2026-09-15 17:14:41
Anonymous:
Clarify shortcut rewards, named route, discovery meaning and actual air-transfer time
hold the flood/upgrade choices.md ..
@@ 10,22 10,24 @@
Seven carrying units and seven mounted spaces pay for those parts. The already installed eight-space ship configuration supplies their operating power. One canister brings carrying to nine of ten units, leaving one for a find.
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Both departures use an already commissioned packing bench. The same Fork serves the completed cycle, then is reclaimed and mounted; prepared gas remains in the canister. Suit and vessel together provide twelve minutes of base breathing, two more than ordinary fill. Transfer still takes two live minutes and can be interrupted by a manual special or occupied control. Both examples fill combat storage from this trip's hits. The [survival rules](/Hold%20The%20Flood/Survival%20And%20Loadout) own the gas, transfer and carrying states.
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Both departures use an already commissioned packing bench. The same Fork serves the completed cycle, then is reclaimed and mounted; prepared gas remains in the canister. Suit and vessel together provide twelve minutes of base breathing, two more than ordinary fill. Moving all the prepared gas takes two minutes of actual transfer. The suit may fill before that, stopping transfer with gas left in the canister; a manual special or occupied control can interrupt it and extend the elapsed time. Both examples fill combat storage from this trip's hits. The [survival rules](/Hold%20The%20Flood/Survival%20And%20Loadout) own the gas, transfer and carrying states.
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Both trips walk **R01→R11→R17→R20→R25→R26→R27→R35**, then approach the [R36 vault](/Hold%20The%20Flood/Receiver%20Vault%20Expedition). The quarantine grille, ward doors and Balance Gallery mouths are already shut; R17's internal shortcut stays open. The R35 side mouths remain open. Its separate far-wall hatch was already sealed, so the Caller adds no second stage in this comparison.
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Both trips leave **Dock Mouth (R01)**, pass **R-3 Approach (R11)**, and fight through **Jammed Pressure Approach (R17)**, **Sampling Loop (R20)** and **Balance Gallery (R25)**. The walk continues through **Clean-Side Decontamination (R26)** and **Thermal Exchange Room (R27)** to **Receiver Vault Approach (R35)**, with the [Pressure-Receiver Vault (R36)](/Hold%20The%20Flood/Receiver%20Vault%20Expedition) beyond.
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Fresh crowds come from the existing R35 allocation: 140–220 bodies have moved along that route, while 80–150 remain in the receiver hall. The whole allocation is 220–370, counted once. The astronaut takes the long R17 lane outward for its fights and keeps the shortcut for return.
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The quarantine grille, ward doors and Balance Gallery mouths are already shut; the pressure approach's internal shortcut stays open. The receiver hall's side mouths remain open. Its separate far-wall hatch was already sealed, so the Caller adds no second stage in this comparison.
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Fresh crowds come from Receiver Vault Approach’s existing allocation: 140–220 bodies have moved along that route, while 80–150 remain in the receiver hall. The whole allocation is 220–370, counted once. The astronaut takes the pressure approach’s long lane outward for its fights and keeps the shortcut for return.
## The choices arrive during the expedition
| Place and actual fighting | What becomes available |
|---|---|
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| Two R17 standing bands of 20–30, then the R20 approach band of 20–30, including its Siphon | Breaking roughly half of each fills three Break Marks: **Tune one**, an ordinary upgrade choice, before Balance Gallery. |
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| First R25 cohort commits through R26; the astronaut answers Bellback with the existing rib, an escaped cone or defeat | **Thunderhead** becomes available during the early gather, separately from the Tune count. Its second cohort can still overlap the first. |
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| The two R25 cohorts, 40–65 each, break | Marks four and five. |
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| One of R35's two 40–75 bands breaks | Mark six supplies **Tune two** while surviving bodies and the other band can still contest the hall. The final band's mark begins another three-mark ring; it is not a third Tune. |
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| Jammed Pressure Approach’s two standing bands of 20–30, then Sampling Loop’s approach band of 20–30, including its Siphon | Breaking roughly half of each fills three Break Marks: **Tune one**, an ordinary upgrade choice, before Balance Gallery. |
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| Balance Gallery’s first cohort commits from Clean-Side Decontamination; the astronaut answers Bellback with the existing rib, an escaped cone or defeat | **Thunderhead** becomes available during the early gather, separately from the Tune count. Its second cohort can still overlap the first. |
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| Balance Gallery’s two cohorts, 40–65 each, break | Marks four and five. |
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| One of Receiver Vault Approach’s two 40–75 bands breaks | Mark six supplies **Tune two** while surviving bodies and the other band can still contest the hall. The final band's mark begins another three-mark ring; it is not a third Tune. |
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Taking the R17 shortcut outward skips two marks and delays the second choice. A source sealed before commitment prevents its band and mark. Efficient clearing can shrink the later overlap; defeated bodies are never replaced to maintain it.
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Taking the pressure approach’s shortcut outward skips two fights. The remaining five bands can pay only **one Tune and two partial marks**, so this route forgoes the second choice at the vault. Choosing a later second Tune would mean another still-unpaid band on a changed itinerary, with additional exposure. The major transformation remains separately reachable. A source sealed before commitment prevents its band and mark. Efficient clearing can shrink the later overlap; defeated bodies are never replaced to maintain it.
Each Tune normally opens two eligible cards in the fully paused journal. Each card shows its effect on the currently mounted rig and one useful spatial example. Closing the journal leaves the choice banked. Taking a card spends one Tune, keeps any other queued choices and changes subsequent attacks; already committed attacks and their descendants finish with their original effects and allowances.
@@ 35,15 37,15 @@
Echoing Arc adds branches through nearby visible bodies. It is tempting because the next gallery's two cohorts can form a connected mass. Rebound Disc would use the fixed rib and later pillars as bank surfaces where a clear reflection exists, buying physical paths beyond a straight shot. The player chooses Echoing Arc: they want the next crowd's density to become an advantage.
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At R25, the Bellback's cone fixes. The astronaut steps behind the rib until the pressure strikes structure. That answer and the committed cohort earn Thunderhead while the gallery is still filling. They take it, wait for full storage and ready receivers, then release three chain heads and a lance through the connected front. The burst can reach the existing ideal ceiling of 42 distinct bodies, with cover, spacing and special-creature strength determining the actual result. Remaining attackers still demand movement.
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At Balance Gallery, the Bellback's cone fixes. The astronaut steps behind the rib until the pressure strikes structure. That answer and the committed cohort earn Thunderhead while the gallery is still filling. They take it, wait for full storage and ready receivers, then release three chain heads and a lance through the connected front. The burst can reach the existing ideal ceiling of 42 distinct bodies, with cover, spacing and special-creature strength determining the actual result. Remaining attackers still demand movement.
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After clearing or separating the gallery pressure, the player checks the far-wall record and continues. In R35 they break Siphon's line with a pillar and work around Shutterback's fan. The first broken hall band fills mark six. Now the pair is **Long Arc** or **Rebound Disc**.
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After clearing or separating the gallery pressure, the player checks the far-wall record and continues. In Receiver Vault Approach they break Siphon's line with a pillar and work around Shutterback's fan. The first broken hall band fills mark six. Now the pair is **Long Arc** or **Rebound Disc**.
Long Arc trades some of the branching attack's body contacts for longer jumps. A visible gap between exposed groups can conduct without squeezing the astronaut into its middle. Rebound Disc would keep the denser electrical pattern and add banked projectiles, but would ask for useful initial targets, reflections and more Projector heat.
The player chooses Long Arc. From the clear side of the shelter, longer branches bridge separated groups. A tightly packed front exposes the trade: the arcs now visit fewer bodies. The manual storm inherits that exchange. The player spends it on separated exposed groups and a clear lance lane.
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In the earned quiet, the astronaut seats the inlet's own B plate, captures its acknowledgement and reclaims it. The unfinished line returns. The pressure controls remain available for a later visit. At home, that new observation stays, while all chosen effects and unused offers expire under the [expedition rules](/Hold%20The%20Flood/Brief).
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In the earned quiet, the astronaut seats the inlet’s own plate in its reply socket. The panel acknowledges once and puts its current written message on hold. The astronaut captures that response, then reclaims the plate; the unfinished message returns. The writing reacts to the work being done here. Testing whether completed pressure work changes that response gives the next visit a purpose. At home, that new observation stays, while all chosen effects and unused offers expire under the [expedition rules](/Hold%20The%20Flood/Brief).
## Second trip: build the combination the labels did not name
@@ 55,13 57,13 @@
Bellback's answered threat again makes Thunderhead available. It still fires the current straight lance and chain heads; Rebound Disc changes ordinary shots, not that manual lance. With Echoing Arc absent, the combined ideal ceiling is 30 bodies. That gives a reason to spend on a useful nearer front rather than wait for yesterday's larger storm.
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At the sixth mark in R35, the pair is **Echoing Arc** or **Fragment Wake**. Fragment Wake would turn each ordinary disc's normal ending into a forward fan. It is tempting where dense bodies cause an early terminal; it also raises Projector heat and keeps the flight reservation until the last fragment ends. Echoing Arc would leave those terminals plain but add electrical branches and strengthen Thunderhead when the crowd is connected.
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At the sixth mark in Receiver Vault Approach, the pair is **Echoing Arc** or **Fragment Wake**. Fragment Wake would turn each ordinary disc's normal ending into a forward fan. It is tempting where dense bodies cause an early terminal; it also raises Projector heat and keeps the flight reservation until the last fragment ends. Echoing Arc would leave those terminals plain but add electrical branches and strengthen Thunderhead when the crowd is connected.
The player chooses Echoing Arc. The resulting hybrid keeps banked discs travelling while eligible impacts power the rig's branching arcs and storage. Dynamo gives at most one contribution per ordinary shot. Arc still needs valid targets and clear lines; a distant rebound does not move the emitter to the impact point.
Now the player seeks a useful initial impact and a reflection that lets the disc keep working, holding a visible electrical group in reach while the projectile travels. Two learned behaviours work together. Heat and occupied flight slots can hold automatic fire, however, and a poor bank may leave only an ordinary arc doing useful work. There is still no shove or shield to fix a bad position.
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Thunderhead already belongs to this expedition. Turning the vault's shelter does not create another copy. Instead, the newly selected Echoing Arc improves the existing storm while hall pressure remains, restoring its 42-body ideal ceiling. Once the group is cleared or separated, capture of the strip happens while the game runs; comparison with the old hospital record happens in the paused journal. A combat experiment and a station discovery both change what the player knows to try next.
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Thunderhead already belongs to this expedition. Turning the vault's shelter does not create another copy. Instead, the newly selected Echoing Arc improves the existing storm while hall pressure remains, restoring its 42-body ideal ceiling. Once the group is cleared or separated, capture of the strip happens while the game runs. In the paused journal, its punched value matches the hospital commissioning card’s “as found” value, recorded before the later human profile revision. The hospital installation used a seal state that was already there. The next question is whether that revision also appears in the berth’s docking trace. That comparison requires its own capture; if it is missing, the player knows which record to seek next. A combat experiment and a station discovery both change what the player knows to try next.