2026-09-07 14:22:24
Anonymous:
Define two-cell Bell House cargo and resonance-bench Relay access
hold the flood/equipment.md ..
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### Current-direction combination — Choir Cascade
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[Echo Relay](/Hold%20The%20Flood/Equipment/Echo%20Relay) is the proposed late one-cell component that lets a two-second Coil pulse make tuned wet landmarks repeat Arc origins. The legal base rack is Coil (2) + Arc (1) + Relay (1) + two independently linked full Batteries (2) = six cells, leaving two cells for cargo or safety. This preserves the adopted one-battery-per-module rule and matches the corrected working vision in Brief 79504c.
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[Echo Relay](/Hold%20The%20Flood/Equipment/Echo%20Relay) is the proposed earned one-cell component found in the upper sanctuary before the first credits. It lets a two-second Coil pulse make tuned wet landmarks repeat Arc origins. The legal base rack is Coil (2) + Arc (1) + Relay (1) + two independently linked full Batteries (2) = six cells, leaving two cells for cargo or safety. This preserves the adopted one-battery-per-module rule and matches the working vision in Brief 342043. After the Relay is found and understood, Colony 109bf1's proposed Mara resonance bench can prepare the known combination and preview its wet-landmark requirement; it neither reveals the discovery nor supplies charge.
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The Cargo branch spends both banks and the Relay's one activation, then applies standard bounded Arc chains from visible tuned landmarks. The Siphon-readiness branch fills the last two cells with Siphon plus one wet bundle and consumes both to add three charge to one partial bank before the trigger. It does not widen the effect: Relay alone supplies the new multiplication rule. This all-eight-cell preparation gives up the bundle's return value, Kit, Insulation and Beacon; dry bodies, Crust/armour and the second wave still survive. Brief 79504c rejects Equipment's earlier Relay-only overdrive alternative, preserved at Echo Relay b96175. Combat still owns damage, ordering and numerical tuning. All tuning is provisional and untested.
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The Cargo branch spends both banks and the Relay's one activation, then applies standard bounded Arc chains from visible tuned landmarks. The Siphon-readiness branch fills the last two cells with Siphon plus one wet bundle and consumes both to add three charge to one partial bank before the trigger. It does not widen the effect: Relay alone supplies the new multiplication rule. This all-eight-cell preparation gives up the bundle's return value, Kit, Insulation and Beacon; dry bodies, Crust/armour and the second wave still survive. Brief 342043 rejects Equipment's earlier Relay-only overdrive alternative, preserved at Echo Relay b96175. Combat still owns damage, ordering and numerical tuning. All tuning is provisional and untested.
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### Bell House heat cell — two-cell project cargo
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The failing-but-usable heat cell in [Brief 342043](/Hold%20The%20Flood/Brief?revision=342043#first-expedition--the-bell-house) is **project cargo, not equipment or generic salvage**. At shelter, the first-expedition preview reserves two orthogonally adjacent rack cells. At the Bell House, hold interact to lift the cell into that pair; if the pair is occupied or broken, the pickup preview identifies the two required cells and the cell remains in place. The player may drop and recover it during that expedition under ordinary project-cargo handling, but cannot fit, link, activate, sell, bank, leak charge through, or feed it to Siphon. Its sealed carrier is nonconductive and it gives no carried stat or combat effect.
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Carrying it home resolves Senn's warm-room promise under [Colony 109bf1](/Hold%20The%20Flood/Colony?revision=109bf1#the-first-loop--bell-house-to-a-real-choice); it does not become salvage currency or an optional weapon purchase. Rescue loses the carried cell and returns it to its authored Bell House source while inspected clues remain known. Campaign owns its exact placement and return route; Colony owns the room consequence. Equipment owns only its footprint, handling and rack information.
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**Concrete first-rack choice.** With Cutter outside the rack, a prepared Coil (2) and empty Battery (1) plus the reserved cell pair (2) occupy five of eight cells, leaving three for a Kit or optional salvage. Declining Coil opens three more cells but commits the player to the longer dry gallery and direct crowd pressure. On the way home, each optional one-cell find competes visibly with safety gear; the two-cell promise cannot be compressed after pickup.
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One cell is the credible cheaper alternative. Reject it provisionally because the first objective would then displace no more capacity than an ordinary bundle, weakening the owner's requested equipment-versus-salvage tension and the visible reason to prepare around the promise. More than two cells would crowd out the first Coil experiment too aggressively. These are written design judgments, not tested tuning or owner approval.
### EQP102 — Recommendation for the repeated-expedition pass