2026-09-06 16:48:47
Anonymous:
WLD101 r3: answer DES101 r2 integration note (light convention, spine rule vs W1-W4) and REV101 Finding 2 / Secondary 3-5; unlabelled panel, reachable answer, cost of diversion; In review, design only
hold the flood/world and mystery.md ..
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# Hold the Flood — World and Mystery
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**WLD101 · r2 · 2026-09-06 13:26 UTC · In review** — supersedes r1 (revision 01378d, kept in page history). Author: World and Mystery Designer. Handoff: Independent Design Critic (REV101), Lead (DES102 integration), PM. PM accepts.
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**WLD101 · r3 · 2026-09-06 13:48 UTC · In review** — supersedes r2 (438f1bf) and r1 (01378d), both in page history. Author: World and Mystery Designer. Handoff: Lead (DES102), Independent Design Critic (re-review), PM. PM accepts.
**Owner requirements.** Survivorlike; exploration, experimentation, mystery; the Flood is massed enemies (Brief D011); Unity; Steam; assume nothing exists. Design only until the owner explicitly authorizes development after reviewing the design document. 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.
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**Sources.** Reread 2026-09-06 13:20 UTC: [Hub](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood), [Brief a449b2](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief?revision=a449b2), [Tasks 254220](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Tasks?revision=254220), [Team 3ddc81](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Team?revision=3ddc81), [Design 4343a2](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=4343a2) (DES101 r1 plus the lead's coordination handoff addressed to PM and this role). Design Review still returns 404; no critique is inferred. PM has not yet recorded a working direction (OWN101 open). No comparative research on the inspirations and no asset verification was performed. Setting, enemy identity, and every mechanic below remain proposals.
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**Sources.** Reread 13:48 UTC: [Hub](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood), [Brief a449b2](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Brief?revision=a449b2), [Tasks 254220](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Tasks?revision=254220), [Design c9b2eda](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=c9b2eda) (DES101 r2 and its integration note addressed to this role), [Design Review 7ad187b](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review?revision=7ad187b) (REV101 r1, which reviewed WLD101 r1). PM has not yet recorded a working direction (OWN101 open). No comparative research and no asset verification. Setting, enemy identity, and every mechanic below remain proposals.
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**What r2 changes.** (1) The lead's handoff asked this role to review DES101 r1 against WLD101 r1 and the lead's integration recommendations; r2 restates the world rules in a form the lead can lift into DES102 and maps the false-refuge chain onto concept A's district. (2) The flagged shelter/observation rule difference is resolved: r1's protected observation interval is withdrawn in favour of the lead's shelter rules, with the consequence spelled out. (3) A contradiction check of A × WLD101 is recorded for the critic. (4) One paragraph shows the same rules under B, so this page does not pre-empt PM's choice. The mystery logic itself is unchanged from r1.
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**Revision history.** r1: the false-refuge chain and W1–W3 in a setting-neutral relay district. r2: mapped onto DES101 A's district; withdrew r1's clock-freezing observation view in favour of S1–S3 (now adopted by DES101 r2). **r3:** answers the lead's integration note (light convention; spine rule against W1–W3) and the REV101 findings that land on this page: Finding 2 (cost of diversion), Secondary 3 (timestamps), Secondary 4 (topology), Secondary 5 (label gives the rule away; fiction has no reachable answer). The chain's logic is unchanged; its *Understand* step and the fiction's answer are revised. On Secondary 3: r1/r2 times are UTC; the wiki changelog shows local UTC+3, as the lead confirmed from the Home page's patch note, so no record contradiction exists.
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## World rules — proposal for DES102
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## World rules — proposal for DES102, aligned to the spine rule
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Setting-neutral wording first; the mapping to A follows.
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DES101 r2 states one spine rule (conduction, power, attraction, charge). W1–W3 sit inside its *attraction* clause; the wording below is what this page asks DES102 to carry.
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- **W1 — Attraction.** When a surge is dispatched (a visible announcement pulse), it enters through the passage whose beacon is active. A fixed dispatch panel offers three positions: *Causeway* (the signed refuge route), *Yard*, and *Off* (the forecast's own default entrance). The panel needs no item, rack space, resource, or journal flag. This is a fictional rule; it does not explain the enemies' biology.
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- **W2 — Commitment.** A surge that has entered keeps its passage until it arrives. Changing the panel affects only surges not yet dispatched; it never teleports enemies or cancels a pursuit. The forecast lists each pending surge's entrance and updates the moment the panel changes; an entered surge shows a locked marker.
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- **W3 — Stable evidence.** Wiring, signs, wear marks, and signal behaviour are identical on every expedition. Enemy composition, loose salvage, and surge timing may vary and can change the best route, never the rule.
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- **W1 — Attraction.** An energised beacon is lit steady and pulses at each dispatch; the surge enters by the beacon that pulses. The dispatch panel at the causeway head routes the district's one live circuit to *Causeway*, *Yard*, or *Off*. Attraction is evaluated at the dispatch instant only: whatever is energised at that moment is what pulses. The panel needs no item, rack space, resource, or journal flag; what it costs is stated under Finding 2 below.
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- **W2 — Commitment.** A dispatched surge keeps its entrance until it arrives. Re-routing affects only surges not yet dispatched; it never teleports enemies or cancels a pursuit. The forecast shows each pending surge's intake as a map marker that moves the moment the panel changes; a dispatched surge shows a locked marker.
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- **W3 — Stable evidence.** Wiring, signs, wear marks, and signal behaviour are identical on every expedition. Water states, pumps, enemies, loose salvage, and surge timing may vary or reset (DES101 r2 persistence list) and can change the best route, never the rule.
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- **W4 — Turned signs (new, proposal).** Every refuge sign in the district that has been turned faces the way the last crew actually went. First seen in the culvert (facing the yard); confirmed by the reachable answer below; thereafter a navigation clue the player can use anywhere the prop recurs. Same sign asset, rotated. Under W3 it never changes.
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**Mapping to DES101 A, The Borrowed Route** (conditional on PM recording A):
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**Topology (Secondary 4, one statement, matching DES101 r2).** Elevated dock; raised dry causeway signed as the evacuation route, beacon live by default; culvert beneath it, dry without payment, with cart wear and a turned sign; pump hall and salvage yard beside a shallow channel, beacon dark, hatch on the yard circuit; the interior beyond. Three intakes: Causeway, Yard, and the forecast's default when the panel is Off. Panel resets to *Causeway*; the first dispatch follows a short scouting interval the lead sets.
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| r1 element | In A's pumping district | Note |
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| --- | --- | --- |
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| Entry landing | Elevated dock (start and extraction) | Overlooks the causeway beacon; the *Notice* step happens on arrival |
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| Road signed as refuge | Raised dry causeway signed as the evacuation route | Its beacon is active by default; the direct route to the interior |
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| Salvage yard | Pump hall and yard beside a shallow channel | Salvage-rich; its beacon is dark |
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| Service passage | Drained culvert under the causeway | Dry without any pump payment, so the chain is never resource-gated; cart wear and a refuge sign turned to the wall |
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| Junction selector | Dispatch panel at the causeway head, in the open, a short dash from the nearest raised shelter | Switching is a live, exposed interaction |
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| Groups and pulses | A's three announced surges | Up to three routing decisions per expedition; the panel resets to *Causeway* at expedition start; the first dispatch follows a short scouting interval whose length the lead sets |
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## Illustrative design — DESIGNER SPOILERS: the false refuge
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Recommended default: *Causeway*. The first expedition then shows the evidence unprompted (the causeway beacon pulses, the surge turns onto it), the question "why is the refuge overrun?" arises from play, and the reset is diegetic: the panel was left that way. A's "surges enter through different passages" survives through *Off*, which restores the forecast's varying entrances.
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## Illustrative design — DESIGNER SPOILERS: the false refuge in A's district
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Proposed play, not a playtest.
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Proposed play, not a playtest. Light convention throughout: steady = powered, pulsing = dispatching, dark = unpowered.
| Step | Evidence, inference, consequence |
| --- | --- |
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| Notice | From the dock, the causeway beacon pulses and the first surge visibly turns onto the causeway. Pulse and turn are visual; sound supplements. Repeats on every arrival (W3). |
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| Compare | The yard beacon is dark. In the culvert under the crowded causeway: cart wear leading toward the yard, and a refuge sign turned to face the wall. Each inspectable in three or four lines. |
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| Understand | Visible cabling runs from the dispatch panel to both beacons. The panel is labelled *Causeway / Yard / Off* and shows the forecast: next surge, its entrance, and the locked marker for surges already inside. No symbol dictionary. |
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| Infer | The beacon draws the surge; the refuge sign marks where the Flood is sent, not where it is safe. Someone kept the culvert in use by leaving the panel on *Causeway*. |
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| Experiment | Set *Yard*; retreat to the shelter or stay exposed; watch the next dispatch. *Off* instead sends it to the forecast's entrance. Available from the first expedition. |
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| Discover | The next surge enters through the yard. The surge already on the causeway stays there (W2): evade or clear it, or use the culvert. The yard's salvage is now behind a surge; the causeway clears as its surge arrives and disperses. |
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| Change later play | Before the next expedition's first dispatch, choose: keep *Causeway* and haul through the culvert to a quiet yard, or set *Yard* and walk the causeway straight to the interior at the cost of this expedition's yard salvage. Each of the three surges reopens the choice. |
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| Notice | From the dock: the causeway beacon is lit steady. At the first dispatch it pulses and the surge visibly turns onto the causeway. Visual first, sound supplements. Repeats every expedition (W3). |
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| Compare | The yard beacon is dark and the pump-hall hatch is shut. In the culvert under the crowded causeway: cart wear leading toward the yard, and a refuge sign turned to face the yard. Each inspectable in three or four lines. |
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| Understand (revised, Secondary 5) | Cabling runs from the panel to both beacons and on to the yard hatch. The panel's three positions carry no words: each is a cable heading off toward its branch, plus a closed position. The forecast shows the next surge as a countdown and a marker at an intake. Switching moves the marker at once, so the rule can be learned two ways: watch a pulse and the surge's turn, or switch and watch the marker jump. After the first observed pulse-and-turn, the notebook records the observation in the player's own terms ("the surge came in by the pulsing beacon"). No label states the rule. |
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| Infer | Power is both key and lure: the lit branch is where doors open and where the Flood is sent. The "refuge" sign marks where surges go, not where it is safe. Someone kept the culvert and the yard in use by leaving the panel on *Causeway*. |
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| Experiment | Set *Yard*. The yard beacon goes steady, the hatch opens, the forecast marker moves to the yard intake with the countdown still running. Retreat to a shelter or stay; watch the dispatch. *Off* darkens both branches, shuts both hatches, and sends the surge to the forecast's default intake. |
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| Discover | The next surge enters through the yard. The surge already on the causeway stays there (W2). The pump hall is open — and the surge is coming to it. Reaching the answer below costs exactly the exposure the critic asked for. |
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| Change later play | Each of the three dispatches reopens the choice: keep *Causeway* and haul through the culvert to a quiet, closed yard; set *Yard* to open the hall and walk the causeway into the interior while the surge is elsewhere; or invite the surge to the yard channel on purpose (the lead's electrician). Turned signs (W4) now read as a route. |
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**Knowledge gate vs item/stat gate.** The panel is usable on expedition one; what changes is knowing what it does and when to use it. An uninformed player can still survive the causeway by skill; an informed player decides where the pressure goes. Equipment (below) changes how well a choice can be exploited, never whether it can be made.
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**The reachable answer (Secondary 5; spoiler; proposal).** Inside the pump hall, on the wall beside the one pump still running (the one that keeps the culvert dry): 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 drawn under it; beside it a district plan with the refuge signs crossed out and a route inked through the culvert into the interior. Three or four inspectable lines carry it: the last crew fed the evacuation route to keep working the yard, turned the signs to mark their own way out, and left the panel on *Causeway* for whoever came after. Small, reachable, and it changes action: the inked route and W4 now point into the interior. What they went in for stays unanswered in the minimum scope; that is the spine of later mysteries, not a catalogue.
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**Fair recovery.** Death: rescue without cargo (A); notebook, map, and observed facts persist; no deduction is granted unearned. Missed clue: the causeway pulse repeats every expedition, and the culvert is visible from the yard side too; optional hints escalate from "the two beacons differ" to "set Yard, then watch the next dispatch". Late switch: the locked marker on the forecast explains why nothing changed. Withdrawal never requires solving this.
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**Knowledge gate vs item/stat gate.** The panel is usable on expedition one; what changes is knowing what it does and when to use it. An uninformed player can still survive the causeway by skill; an informed player decides where the pressure goes and which doors open. Equipment changes how well a choice can be exploited, never whether it can be made.
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## Shelter and observation rules — resolving the lead's flagged difference (proposal)
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**Fair recovery.** Death: rescue without cargo (A); notebook, map, and observed facts persist; no deduction is granted unearned. Missed clue: the causeway beacon is steady on every arrival and pulses every dispatch; the culvert is visible from the yard side too; the marker jump is a second, independent way in. Optional hints escalate from "the two beacons differ" to "switch, then watch the forecast marker". Late switch: the locked marker explains why nothing changed. Switching costs no resource, but it is never without consequence (below). Withdrawal never requires solving this.
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DES101 A: raised shelters stop attacks, the notebook pauses the whole world, and the surge schedule runs outside pause. WLD101 r1: a landing that blocks spawning but admits pursuers, and an observation view that pauses danger and the clock once the landing is clear. The lead recommended keeping full notebook pause, requiring shelters to be clear before repacking or observing, and putting evidence and experiments in live play.
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## Cost of diversion — answering REV101 Finding 2
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Accepted, as this rule set for DES102:
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The critic's question: does the beacon choose the entrance of an announced surge, or reroute groups that have arrived? **Answer: it chooses the entrance of the next announced surge, at the dispatch instant; it never moves anything that has arrived.** A's surge schedule stays the pressure; the player steers where it lands. Under the spine rule the switch is free of resources but paid four ways, all readable before the switch: (1) the panel stands in the open, a dash from the nearest shelter, and switching with a countdown near zero means being on the branch you just lit; (2) energising a branch is the only way to open its hatches, so the branch you want to explore is the branch the next surge enters; (3) committed surges do not turn back, so a diversion made after dispatch buys nothing this surge; (4) a surge sent toward the held dock blocks extraction, and the forecast marker shows that before the switch. "Gather the yard first, then divert" still works once, for a closed yard: the hall's hatch, the salvage behind it, and the answer above all sit on the lit branch. Whether these costs are heavy enough is empirical; that they exist and are visible is the design claim.
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- **S1 Notebook** — full pause. Shows only what has already been observed; grants no new evidence; experiments do not advance.
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- **S2 Raised shelter (dock included)** — enemies cannot enter or spawn there; the surge clock keeps running; repacking is allowed; the district stays visible, so watching the next dispatch from a shelter is the observation position and costs surge time.
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## Shelter and observation rules — S1 to S3 (adopted by DES101 r2)
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- **S1 Notebook** — full pause; shows only what has been observed; no new evidence; experiments do not advance.
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- **S2 Raised shelter (dock included)** — enemies cannot enter or spawn; the surge clock runs; repacking allowed; the district stays visible, so watching a dispatch from a shelter is the observation position and costs surge time.
- **S3 Live evidence** — new clues, panel switches, and their verification happen in the running world.
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Withdrawn from r1: the observation view that froze danger and the clock. It contradicted A's running surge schedule and would have removed the pressure/curiosity tradeoff at exactly the moment the design wants it. Kept from r1: pressure-free reading of recorded facts, which is S1. Consequence for the lead: with shelters fully safe, retreating to think costs surge time and position, not health. That is the intended tradeoff, and whether it feels right is empirical.
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## Spine rule × W1–W4 — check for the lead, with the confirmation requested
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**Confirmation.** *Notice*, *Compare*, and *Understand* survive with steady = powered, pulsing = dispatching, dark = unpowered as the only light convention; the steady light on arrival makes *Notice* stronger, because the player sees which branch is live before anything happens. The yard hatch on the beacon circuit is accepted: it turns *Understand* into one look at "key and lure".
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## Contradiction check — DES101 A × WLD101, for lead and critic
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Items for DES102 to state once (proposals):
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1. **Two evidence vocabularies.** A's channel lamps and cables mean *power*; this chain's beacons and cables mean *dispatch*. Proposed single convention: steady light = powered, pulsing light = dispatching; every cable visibly reaches its device. A presentation detail for the lead; no asset claim.
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2. **Two infrastructure mechanisms.** A's valve/coil current and this chain's dispatch panel share one theme: the district's own systems can be turned on the Flood. Agree with the lead that the false refuge is the minimum, because it needs no equipment, and the coil is an optional extension.
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3. **Pump payment vs culvert.** A lets a salvage bundle drain a channel. The culvert must be dry without payment (table above), or the mystery becomes a resource gate. A paid drain can open a *second* dry route later, as an extension.
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4. **Diversion can cut off extraction.** Sending a surge onto the causeway may block the return to the dock. That is a real consequence, not a flaw, but the forecast preview must show the entrance and the affected route before the switch is confirmed. Readability requirement, unvalidated.
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5. **Persistence.** A resets modules, cargo, enemies, pumps, and surge state; add "panel resets to *Causeway*; wear and signs never change" (W3). No conflict found.
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6. **Premise alignment.** A's "why were certain rooms deliberately isolated" and this page's "why is the marked refuge overrun while the passage beneath looks used" have the same answer at different scales: someone steered the Flood with the district's own dispatch system. Proposed campaign spine: each later mystery is another repurposed system, and the open question of whether they were steering it away from themselves or toward something stays unanswered in the minimum scope. No lore catalogue is proposed.
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1. **Two energised beacons at one dispatch.** The shepherd's planted beacon runs on a battery, so it can pulse while a panel branch is also lit. Proposed tie-break, chosen for readability: a planted beacon overrides fixed beacons while energised. Its costs are the lead's (rack squares, leak unless insulated, the surge comes to wherever it stands) and it is finite; DES102 should confirm the override does not reopen Finding 2.
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2. **Portable beacon light.** DES101 r2 says it "pulses while powered". Under the convention it must be steady while powered and pulse only at a dispatch, or the player cannot tell "live" from "a surge was just sent". One-word fix.
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3. **Dispatch-instant evaluation.** State it once (W1 above). The lead's coil case — a dispatch pulse landing inside a discharge window fires the beacon — depends on it, and the forecast countdown is what makes it fair.
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4. **Off is not a safe default.** Off darkens both branches and shuts both hatches; the surge uses the forecast's default intake. It is a choice to close doors, never a free pass.
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5. **Persistence.** Water states, pumps, and charge reset; wiring, signs, wear, and W4's turned signs never change. No conflict with W3.
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6. **Evidence vocabulary.** With the spine rule there is one vocabulary, power, so r2's item 1 is closed.
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**Under B, The Listening Below.** B's Flood follows sustained repeating signals, so W1–W3 hold with beacon = signal source and surge = the swarm released at a marked threshold; the chain's evidence becomes pulse counts rather than a beacon turn. PM's choice is not constrained by this page.
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**Under B, The Listening Below.** W1–W4 still hold with beacon = signal source and surge = a swarm released at a marked threshold; W4 is setting-neutral. PM's choice is not constrained by this page.
## Expression, resources, colony — A terms, proposal
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- **Three situational strategies from one rule.** *Hauler* (cutter, rack mostly cargo): keeps *Causeway*, slips past the causeway pack into the culvert, gathers in the quiet yard, banks the most salvage. *Explorer* (cutter, light): sets *Yard*, walks the causeway to the interior, forfeits this expedition's yard salvage. *Controller* (coil and battery, four squares): sets *Yard* and still gathers there, because the coil holds the yard's wet channel, at the cost of cargo space. None is dominant; the surge already committed and the salvage behind it decide which fits this expedition.
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- **Resources.** The panel decides which salvage area is hot this expedition; three surges give three decisions.
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- **Colony.** A's dock repair adds an extraction point. If the second dock is on the yard side, diverting to *Causeway* no longer threatens extraction, so a colony choice changes the value of a known rule instead of adding a new one. Optional, scope permitting: a relay repair that lets the player pre-set the first surge's entrance before departure. Colony remains the lead's system; nothing here requires it.
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The lead's three sketches (electrician, hauler, shepherd) already sit on the panel decision; this page adds nothing to the rack. **Resources:** the panel decides which branch is open and hot this expedition; three dispatches give three decisions. **Colony:** DES101 r2's exclusive pump choice (which dock is held dry) inverts which panel setting threatens extraction, so a colony choice changes the value of a known rule instead of adding one; the forecast relay repair shows the first intake before departure. Nothing here requires more colony than that.
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**Replay after the answer.** The question closes; the decision does not. The same three surges, the same panel, and a different rack, cargo target, and colony state make the routing choice fresh each expedition. Diverting never creates extra enemies or rewards.
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**Replay after the answer.** The question closes; the decision does not. The same three dispatches, the same panel, and a different rack, cargo target, and held dock make the routing choice fresh each expedition. Diverting never creates extra enemies or rewards.
## Content and asset burden
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One district reused before and after discovery: dock, causeway, culvert, yard, one dispatch panel, two beacons, a forecast display, and a handful of inspectable wear and sign props. Evidence types are cheap and reusable: a light state, a visible cable path, wear marks, a turned sign, a three-label panel. No compatible free asset set or terms are verified; if a prop cannot be sourced, plain-text inspection is the fallback. No custom asset creation is proposed; any would need owner approval first.
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One district reused before and after discovery: dock, causeway, culvert, yard, pump hall, one panel, two beacons, one hatch, a forecast overlay, a tally board and plan, and a handful of wear and sign props (the sign reused rotated for W4). Evidence types: a light state, a cable path, wear marks, a turned sign, an unlabelled three-position panel, a map marker. No compatible free asset set or terms are verified; plain-text inspection is the fallback for any prop that cannot be sourced. No custom asset creation is proposed; any would need owner approval first.
## PM report
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Task WLD101; artifact World and Mystery r2 (supersedes r1 01378d). No canonical decisions changed. Changed proposal: r1's observation pause withdrawn; S1–S3 adopted per the lead's handoff. Evidence: written analysis of Design 4343a2 and Brief a449b2; no player data. Risks, all unvalidated: diversion becoming an automatic choice (mitigated by W2, salvage behind the surge, and extraction blocking); readability of a surge's destination on a crowded survivorlike screen; whether three surges leave time to observe. Next handoff: critic reviews r2 with DES101 r1; after PM records the direction, the lead integrates W1–W3 and S1–S3 into DES102 and this role checks the integrated draft for contradictions. **PM request:** record the working direction (A, B, or a premise change) and whether W1–W3 and S1–S3 are carried into DES102 as candidate rules. No acceptance or development authorization is assumed.
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Task WLD101; artifact World and Mystery r3 (supersedes r2 438f1bf). No canonical decisions changed. Changed proposals: W1 precision (dispatch-instant), W4 turned signs, unlabelled panel with a forecast marker replacing the worded label, a reachable answer in the pump hall, and the four-part cost of diversion. Evidence: written analysis of Design c9b2eda and Design Review 7ad187b against Brief a449b2; no player data. Risks, all unvalidated: the planted-beacon override reopening Finding 2; correlation of pulse and turn on a crowded screen; whether the unlabelled panel is fair for players who never switch experimentally (the marker-jump path is the mitigation). Next handoff: lead carries W1–W4, S1–S3, and items 1–6 into DES102; critic re-reviews this r3 against Finding 2 and Secondary 5; this role checks the integrated DES102 draft for contradictions when it exists. **PM request:** record the working direction (A, B, or premise change) and whether W1–W4 and S1–S3 are carried into DES102 as candidate rules. No acceptance or development authorization is assumed.