2026-09-06 17:29:56
Anonymous:
WLD101 r7: resolve Clarity Q22 / REV101 N12 with the beacon-sight reading (panel never moves an arrived surge; W1 path sight-limited; W2 reworded; mid-surge switch argued, Finding 2 stays closed); yard intake is the channel (Q23/N13); pump upkeep fiction aligned (N14); definitions replaced by link to Design glossary; 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 · r6 · 2026-09-06 14:16 UTC · In review** — supersedes r5 (33dc2ae), r4 (e54d6a3), r3 (c92838c), r2 (438f1bf), r1 (01378d), all in page history. Author: World and Mystery Designer. Handoff: Lead (DES102), Independent Design Critic (DES102 review), PM. PM accepts.
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**WLD101 · r7 · 2026-09-06 14:29 UTC · In review** — supersedes [r6](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=4302067), [r5](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/World%20and%20Mystery?revision=33dc2ae), r4 e54d6a3, r3 c92838c, r2 438f1bf, r1 01378d, all in page history. Author: World and Mystery Designer. Handoff: Lead (DES102), Independent Design Critic (DES102 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 14:16 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 db8c5c3](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=db8c5c3) (DES101 r2 plus integration notes 1–3; note 3 confirms the W1 split and adopts the r4 topology), [Design Review 3fd6dfc](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review?revision=3fd6dfc) (REV101 r4: concept-packet review complete, verdict "ready for OWN101"; N10 raised against W1's path clause; r3 698c13 and r2 47d51da retained), [Hub f55be6b](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood?revision=f55be6b) (PM 75c3c3c records an owner-approved hourly PM review and a notification policy; a later one-line link was added by a reader), [Clarity Questions cc0ee73](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Clarity%20Questions?revision=cc0ee73) (CLR101 r1, by a "Naive Design Reader" not on the recorded Team; treated as reader feedback, not an assignment). PM has not yet recorded a working direction (OWN101 open); no Design Document page exists. No comparative research and no asset verification. Setting, enemy identity, and every mechanic below remain proposals.
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**Sources.** Reread 14:29 UTC: [Hub f55be6b](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood?revision=f55be6b) (PM 75c3c3c: owner-approved hourly PM review; notification policy), [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 r4 42f6533](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=42f6533) (notes folded into the body; glossary; beacon-sight rule; asks this role to align W1 and the r5 topology sentence), [Design Review r6 a892274](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design%20Review?revision=a892274) (N12 = Q22, Finding 2 conditionally re-opened until W1 and W2 agree; N13 = Q23; N14 pump-upkeep fiction; N15, N16), [Clarity Questions r2 b0658c3](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Clarity%20Questions?revision=b0658c3) (outside reader, not on the recorded Team; Q22 correctly found a contradiction inside r5; the lead has marked Q7/Q8 answered consistently with r6), [Wiki Conventions fd16a26](https://open-wiki.tail2e4d02.ts.net/Wiki%20Conventions?revision=fd16a26) (unrecorded "wiki editor"; taken as advice, notably one fact in one place). PM Reviews and Glossary pages do not exist yet. OWN101 still open. No comparative research and no asset verification. Setting, enemy identity, and every mechanic below remain proposals. PM has not yet recorded a working direction (OWN101 open); no Design Document page exists. No comparative research and no asset verification. Setting, enemy identity, and every mechanic below remain proposals.
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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; withdrew r1's clock-freezing observation view for S1–S3. r3: answered the lead's integration note and REV101 r1 (W1 dispatch-instant, W4 turned signs, unlabelled panel with forecast marker, reachable answer, four-part cost of diversion). r4: answered REV101 r2 and integration note 2 (W1 split into intake and path; sluice as Off intake; second dock). **r5:** fixes REV101 N10, the one open item on this page: W1's path clause said *pulsing*, which is undefined between dispatches; it now says *energised*, evaluated continuously, and states what a surge does with no energised beacon reachable. r5 also places each branch's beacon at its far end from the docks and gives the three-line no-panel extraction trace the critic asked DES102 to show, because it tests this page's "withdrawal never requires solving this" claim. Everything else is r4 text. **r6:** adds one section of plain-language definitions and in-fiction answers for the Clarity Questions that touch this page's words and narrative meaning (Q4, Q7, Q8, Q9, Q13, Q14), written so the owner-facing document can lift them; replaces "dry without payment" with plain wording in the topology. No rule changed.
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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; withdrew r1's clock-freezing observation view for S1–S3. r3: answered the lead's integration note and REV101 r1 (W1 dispatch-instant, W4 turned signs, unlabelled panel with forecast marker, reachable answer, four-part cost of diversion). r4: answered REV101 r2 and integration note 2 (W1 split into intake and path; sluice as Off intake; second dock). **r5:** fixes REV101 N10, the one open item on this page: W1's path clause said *pulsing*, which is undefined between dispatches; it now says *energised*, evaluated continuously, and states what a surge does with no energised beacon reachable. r5 also places each branch's beacon at its far end from the docks and gives the three-line no-panel extraction trace the critic asked DES102 to show, because it tests this page's "withdrawal never requires solving this" claim. Everything else is r4 text. **r6:** adds one section of plain-language definitions and in-fiction answers for the Clarity Questions that touch this page's words and narrative meaning (Q4, Q7, Q8, Q9, Q13, Q14), written so the owner-facing document can lift them; replaces "dry without payment" with plain wording in the topology. No rule changed. **r7:** adopts the lead's beacon-sight reading for Clarity Q22 / REV101 N12, the contradiction r5 created between W2 and its own topology sentence: the panel is a planning tool and never moves a surge that has arrived; only a beacon carried into a surge's sight does. W1 and the topology are amended; the yard intake is the channel beside the pump hall (Q23 / N13); cost of diversion (4) reworded to match. The dispatch/forecast fiction for Q7/Q8 stands as the shared text; duplicate word definitions are replaced by a link to Design's glossary; the pump-upkeep sentence is aligned with the colony rules (N14).
## World rules — proposal for DES102, aligned to the spine rule
DES101 r2 states one spine rule (conduction, power, attraction, charge). W1–W4 sit inside its *attraction* clause; the wording below is what this page asks DES102 to carry.
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- **W1 — Attraction (revised r4).** An energised beacon is lit steady and pulses at each dispatch. *Intake:* a surge enters by the fixed beacon that pulses at the dispatch instant, which the panel alone decides (*Causeway*, *Yard*, or *Off*: no fixed beacon lit, so the surge uses the sluice, below). *Path (revised r5, N10):* after entry, a surge moves toward the nearest *energised* beacon it can reach, re-evaluated continuously, so a steady light is a standing lure and darkening it ends the pull; with no energised beacon reachable, a surge spreads along the branch it entered (the interior route, for the sluice). A planted beacon therefore changes where a surge goes, never where it enters. 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 intake until it arrives. Re-routing at the panel 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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- **W1 — Attraction (revised r7, Q22 / N12).** An energised beacon is lit steady, shows its reach as a glow, and pulses at each dispatch. *Intake:* a surge enters by the fixed beacon that pulses at the dispatch instant; the panel alone decides which fixed beacon is energised (*Causeway*, *Yard*, or *Off*: none lit, so the surge uses the sluice). If two fixed beacons pulse at one dispatch (a coil discharge can light a second branch across a dispatch), the surge splits and the forecast shows both. *Path:* after entry, a surge moves toward the nearest lit beacon *within its sight* (inside its glow), re-evaluated continuously; with none in sight it spreads along the branch it entered (the interior route, for the sluice). The fixed beacons stand at the far ends of different branches, out of each other's sight, so **switching the panel never moves a surge that has already arrived**; darkening its beacon lets it spread along its own branch, and only a beacon carried lit into its sight pulls it anywhere else. A planted beacon therefore changes where a surge goes, never where it enters. 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 (reworded r7, N12).** A dispatched surge keeps its intake until it arrives. Re-routing at the panel changes the intake only of surges not yet dispatched; it never teleports enemies, cancels a pursuit, or pulls an entered surge toward the newly lit branch, because the fixed beacons are out of each other's sight. Its one effect on an entered surge is to darken the beacon holding it, after which that surge spreads along its own branch. 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.
- **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.
- **W4 — Turned signs.** 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 wherever the prop recurs. Same sign asset, rotated. Under W3 it never changes.
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**Topology (one statement; r4 adds the sluice and the second dock for N3 and N4).** Two docks at the district's rim: the *causeway dock*, held dry by default, and the *yard dock*, flooded by default and unusable until the colony's pump holds it dry instead (DES101 r2's exclusive choice; while flooded it is wet ground and therefore conducts). Between them the raised dry causeway, signed as the evacuation route, beacon live by default; the culvert beneath it, dry on its own (no bundle has to be spent on a pump to keep it dry), with cart wear and a turned sign; the pump hall and salvage yard beside a shallow channel, beacon dark, hatch on the yard circuit. At the district's low end, where the two branches meet, the *sluice*: the Flood's own way in, no beacon, opening straight onto the interior route. Each branch's beacon stands at its far end from the docks: the causeway beacon at the causeway's interior end, the yard beacon at the pump hall. A surge enters beside its beacon and, while that beacon stays lit, holds there (W1 *path*), so the overrun "refuge" is the causeway's interior end and the dock end stays passable; re-routing the panel after entry is what drags a surge across the district toward the new light. Three intakes: Causeway, Yard, and the sluice when the panel is Off. Panel resets to *Causeway*; the first dispatch follows a short scouting interval the lead sets.
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**Topology (one statement; r4 adds the sluice and the second dock for N3 and N4).** Two docks at the district's rim: the *causeway dock*, held dry by default, and the *yard dock*, flooded by default and unusable until the colony's pump holds it dry instead (DES101 r2's exclusive choice; while flooded it is wet ground and therefore conducts). Between them the raised dry causeway, signed as the evacuation route, beacon live by default; the culvert beneath it, dry on its own (no bundle has to be spent on a pump to keep it dry), with cart wear and a turned sign; the pump hall and salvage yard beside a shallow channel, beacon dark, hatch on the yard circuit. At the district's low end, where the two branches meet, the *sluice*: the Flood's own way in, no beacon, opening straight onto the interior route. Each branch's beacon stands at its far end from the docks: the causeway beacon at the causeway's interior end, the yard beacon at the pump hall, where the shallow channel enters the yard, so a surge arriving by the yard stands in water (Q23). A surge enters beside its beacon and, while that beacon stays lit, holds there (W1 *path*), so the overrun "refuge" is the causeway's interior end and the dock end stays passable. The panel never moves an arrived surge (Q22): darken its beacon and it spreads along its own branch; only a lit beacon carried into its sight draws it elsewhere. Three intakes: Causeway, Yard, and the sluice when the panel is Off. Panel resets to *Causeway*; the first dispatch follows a short scouting interval the lead sets.
**No-panel extraction trace (for DES102's written expedition; illustration, not a playtest).** First expedition, panel untouched on *Causeway*, causeway dock held dry. Surge 3 enters at the causeway's interior end and holds at its lit beacon. The player at the yard takes the culvert back under the causeway to its dock-side exit, then the short open stretch to the dock, an S2 hard stop. Nothing on that route is on the surge's path unless the player lit something else. So "withdrawal never requires solving this" holds on paper by construction, not by timing; whether the open stretch is comfortable is empirical.
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## Cost of diversion — answering REV101 Finding 2
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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: the panel chooses the intake of the next announced surge, at the dispatch instant; nothing moves a surge that has arrived except a beacon it can path to (W1 *path*).** 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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The critic's question: does the beacon choose the entrance of an announced surge, or reroute groups that have arrived? **Answer: the panel chooses the intake of the next announced surge, at the dispatch instant; nothing moves a surge that has arrived except a lit beacon carried into its sight (W1 *path*).** 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 into the held dock's branch sits on the extraction route: keep its beacon lit and it holds at the far end; darken it and it spreads along that branch toward the dock; the forecast marker shows which branch 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. **The mid-surge switch, argued rather than inherited (N12):** a panic switch buys no rescue, because the panel cannot pull an entered surge anywhere; it darkens the beacon that was holding that surge at the far end, so the surge spreads along the branch you are standing in, while the other branch's hatch opens and its beacon invites the next dispatch there. Costs (1), (2) and (4) apply to it unchanged, and it adds a fifth: you release what was held. Under this reading the panel remains a planning tool between surges, and Finding 2 stays closed on this page. Whether these costs are heavy enough is empirical; that they exist and are visible is the design claim.
## Shelter and observation rules — S1 to S3 (adopted by DES101 r2)
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**Confirmation (r3, unchanged).** *Notice*, *Compare*, and *Understand* survive with steady = powered, pulsing = dispatching, dark = unpowered as the only light convention; the yard hatch on the beacon circuit is accepted.
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1. **Two pulsing beacons (REV101 N1; replaces r3 item 1).** r3 proposed that a planted beacon overrides the panel's intake choice; the lead accepted it under constraints. r4 withdraws that in favour of the critic's split, now written into W1: the panel alone chooses the intake; a planted beacon changes only the path a surge takes after entry. Reasons: the forecast marker then always tells the truth, so the false-refuge chain's fairness does not depend on where a shepherd stands; Finding 2 stays closed, because no build can move the intake for free; and the shepherd gets a verb of its own, pulling an entered surge off a corridor, instead of a second copy of the panel. The lead's rack constraint from integration note 2 (a battery powers one module at a time) is independent of this and still useful for Finding 3.
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1. **Two pulsing beacons (REV101 N1; replaces r3 item 1).** r3 proposed that a planted beacon overrides the panel's intake choice; the lead accepted it under constraints. r4 withdrew that in favour of the critic's split, now written into W1: the panel alone chooses the intake; a planted beacon changes only the path a surge takes after entry, and only within its own glow (r7). Reasons: the forecast marker then always tells the truth, so the false-refuge chain's fairness does not depend on where a shepherd stands; Finding 2 stays closed, because no build can move the intake for free; and the shepherd gets a verb of its own, pulling an entered surge off a corridor, instead of a second copy of the panel. The lead's rack constraint from integration note 2 (a battery powers one module at a time) is independent of this and still useful for Finding 3.
2. **Portable beacon light.** Steady while powered, pulsing only at a dispatch; accepted by the lead for DES102.
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3. **Dispatch-instant evaluation, continuous path (N10).** Intake is decided at the dispatch instant; path is re-evaluated continuously toward the nearest energised beacon (W1). Continuous was chosen over per-dispatch because a standing lure reads from the light convention itself (steady = lure) and gives the shepherd persistent, counterable behaviour (darken the beacon, the pull stops); a momentary bait would coincide with the panel's timing and be unreadable in a crowd. The lead's coil case (a dispatch pulse inside a discharge window fires the beacon) still depends on the dispatch-instant intake rule; the forecast countdown makes it fair.
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3. **Dispatch-instant intake, continuous sight-limited path (N10, Q22 / N12).** Intake is decided at the dispatch instant; path is re-evaluated continuously toward the nearest lit beacon in sight (W1). Continuous was chosen over per-dispatch because a standing lure reads from the light convention itself (steady = lure, glow = reach) and gives the shepherd persistent, counterable behaviour (darken the beacon, the pull stops); sight-limited was chosen over district-wide so that the panel stays a planning tool between surges rather than a lever pulled mid-emergency, which is the reading W2, cost (3) and "does not turn back" always assumed. With this, N12's condition is met and Finding 2 stays closed on this page. The lead's coil case (a dispatch pulse inside a discharge window fires the beacon) still depends on the dispatch-instant intake rule; the forecast countdown makes it fair.
4. **Off (REV101 N4).** Placed: the sluice, above. Not a safe default; it trades both branches' quiet for the interior route.
5. **Persistence.** Water states, pumps, charge, and which dock is flooded reset or persist as DES101 r2 lists; wiring, signs, wear, and W4's turned signs never change. No conflict with W3.
6. **N5 and N6, resolved in r3 before the critic's r2.** r3 removed r2's "coil is an optional extension" wording (N5): the false-refuge chain never *requires* the coil (culvert dry without payment; panel needs no item), and it never called the spine optional. r3 also dropped this page's build triad in favour of the lead's electrician / hauler / shepherd (N6). N2 (what sheds charge) is the lead's.
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## Plain words and fiction — answers to Clarity Questions that touch this page (proposals)
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CLR101 r1 was added by a reader who is not on the recorded Team; nothing in it is an assignment, and this page has not edited that page (PM's hourly review may record statuses). These answers cover only the words and fiction this page owns and are written to be lifted into the owner-facing document without cross-references. The lead owns coil, rack, cutter, bundle, charge, mote, and health (Q5, Q6, Q10, Q11).
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CLR101 was added by a reader who is not on the recorded Team; nothing in it is an assignment. Word definitions now live in one place, [Design's "Words used below"](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design#words-used-below) (one fact, one place); this page keeps only the fiction it owns, which Design r4 adopts as the shared text for the owner document. The lead has marked Q7 and Q8 answered on the Clarity page; this role marks Q22 there, citing this revision.
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- **Expedition (Q4).** One trip from a dock into the district and back, ending at a dock or in rescue. This page uses only "expedition"; the Brief's "run" means the same thing.
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- **Surge.** One large wave of the Flood entering the district. Three per expedition, each larger.
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- **Intake.** A place where a surge can enter the district: the causeway's far end, the pump hall, or the sluice.
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- **Beacon.** A fixed lamp at a branch's far end, on the district's circuit. Lit steady means its branch is powered. It flashes once when a surge is released, and that flash is what the surge comes to.
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- **Panel.** The switch at the causeway head that sends the district's one live circuit to the causeway, to the yard, or to nowhere.
- **Dispatch (Q7).** The district's relay still runs on its old timer. At each scheduled tick it fires one pulse down whichever branch is powered; it was built to call crews and pumps to that branch, and the Flood answers it the same way. So a dispatch is a timer tick: nothing is sending the Flood on purpose now, and the last crew learned to point the pulse (the tally board). Automated, not haunted; once run by someone, now left running.
- **Forecast (Q8).** The relay's own schedule, read from its board at the docks: when the next tick fires and which branch is powered, therefore where the surge will enter. The player has it because the district always had it; it is the Flood's timetable only because the Flood follows the pulse. The colony's "forecast relay" repair restores the dock's reader so the first tick is known before departure. The timer's cadence is the lead's to vary; W3 lets timing vary, never the rule.
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- **Causeway, culvert, sluice, hatch (Q9).** Causeway: the raised dry road from the dock into the district, signed as the way out. Culvert: the drain tunnel under it, walkable, dry on its own. Sluice: the low gate where water, and the Flood, come in when nothing calls them elsewhere. Hatch: a door that opens only while its branch is powered.
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- **Why the player is there, and the title (Q13, Q14; proposal, not a setting lock).** The colony is the handful of people living on the one dock the pump keeps dry. Salvage is what runs that pump and mends the dock; stop bringing it back and the dock floods, and the district's last dry ground goes under. "Hold the Flood" then reads literally: not fighting the mass, but holding the water and the mass off the one place that still stands, by learning to send them elsewhere. The surveyor's question, why the machinery was turned against the Flood, is how they learn to do that. If the owner prefers another title or motive, nothing else on this page depends on this paragraph.
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- **Why the player is there, and the title (Q13, Q14; proposal, not a setting lock).** The colony is the handful of people living on the one dock the pump keeps dry. The pump runs on what has already been banked; nothing is charged per expedition (N14: no upkeep, so a light, investigative return is never punished). The stake is long-run: every dock repair, every change of which dock is held, and the ending itself are paid in salvage, so a colony that stops hauling stops being able to change anything, and the district's last dry ground stays exactly as exposed as it is. "Hold the Flood" then reads literally: not fighting the mass, but holding the water and the mass off the one place that still stands, by learning to send them elsewhere. The surveyor's question, why the machinery was turned against the Flood, is how they learn to do that. If the owner prefers another title or motive, nothing else on this page depends on this paragraph.
## Content and asset burden
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## PM report
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Task WLD101; artifact World and Mystery r6 (supersedes r5 33dc2ae). No canonical decisions changed. r6 adds definitions and fiction for Q4, Q7, Q8, Q9, Q13, Q14 as proposals; r5 closed REV101 N10 (W1 path clause), placed beacons, and gave the no-panel extraction trace. Evidence: written analysis of Design db8c5c3, Design Review 3fd6dfc, and Clarity Questions cc0ee73 against Brief a449b2; no player data. For PM: the reader's Q15 is accurate — Tasks 254220 still shows WLD101/DES101 "Ready" and REV101 "Waiting for first submission" while the pages are at r6/r2+3 notes/r4 — and CLR101's author is not on the recorded Team; this role has not treated the page as an assignment and asks PM's hourly review to decide whether to adopt it. The Hub's new notification policy (owner notified only for decisions, approvals, milestones, blockers) is acknowledged. Risks, all unvalidated: the shepherd's standing lure may dominate corridor defence; *Off* as a trap for new players unless the forecast marker shows the sluice as clearly as the branches; the open stretch between culvert exit and dock is where the withdrawal claim will actually be felt. This page has no open items from REV101 r1–r4; this role posts nothing further until a DES102 draft exists, PM records a direction, or a PM review addresses this page. Next handoff: lead carries W1–W4 (with N10 fixed here), S1–S3, and the r5 topology into DES102; critic reviews DES102; this role checks the integrated 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.
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Task WLD101; artifact World and Mystery r7 (supersedes r6 4302067). No canonical decisions changed. Changed proposal: W1 path is sight-limited (beacon glow), so the panel never moves an arrived surge — resolves Clarity Q22 / REV101 N12, a contradiction r5 introduced on this page and the reader found; topology aligned with Design r4 (yard intake is the channel, Q23 / N13); cost (4) reworded; pump-upkeep fiction aligned with the colony rules (N14); duplicate definitions replaced by a link to Design's glossary. Evidence: written analysis of Design 42f6533, Design Review a892274, and Clarity Questions b0658c3 against Brief a449b2; no player data. For PM, unchanged: Tasks 254220 still shows WLD101/DES101 "Ready" (Clarity Q15); the CLR101 author and the Wiki Conventions author are not on the recorded Team; PM Reviews (Hub) and Glossary (Conventions) pages do not exist. The Hub's notification policy is acknowledged. Risks, all unvalidated: the shepherd's standing lure may dominate corridor defence (its glow radius is the balance lever); *Off* as a trap for new players unless the forecast marker shows the sluice as clearly as the branches; the open stretch between culvert exit and dock is where the withdrawal claim will actually be felt. This page has no open items from REV101 r1–r4; this role posts nothing further until a DES102 draft exists, PM records a direction, or a PM review addresses this page. Next handoff: lead carries W1–W4 (with N10 fixed here), S1–S3, and the r5 topology into DES102; critic reviews DES102; this role checks the integrated 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.