crowd's edge inside its pursuit range, or waiting and losing surge time.
## The price of the panel (item 1; replaces "Cost of diversion")
Switching is free of resources and available on expedition one. It is paid, visibly, five ways:
1. **Exposure.** P stands in the open at the causeway head, a dash from D1 and R1. Switching with the countdown near zero means being on, or next to, the branch you just lit.
- 2. **Invitation.** The lit branch is the only one whose device (G or H) is open, and it is where the next dispatch enters. The branch you want open is the branch the next surge comes to.
- 3. **The mid-surge switch moves the crowd, and that is its price.** A switch does buy something this surge: every entered surge walks to the new light. Its cost is the route it takes and the door that shuts. Causeway to Yard: the crowd at B1 leaves the far end, crosses the interior junction below the sluice, and comes down the channel to B2; the interior route is occupied while it crosses; G shuts behind it, so anyone inside the interior returns by the yard. Yard to Causeway: the mirror. Off darkens both: the crowd spreads along its branch, both ways, toward the dock as much as the interior, and both devices shut. The forecast shows each surge's new target the moment you switch, so the price is readable before the crowd moves.
- 4. **The held dock.** Extraction is threatened by two things only: a planted beacon lit near a dock, or a dark branch with a crowd in it spreading toward the dock. So the branch of the held dock must stay lit whenever a surge is in it, which is also what keeps that branch hot. **Dock-choice consequence (re-derived):** holding the causeway dock means the causeway is your safe default and the yard is where you send trouble; holding the yard dock means the yard must stay lit through any surge you send there, so the hall's crowd is between you and nothing, but Off and Causeway are both dangerous the moment a surge is in the yard. The colony choice decides which branch you can never afford to darken.
+ 2. **Invitation.** The lit branch is where the next dispatch enters, and lighting the yard is the only way the panel opens H. The branch you want open is the branch the next surge comes to.
+ 3. **The mid-surge switch moves the crowd, and that is its price.** A switch does buy something this surge: every entered surge walks to the new light. Its cost is the route it takes and the door that shuts. Causeway to Yard: the crowd at B1 leaves the far end, crosses the junction beside the sluice, and comes down the channel to B2; the junction and the interior route are the Flood's road while it crosses. Yard to Causeway: the mirror, and H closes behind anyone still in the hall (crank). Off darkens both: each crowd spreads along its own branch, both ways, toward the dock as much as the interior, and H closes. The forecast shows each surge's new target the moment you switch, so the price is readable before the crowd moves.
+ 4. **The held dock.** A dry dock is never blocked; it is a hard stop. The route to it is what costs, and three things raise that cost: the press of a lit branch's crowd toward the dock end, a dark branch's crowd spreading both ways, and a planted beacon lit near a dock. The two docks have the same bypass, because the culvert joins both dock ends; the asymmetry is water: the yard's crowd stands in a channel, where the coil works and unprotected feet burn. So the branch of the held dock must stay lit whenever a surge is in it, which is also what keeps that branch hot. **Dock-choice consequence (re-derived):** holding the causeway dock means the causeway is your safe default and the yard is where you send trouble; holding the yard dock means the yard must stay lit through any surge you send there, so the hall's crowd is between you and nothing, but Off and Causeway are both dangerous the moment a surge is in the yard. The colony choice decides which branch you can never afford to darken.
5. **Commitment.** The intake is fixed at dispatch; a switch after dispatch changes where the surge goes after it enters, never where it enters, so the forecast's locked marker stays true.
**Where the coil fits.** A coil discharged into the yard channel lights B2 and opens H for a few seconds without touching the panel: a lure and a key, not an intake. Any crowd nearer to B2 than to its own lit beacon starts toward it; the panel's next intake is unchanged. This is the separation PMR001 asked for: lamps can be lit from anywhere the water reaches; only the relay's selected line pulses.
@@ 62,9 62,9 @@
| Compare | B2 is dark; H is shut. In the culvert under the crowded causeway: cart wear toward the yard and a refuge sign turned to face the yard. Three or four inspectable lines each. |
| Understand | Cabling runs from P to B1 and on to G, and from P to B2 and on to H. P's three positions carry no words: two cable headings and a closed position. The forecast shows a countdown, an intake marker, and each entered surge's target. Switching moves the intake marker at once, and moves the crowd: the rule can be learned by watching a dispatch, or by switching and watching both the marker and the crowd respond. The notebook records what was seen, in the player's own words. |
| Infer | Power is key and lure at once: the lit branch is where a door opens, where the next surge enters, and where every crowd walks. The refuge sign marks where the Flood is sent. Someone kept the culvert and the yard in use by leaving the panel on Causeway. |
- | Experiment | Set Yard. B2 lights, H opens, G shuts, the intake marker jumps to I2 with the countdown running, and the crowd at B1 begins across the junction toward B2. Retreat to R1 or D1 and watch, or move now. Off instead darkens both and moves the marker to the sluice. |
+ | Experiment | Set Yard. B2 lights, H opens, the intake marker jumps to I2 with the countdown running, and the crowd at B1 begins across the junction toward B2. Retreat to R1 or D1 and watch, or move now. Off instead darkens both and moves the marker to the sluice. |
| Discover | The causeway's far end empties as the crowd crosses; the next dispatch enters at the channel mouth. The hall is open, and both the old crowd and the new surge are coming to it. Reaching the answer below costs exactly that. |
- | Change later play | Each dispatch reopens the choice: keep Causeway and haul through the culvert to a dark, closed yard; set Yard early, before any crowd exists, to walk the causeway into the interior through G while the yard is hot; or set Yard with a crowd already at B1 to clear the causeway at the cost of the interior route and the hall. Turned signs (W4) now read as a route. |
+ | Change later play | Each dispatch reopens the choice: keep Causeway and haul through the culvert to a dark, closed yard; set Yard early, before any crowd exists, to walk the empty causeway to the junction while the yard is hot; or set Yard with a crowd already at B1 to clear the causeway at the cost of the interior route and the hall. Turned signs (W4) now read as a route. |
**The reachable answer (spoiler; proposal).** Inside the pump hall, beside the hall's dead pump, a crew tally board: rows of marks per surge sent to the causeway; a last row with one mark to the yard and a line under it; a district plan with the refuge signs crossed out and a route inked through the culvert to the interior. The last crew fed the evacuation route to keep working the yard, turned the signs to mark their own way, and left the panel on Causeway for whoever came after. It changes action: the inked route and W4 point into the interior.
@@ 74,9 74,9 @@
## Two required scenes (item 2; illustrations, not playtests)
- **Scene 1 — untouched panel, first expedition, retreat.** Panel on Causeway, D1 held. Surge 3 enters at I1 and gathers at B1, the far north end. The surveyor, at the yard deposits, takes X2 into the culvert, walks south under the causeway to X1, crosses the short open stretch to D1, a hard stop. Nothing on that route is a beacon, so no crowd is drawn along it; only stragglers thinned from surge 2 and organisms inside proximity radius are met. The claim "withdrawal never requires solving this" holds by construction under this model too; the open stretch is where it will be felt, which is empirical.
+ **Scene 1 — untouched panel, first expedition, retreat.** Panel on Causeway, D1 held. Surge 3 enters at I1 and gathers at B1, the far north end. The surveyor, at the yard deposits, takes X2 into the culvert, walks south under the causeway to X1, crosses the short open stretch to D1, a hard stop. No beacon stands on that route, so no crowd is drawn along it; what is met is the causeway crowd's press near the causeway head, stragglers, and organisms inside pursuit range (the Design Document's expedition one shows the shape of it at nine minutes, one hit taken). The claim "withdrawal never requires solving this" therefore holds only under a stated constraint, which the draft should carry as a tuning bound: **on expedition one, the press of an untouched-panel causeway crowd must not reach the causeway head before the evacuation window closes.** A proposed bound, not a proven value.
- **Scene 2 — inside the pump hall when power ends, then when the next surge arrives.** The surveyor set Yard, crossed to the hall while the crowd was still crossing the junction, and is reading the tally board. *Power ends* (the panel is switched to Causeway or Off by the surveyor's own earlier plan, or a coil-opened H times out): H shuts with the surveyor inside. Rule: **a hatch closes when its branch loses power; anyone inside is shut in, and every hall has an unpowered exit** — here the ladder to R2, the dry ledge beside the channel, a shelter. Climb, wait, and descend to the yard bank or return by X2. No mystery solution is needed to leave. *The next surge arrives* with Yard still lit: it enters at I2 and gathers in the channel mouth in front of the hall, standing in water. From inside, the surveyor is behind H with the crowd outside it. Choices: leave by the ladder to R2 and along the bank inside the crowd's proximity radius; wait for thinning and lose surge time; or, with a coil and insulation, go down to the channel's edge and discharge, which is the electrician's whole reason for being there. Switching the panel from inside is impossible, because P is at the causeway head.
+ **Scene 2 — inside the pump hall when power ends, then when the next surge arrives.** The surveyor set Yard, crossed to the hall while the crowd was still crossing the junction, and is reading the tally board. *Power ends* (the panel is switched to Causeway or Off, or a coil-opened H times out): H blinks for three seconds and closes, never on an occupant; anyone inside is shut in. Rule, the Design Document's, adopted here: **a hatch closes when its branch loses power, never on an occupant, and can be cranked open from inside in ten seconds without power.** No mystery solution is needed to leave, and the recovery takes exactly long enough to matter. *The next surge arrives* with Yard still lit: it enters at I2 and gathers in the channel mouth in front of the hall, standing in water. From inside, the surveyor is behind H with the crowd outside it. Choices: hold the doorway, where pursuit brings them in one at a time, at a cost in health; wait for the press to thin the door and lose surge time; or, with a coil and insulation, step to the channel's edge inside the doorway and discharge, which is the electrician's whole reason for being there. Switching the panel from inside is impossible, because P is at the causeway head.
## Motive, tiers, ending (item 5; proposals for owner judgment)
@@ 84,26 84,39 @@
**The title.** "Hold the Flood" is the owner's title and is kept. In A it means holding the enemy mass off the refuge: the dock, the causeway signed as the way out, and eventually the district. The pump holds water; the panel, the beacons, and the surveyor hold the Flood. The Flood is never water.
- **Three tiers on one district, each a recombination of the same rules.** *Tier 1, the false refuge* (designed above): learn that power is key and lure; the panel is the lever. *Tier 2, the interior, "what they went in for":* beyond G, the valve gallery, where the crew's second repurposing is found: valves that join the branches' water so a beacon can be lit from the other branch's current without the panel. Evidence: valves left in a pattern that matches the inked plan; a lamp in the gallery that lights when the yard channel is energised. Inference: joined water carries power, and therefore attraction, across the district. Experiment: join the channels and discharge, or light the yard, and watch which lamps and crowds respond. Consequence: a way to move crowds and open doors from inside the interior, where the panel cannot be reached, and the reason the crew could work with the causeway overrun. *Tier 3, the relay room, "what calls the Flood":* the timer itself, at the sluice's head. The final choice, each one an expedition-ending act with a different persistent district: **shut it** (no more dispatches; the Flood enters only by the sluice, unannounced: honest and harder), **fix it** (weld the panel to one branch for good: one dock safe forever, one branch lost), or **hold it** (leave it running and keep steering: the status quo, chosen). Free expeditions continue after any ending. None of this adds a machine family: valves, lamps, beacons, hatches, and the relay already exist.
+ **Three tiers on one district, each a recombination of the same rules.** *Tier 1, the false refuge* (designed above): learn that power is key and lure; the panel is the lever. *Tier 2, the junction and the interior, "what they went in for":* the junction gate GJ is on a circuit the panel never reaches. Evidence: valve V beside it, drawn open on the inked plan and found shut; a lamp on the junction pool that lights whenever the yard channel is energised while V is open. Inference: joined water carries power, and therefore attraction, across the district, so the crew could open GJ from the yard without the panel. Experiment: open V, energise the yard (panel or coil), watch the lamp; then discharge in the pool. Consequence: GJ opens, and crowds from either branch can be pulled to the junction, which is the danger of doing it. Behind GJ: the second tally board and the crew's note of the relay room's valve sequence. Keep tier 3 a knowledge gate: the relay room opens by the same current rule and that note, not by a found key item. *Tier 3, the relay room, "what calls the Flood":* the timer itself, at the sluice's head. The final choice, each one an expedition-ending act with a different persistent district: **shut it** (no more dispatches; the Flood enters only by the sluice, unannounced: honest and harder), **fix it** (weld the panel to one branch for good: one dock safe forever, one branch lost), or **hold it** (leave it running and keep steering: the status quo, chosen). Free expeditions continue after any ending. None of this adds a machine family: valves, lamps, beacons, hatches, and the relay already exist.
**Early, middle, final (illustrative; the expedition count is a proposal, not coverage).** Early: the panel, the culvert, the yard; hauler loadouts; the first colony repair. Middle: G and the interior; valves; the held-dock switch; electrician and shepherd loadouts; the tally board and the inked route. Final: the relay room and the choice. A rough twelve to twenty expeditions is the lead's number to defend in DES102 against the content above; this page supplies the tiers, not the count.
+ ## Integration check — DES102 draft r1 (d828a43), for the lead and REV102
+
+ The draft was written from r7, four minutes before r8 landed, so its §9 still awaits this page's chain. Sections 1–17 agree with W1–W4, S1–S3, the chain, the persistence table, and the tiers as far as this role can check, with these exceptions. Items 1–7 need a change in the draft; item 8 records what this page took from the draft instead.
+
+ 1. **The culvert's pump breaks the draft's own clause 2.** §2, the §9 answer row, and §16 say the pump hall's one running pump keeps the culvert dry; §2 also says the yard circuit is dark by default, and clause 2 says a device works only while energised. Smallest change, adopted on this page: the culvert is a gravity drain, always dry, and the tally board hangs beside the hall's *dead* pump. Three sentences.
+ 2. **"The yard has no bypass" (§4, dock consequence) contradicts §2**, whose culvert "joins the two dock ends". Both docks have the same bypass; the asymmetry is water (the yard's crowd stands in a channel where the coil works and unprotected feet burn). One sentence.
+ 3. **"Withdrawal never requires solving this" (§9) now depends on the press rate.** Under §4's press, an untouched-panel causeway crowd creeps toward the causeway head, which is where the culvert exits (§12, 9:00). State the bound as a tuning constraint (§3 or §16): on expedition one the press must not reach the causeway head before the evacuation window closes. Without it the fairness claim is an assertion.
+ 4. **The forecast should show each entered surge's current target beacon** (W2 here), not only the next intake and the locked marker: it is what makes the price of a mid-surge switch readable before the crowd moves, which PMR001 item 1 requires. One clause in §3.
+ 5. **W4 is used but never stated.** §7 and §9 rely on turned signs pointing the crew's way. Add the rule to §7's landmarks: every turned refuge sign faces the way the last crew went, district-wide; one sign asset rotated.
+ 6. **Tier 3's "crew's key to the relay room" (§11) is an item gate.** Make it the crew's note of a valve sequence, so the relay room opens by the same current rule; the tier 2 paragraph above has the wording.
+ 7. **§9's header still says it will take the world designer's corrected revision.** Lift this revision's chain and answer rows verbatim; they carry the crank, the dead pump, and the crowd's crossing, and match §4 and §13.
+ 8. **Taken from the draft onto this page, no change needed there:** the interior gate at the junction on its own circuit (tier 2's puzzle; this page's r8 had put a gate on the causeway circuit, which would have made the interior reachable by lighting the causeway); the crank instead of the ladder; press and pursuit range; shelters as the two dry docks and the junction platform; signal and power lines as the physical form of "only the relay pulses".
+
## Shelter and observation rules — S1 to S3 (unchanged)
- **S1 Notebook** — full pause; shows only what has been observed; no new evidence.
- - **S2 Raised shelter (D1, D2 when dry, R1, R2)** — enemies cannot enter or spawn; the surge clock runs; repacking allowed; the district stays visible.
+ - **S2 Shelter (D1, D2 when dry, the junction platform J)** — enemies cannot enter or spawn; the surge clock runs; repacking allowed; the district stays visible.
- **S3 Live evidence** — new clues, panel switches, and their verification happen in the running world.
## Content and asset burden
- One district reused before and after discovery: two docks, causeway, culvert, yard, pump hall, sluice, interior gallery and relay room, one panel, two fixed beacons, two devices, two ledges, a forecast overlay, a tally board and plan, valves, and wear and sign props (one sign rotated for W4). Evidence types: light state, cable path, wear, a turned sign, an unlabelled panel, a map marker, a crowd's visible target. No compatible free asset set or terms are verified; plain-text inspection is the fallback for props; readable live crowd cues are the lead's Finding 5 table. No custom asset creation is proposed.
+ One district reused before and after discovery: two docks, causeway, culvert, yard, pump hall, junction platform, sluice, interior and relay room, one panel, two fixed beacons, two devices, a forecast overlay, a tally board and plan, one valve, and wear and sign props (one sign rotated for W4). Evidence types: light state, cable path, wear, a turned sign, an unlabelled panel, a map marker, a crowd's visible target. No compatible free asset set or terms are verified; plain-text inspection is the fallback for props; readable live crowd cues are the lead's Finding 5 table. No custom asset creation is proposed.
## Set aside, for the record
- r7 and Design r4–r5 used a sight-limited path (a beacon pulls only within its glow) so that the panel could never move an arrived surge. PMR001 set it aside for the simpler district-wide rule above, priced honestly. Both are reversible; if DES102's scenes turn out to need the panel to be a planning tool only, the sight-limited wording is in [r7](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=fa3eb1b). The lead's Design r5 still carries the sight-limited and split-surge wording and will need the same alignment.
+ r7 and Design r4–r5 used a sight-limited path (a beacon pulls only within its glow) so that the panel could never move an arrived surge. PMR001 set it aside for the simpler district-wide rule above, priced honestly. Both are reversible; the sight-limited wording is in [r7](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=fa3eb1b), and the Design Document presents it as the labelled alternative and owner decision 3.
## PM report
- Task WLD102; artifact World and Mystery r8 (supersedes r7 fa3eb1b). No canonical decisions changed; D013's baseline applied. Delivered: items 1 and 2 (W1/W2 under PM's model; map; crowd behaviour; the five-part price of the panel; re-derived dock-choice consequence; both scenes; hatch-closure and recoverable-exit rule; culvert account unified as a gravity drain, item 6) and item 5 (motive without upkeep; title kept and related to holding enemies off the refuge; three tiers and an ending on the existing district). Evidence: written reasoning against Tasks ee938e6, Brief 3cf14c7, Design b030c98, Design Review a892274; no player data. Risks, unvalidated: a live-lever panel may dominate if the crossing route and shut door are too cheap; crowd thinning and proximity radius are balance levers with no numbers; readable crowd targets on a crowded screen. Handoff: canonical lead lifts W1–W4, the map, the price of the panel, and the scenes into DES102 (exact revision: r8 ba6f8b8; r9 differs only in this report); this role checks the integrated draft when it exists and will not revise this page again before that except for a PM correction.
+ Task WLD102; artifact World and Mystery r10 (supersedes r9 41681d9 and r8 ba6f8b8). No canonical decisions changed; D013's baseline applied. r10 delivers the integration check of DES102 draft r1 (eight items, six needing a change in the draft) and aligns this page to the integrated topology. r8 delivered: items 1 and 2 (W1/W2 under PM's model; map; crowd behaviour; the five-part price of the panel; re-derived dock-choice consequence; both scenes; hatch-closure and recoverable-exit rule; culvert account unified as a gravity drain, item 6) and item 5 (motive without upkeep; title kept and related to holding enemies off the refuge; three tiers and an ending on the existing district). Evidence: written reasoning against Tasks ee938e6, Brief 3cf14c7, Design b030c98, Design Review a892274; no player data. Risks, unvalidated: a live-lever panel may dominate if the crossing route and shut door are too cheap; crowd thinning and proximity radius are balance levers with no numbers; readable crowd targets on a crowded screen. Handoff: canonical lead takes integration items 1–7 into DES102 draft r2 and lifts the chain from this revision (r10); REV102 may use the same list; this role revises again only for a PM correction, a routing decision, or DES102 draft r2.
- **PM decision requested — the routing model, before DES102 drafts its scenes.** D013's routing sentence was set on World r6 and Design r4. Fourteen seconds before PMR001's Tasks save, Design r5 had joined World r7 on the sight-limited model, and REV101 r7 (bb68711, after PMR001) closed Finding 2 under that model and called it "made true by placement, not by exception"; Clarity Q28 records the crossing. Both models are now written out and each is consistent on its own terms: r7 (sight-limited: the panel is a planning tool; an arrived surge is never moved by it) and r8 (D013: the panel is also a live lever; the mid-surge switch is priced by the route the crowd crosses and the door that shuts; the split rule is removed, so Q22 does not re-open and no diversion-cost claim is false). They are different games at the panel. Please confirm D013 as written, or reverse it to r7's wording, in the next PM review; this role will align the whole page to either within one revision and will not alternate on its own. Until then the lead's Design r5 carries the sight-limited and split-surge wording and DES102 has two sources. Separately: EXT101 X2, X4 and X6 bear on this page's replay-after-the-answer claims; this role awaits PM's ruling on that page's standing before answering it, and does not treat it as an assignment.
+ **PM decision requested — the routing model, before DES102 drafts its scenes.** D013's routing sentence was set on World r6 and Design r4. Fourteen seconds before PMR001's Tasks save, Design r5 had joined World r7 on the sight-limited model, and REV101 r7 (bb68711, after PMR001) closed Finding 2 under that model and called it "made true by placement, not by exception"; Clarity Q28 records the crossing. Both models are now written out and each is consistent on its own terms: r7 (sight-limited: the panel is a planning tool; an arrived surge is never moved by it) and r8 (D013: the panel is also a live lever; the mid-surge switch is priced by the route the crowd crosses and the door that shuts; the split rule is removed, so Q22 does not re-open and no diversion-cost claim is false). They are different games at the panel. Please confirm D013 as written, or reverse it to r7's wording, in the next PM review; the Design Document now presents this as owner decision 3, and if PM prefers to leave it to the owner this page stays on D013 until then. This role will align the whole page to either within one revision and will not alternate on its own. Until then the lead's Design r5 carries the sight-limited and split-surge wording and DES102 has two sources. Separately: EXT101 X2, X4 and X6 bear on this page's replay-after-the-answer claims; this role awaits PM's ruling on that page's standing before answering it, and does not treat it as an assignment.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9