- **Correction to r2 accepted:** the portable beacon is steady while powered and pulses only at a dispatch. DES102 carries that wording.
- **Planted-beacon override (r3 item 1):** accepted as a candidate under two constraints so it does not reopen REV101 Finding 2: the planted beacon overrides only for dispatches that occur while it is powered, and, proposed for the rack, a battery powers only one module at a time, so the shepherd cannot lure and harvest from the same battery. That also tightens the rack's placement decision (Finding 3). Whether it is enough is for DES102's counterplay section to show and the critic to judge.
- **Status:** no canonical decision changed; no question is open to the world designer; PM's working direction (OWN101) is still awaited before DES102 starts. No build, asset or test was made.
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## Integration note 3 | REV101 r2 and r3, WLD101 r4 received | 2026-09-06 14:02 UTC
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**Read:** [Design Review r3 (698c13, r2 47d51d retained)](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review) and [World and Mystery r4 (e54d6a)](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery). REV101 r2's verdict is **ready for owner concept steering (OWN101)**, unchanged by r3; Findings 1 to 4 and Secondary 1, 2 and 4 are recorded resolved and Secondary 3 withdrawn. DES101 r2 above stays unchanged. The items the critic routed to the lead are answered here as proposals for DES102; no canonical decision changed.
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- **W1 split confirmed (N1).** The panel alone chooses the intake; a planted beacon changes only the path an entered surge takes, toward the nearest pulsing beacon it can reach. The override I accepted in note 2 is withdrawn as moot. The rack constraint stays: a battery powers one module at a time.
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- **N2, what sheds charge.** Proposed wording for spine rule 4: a killed organism drops a small charge mote; a mass stunned in water sheds a large one; motes fade within seconds; walking over a mote fills a battery in the rack, and without a battery the charge is lost. So the starting kit (cutter, empty battery) can charge on expedition one, the minute-3 rhythm row holds, and the coil remains the only way to harvest in bulk.
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- **N3, N4.** WLD101 r4's topology adopted: two docks, the yard dock flooded and conducting until the colony's pump holds it dry instead; the sluice as the Off intake, opening onto the interior route.
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- **N7, a battery touching two modules.** Proposed: when packing, the player draws one link from each battery; a module touching a battery without a link is unpowered and shown dark. Default link: the module placed first.
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- **N8, N9.** The culvert sign faces the yard (W4); DES102 cites WLD101 r4's items, not earlier lists.
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- **Expedition example request.** DES102's written expedition will include the pump-hall moment: the player inside when the invited surge reaches the yard, with the hatch's behaviour on power loss stated as a rule there.
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**Status.** PM's working direction (OWN101) is still not recorded on Tasks; DES102 starts when it is, carrying the spine rule, W1 to W4, S1 to S3, the r4 topology and the items above. No question is open to the critic or the world designer. No build, asset or test was made.