Blame
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1 | # Hold The Horde — Combat And Enemy Roster |
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3 | ## Current enemy attack timing — owner revision, 22 September 2026 |
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| 4 | ||||||||
| 5 | **Owner request, word for word:** |
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| 6 | ||||||||
| 7 | > I see... let's fix that. |
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| 8 | > 1- let's reduce the windup time to 1/10 of the time for all enemies. |
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| 9 | > 2- let's remove the color telegraph. special attacks can have a telegraph, but a melee one? this makes no sense. |
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| 10 | > 3- make the time of recovery exactly 1 second for all enemy types, and remove the color change. |
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| 11 | > |
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| 12 | > The main reason why we sill want to have windup and recovery is to throttle attacks so a single touch won't instant kill the player. but the current timing makes it so that players can just avoid all attacks. |
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| 13 | ||||||||
| 14 | **As built:** all five currently defined enemy roles have one tenth of their previous windup and exactly one second of recovery. Ordinary melee keeps its normal body colour while preparing and recovering; the bite animation remains. There is no red melee warning or dark recovery tint. Death still has its own appearance. Special attacks may retain telegraphs: the Caller's bracing flash remains. |
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| 15 | ||||||||
| 16 | | Defined enemy role | Windup | Recovery | |
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| 17 | |---|---:|---:| |
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| 18 | | Weak zombie | 0.10 s | 1.00 s | |
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| 19 | | Tough zombie | 0.10 s | 1.00 s | |
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| 20 | | Flanker | 0.06 s | 1.00 s | |
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| 21 | | Presser | 0.09 s | 1.00 s | |
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| 22 | | Caller (special call) | 0.30 s | 1.00 s | |
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| 23 | ||||||||
| 24 | The existing attack sequence remains: wind up, resolve one hit if the target is still valid and in reach, then recover before starting another attack. Contact does not apply damage every frame. A missed or blocked melee strike also uses the recovery period. The one-second recovery is a rest period after the attack, not a promise of exactly one hit per second: a later strike also needs its windup. Timing takes effect on the next simulation step at or after expiry. No change to damage, movement speed, health, Threat rates/caps, loot, safe-room protection or barriers accompanies this revision. |
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| 25 | ||||||||
| 26 | These are current implementation rules and supersede earlier descriptions of long, visibly signalled ordinary melee windups below. The additional unimplemented roles, featured scenarios and effects below remain design proposals; this change does not add them to the game. [Threat](/Hold%20The%20Flood/Threat) owns the current dynamic-room progression. |
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| 27 | ||||||||
| 28 | Verified in Unity: all 298 Core and 82 Unity tests passed. Focused checks cover the five shipped timing cards, delayed first contact damage, the complete one-second recovery before a second windup, the Caller's shortened brace, normal melee colours, preserved bite/death poses and the special bracing flash. These checks verify behavior, not whether the new timing is balanced or enjoyable; that remains for owner playtesting. |
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| 29 | ||||||||
| 30 | ## Earlier roster design and proposed encounters |
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| 31 | ||||||||
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32 | The astronaut enters the Balance Gallery to close one pressure cap and inspect a far-wall mark. Across a fixed structural rib, a **Bellback** plants its feet and draws dust into a bright forward cone. Two feeding mouths begin opening behind it. Slow **Pressers** pour onto the gallery floor while a Breath Bank frosts one lane and the balance chamber leans toward whichever plate carries more weight. |
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33 | |||||||
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34 | The player chooses where the crowd should gather. Sealing one mouth early makes the room safer but gives the build less density to exploit. Holding the centre lets automatic fire keep working and puts more bodies in an arc chain, but Bellback’s locked pressure wave may scatter the knot or throw the astronaut off the cap control. The player can step behind the rib, face a manual Barrier into the wave, interrupt the unfinished brace with a Nozzle, or defeat Bellback. Each answer is visible before commitment. |
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35 | |||||||
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36 | When the first announced crowd band has committed and Bellback has been answered, in either order, the gallery makes a larger temporary transformation ready while later bodies are still arriving. A developed Storm Choir can enter the connected mass and release its stored storm; an ordinary Presser validly reached by the climax falls, while routes, cover and special-creature strength still limit the result. A cautious player can instead shelter at the rib, cross on the Bank’s opposite beat, occupy the stirrup and complete one lasting cap cycle. Both paths pursue the same discovery. The intended pleasure is turning a crowd that was closing the room into the shape that makes a ridiculous build sing, then earning enough quiet to notice what the station was hiding. |
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37 | |||||||
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38 | The owner has selected mostly automatic ordinary fire with manually activated specials; the particular creatures, placements, counts and timings here remain proposals. [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) owns crowd rhythm and temporary growth, while [Build Rules](/Hold%20The%20Flood/Build%20Rules) and [Mechanical Interfaces](/Hold%20The%20Flood/Mechanical%20Interfaces%20And%20Opening%20Quantities) own rig behavior. |
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39 | |||||||
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40 | ## What each enemy adds to a crowd |
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41 | |||||||
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42 | An **ordinary role** is a readable crowd member with one main warning, action and recovery. Its job is to change a lane or a decision while dozens of bodies may be moving. A **special role** changes the whole local fight—force, moving cover or oxygen pressure—enough to need a featured entrance and more recovery space. Special does not mean invulnerable, guaranteed rare or guaranteed to survive a developed build. |
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43 | |||||||
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44 | | Role | What the player notices | The question it adds | |
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45 | |---|---|---| |
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46 | | **Presser** | Broad body and drawn-back striking arm | Can I keep the slow mass on one side? | |
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| 47 | | **Flanker** | Tilted runner and a side-lane chevron | Which route reaches my side first? | |
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| 48 | | **Caller** | Bright throat shutters beside a matching source lamp | Do I stop the next surge or invite it? | |
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| 49 | | **Boltspitter** | Filling pressure sac and a line that locks | Where is the next break in sight? | |
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| 50 | | **Clampcrawler** | Small clamp body crouching over active work | Do I bait the leap or abandon this stage? | |
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| 51 | | **Veilbearer** | Two anchors opening a fixed translucent sheet | How do I restore a valid firing angle? | |
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| 52 | | **Bellback** | Planted body and a locked pressure cone | Where will this force move me and the horde? | |
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| 53 | | **Shutterback** | Visible carrier opening a turning plate fan | Do I flank the moving shelter or break its clamps? | |
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| 54 | | **Glass Siphon** | Flashing bladder, hose line and tether radius | How much oxygen will I spend to stay here? | |
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55 | |||||||
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56 | ## Six ordinary pressure roles |
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58 | ### Presser — the lane-filling majority |
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59 | |||||||
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60 | **What you see and fear.** A broad chest, dragging close arm and bright contact plates make its reach obvious. The shoulder drops and the whole arm draws back before one forward strike. Pressers are dangerous mainly because many of them fill the useful lane while another role attacks the side, sightline or work position. |
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61 | |||||||
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62 | **How you turn it.** Back out during the draw, circle fixed cover, keep firing automatically, or use the cutter when one is isolated. A faced Barrier buys work time; Manual Trigger → Vector Nozzle can open the approach. Packed Pressers are also the connected bodies an Arc or pull build wants. A developed climax defeats an ordinary Presser it validly reaches, but its shown route and contact limits still decide which bodies count. |
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63 | |||||||
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64 | **Exact action.** It follows local sight, recent sound or the last seen place along a reachable route. At close reach it warns, locks one forward contact arc, commits one external attack wave, then plants both feet through recovery. A hit reduces condition and gives a short shown shove. Damage alone does not interrupt work; displacement cancels only when it moves the astronaut off the control. A strike on a correctly faced Barrier is a local impact and can feed a Dynamo clamped to that frame once for this wave. |
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65 | |||||||
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66 | **What its body suggests.** A hospital restraint strip lies over older joint plates. Altered patient, reused test body and later hybrid remain interpretations, not combat facts. |
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67 | |||||||
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68 | ### Flanker — the pack on the side route |
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69 | |||||||
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70 | **What you see and fear.** A narrow tilted body, long outside leg and reflective cheek plates point toward its preferred approach. While Pressers own the direct lane, a Flanker pack makes the astronaut keep a connected side passage in view. |
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71 | |||||||
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72 | **How you turn it.** Move so the side route becomes longer, force the pack around fixed cover, face a Barrier across the announced lunge, or use Nozzle to spoil the committed line. Walking and doorway geometry remain sufficient; no unique part is required. |
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73 | |||||||
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74 | **Exact action.** A Flanker uses sight or investigated local sound. When the direct lane is blocked, it chooses only a side route currently connected and visible from its decision point; it never teleports or knows an unseen path. At side reach, its outside leg folds and a floor chevron follows the intended lunge until commitment. It then makes one cross-lane body strike as one external wave, causing condition loss and lateral displacement, before skidding through a visible stance recovery. Work is interrupted only if the displacement loses the control. Barrier and Dynamo apply only at the actual faced contact. |
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75 | |||||||
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76 | **What its body suggests.** Hospital mobility braces are bolted to older asymmetric joints. Repair, patient and experiment remain competing readings. |
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77 | |||||||
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78 | ### Caller — the choice to wake more |
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79 | |||||||
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80 | **What you see and fear.** A tall resonant cavity, brightening throat shutters and a lamp matching one nearby source make the consequence visible. Caller does not make the current crowd tougher; it threatens to bring the next physical source into the fight. |
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81 | |||||||
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82 | **How you turn it.** Focus it, cut the named alarm lead, obstruct or displace it during the brace, seal the answering route, or withdraw before the crowd arrives. Barrier can buy time but does not silence it. Nozzle is a strong interruption. A powerful build may deliberately let the call finish because the second surge offers useful density and more fighting growth. |
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83 | |||||||
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84 | **Exact action.** Caller reacts to local sight, recent noisy work or a stated mechanism alarm, then braces beside its shown source. Completing the throat-shutter warning commits one external event to the already cued entrance. The event has no damage, impact or compatible current receiver; it wakes one adjacent source whose crowd arrives physically. Cutting the lead after commitment cannot recall bodies. A sealed or exhausted source cannot answer. Caller lowers and vents through recovery before it can brace again. |
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86 | **What its body suggests.** Hospital speaker wire is laced through older chamber ribs. The observed signal path is fact; its maker and intended use are not. |
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87 | |||||||
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88 | ### Boltspitter — the readable ranged line |
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89 | |||||||
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90 | **What you see and fear.** A tripod torso carries one translucent pressure sac and a straight launch rail. The sac fills, an aim line brightens, and the final rail click tells the player the line has locked. In a horde, that line makes standing still at a mechanism costly. |
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92 | **How you turn it.** Break sight during wind-up, step away after the line locks, cross behind hard cover, displace the rail or defeat it. A manual Barrier catches a correctly faced bolt; Nozzle can spoil its locked facing where geometry permits. The baseline answer is the warning and cover, not a specific part. |
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94 | **Exact action.** Boltspitter needs current sight and will not fire through its own known occluder. The line tracks during wind-up and fixes at the final click. It launches one bolt as one external wave, then empties and refills its sac through recovery. Bolt flight, any cover contact and its fragments remain descendants of that one wave. A body hit reduces condition and may knock the astronaut away from work. Hard cover stops it. A Barrier impact can feed only a Dynamo locally clamped to that Barrier. |
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96 | **What its body suggests.** A human injector rail sits on a ceramic pressure organ. Weapon, treatment tool and older test apparatus remain possible readings. |
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97 | |||||||
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98 | ### Clampcrawler — occupy the work |
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99 | |||||||
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100 | **What you see and fear.** A small six-limbed body has bright clamp jaws and an arched leap posture, visually distinct from loot. It watches an active control, forcing a choice between finishing the current stage and baiting a predictable commitment. |
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102 | **How you turn it.** Start work, wait for the jaw-flash lock, cancel and step outside the fixed landing arc so it skids through recovery. The player can also interrupt it before commitment, intercept the body with Barrier, displace it with Nozzle or clear it before working. It never steals an item. |
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104 | **Exact action.** It follows local sight and sound. When a visible control is active in its room, the crouched landing arc tracks the operator until the jaws flash and lock to the astronaut’s position. Cancelling before lock makes the inactive control ineligible and drops the crouch without a leap. Cancelling after lock does not undo the committed external attack wave. A body landing causes modest condition loss and displacement. A panel landing explicitly interrupts the unfinished work stage and leaves the Crawler occupying that control until displaced or defeated. The latch is an ongoing state, not repeated attacks; it cannot erase a completed checkpoint or consume material. After removal, it rights itself through recovery. |
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106 | **What its body suggests.** Crash-cart clamps meet older adhesion pads. Maintenance organism and changed hospital tool remain interpretations. |
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107 | |||||||
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108 | ### Veilbearer — a temporary sight problem |
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109 | |||||||
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110 | **What you see and fear.** A hunched carrier unfolds a translucent membrane between two bright floor anchors. Its edge is previewed before release. The fixed sheet briefly hides allies from automatic targeting, so the player must restore a firing angle, wait for decay or interrupt the cast; the weapon cannot solve the lost visibility by itself. |
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112 | **How you turn it.** Reach an edge, wait for decay, interrupt or displace the bearer during wind-up, or defeat the exposed body. Barrier can hold Pressers while the player flanks but cannot erase the sheet. Unlike Shutterback, the veil is fixed, short-lived and does not turn with the sheltered group. |
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113 | |||||||
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114 | **Exact action.** The bearer needs sight of the astronaut and at least one visible ally behind the preview. Losing either, or being displaced or defeated before commitment, aborts the cast. Commitment starts one external wave and anchors the sheet; moving the bearer later does not drag it. The sheet blocks required sight in both directions, making sheltered hostiles invalid targets. It causes no damage, impact, oxygen effect or compatible rig packet and emits no later waves. The bearer cannot cast again while the edge visibly decays; collapse is followed by refold recovery. |
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116 | **What its body suggests.** Hospital isolation film has grown over older frame limbs. Shield, quarantine and experiment remain open readings. |
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117 | |||||||
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118 | ## Three special roles |
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119 | |||||||
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120 | ### Bellback — move the horde with one force wave |
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122 | **What changes in the fight.** A low four-limbed body with a hollow bell chest plants, moans and draws dust into a bright limited cone. At warning start it faces the last seen point and locks the cone. The player can therefore use the coming force: leave it, put a rib between it and the astronaut, or allow it to shove loose bodies toward a useful plate or knot. |
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124 | **Exact action and answers.** If the brace completes, Bellback releases one pressure wave and then collapses, unplants and refills through recovery. Pressure, shoved bodies and their resulting collisions are descendants of that one external wave. It damages condition and moves the astronaut, loose objects and unbraced creatures until structure stops them; work ends only if displacement loses the control. Displacement or defeat during the unfinished brace interrupts it. Manual Nozzle can break the brace. An accepted Inward Draft with clear line moves Bellback at most two metres, uses one body slot and interrupts an unfinished brace; cover blocks the pull. Leaving the locked cone or reaching hard cover avoids the release without cancelling it. Barrier can face the impact. Dynamo receives only a hit on its named local carrier, never remote body collisions. A released wave remains committed. |
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126 | **What its body suggests.** Older compression plates sit under a hospital harness. Ascension apparatus and compression-treatment patient remain interpretations. |
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128 | ### Shutterback — moving shelter for a group |
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129 | |||||||
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130 | **What changes in the fight.** A tall visible carrier unfolds a plate fan. A heel-clamp click and floor-shadow preview announce its first shelter angle; while open, it turns slowly within a shown limit so the safe firing angle moves with the group. The player decides whether to take the longer flank, attack the exposed carrier or break the clamps before the shelter protects a second pressure. |
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131 | |||||||
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132 | **Exact action and answers.** Shutterback needs local sight and visible allies behind its shelter angle. The heel clamps set and the shadow fixes before the fan opens. Opening starts one external wave but adds no impact, payload or rig packet. The plates block sight and ordinary projectiles through their actual angle; sheltered enemies are invalid automatic targets. A projectile already in flight continues and stops only if it physically hits a plate. Breaking the clamps, sufficient damage or defeat collapses the fan; folding and regaining stance form recovery. Manual Nozzle can rotate or break the clamps. Arc has no permission to ignore the screen. Sustained ordinary fire, hard cover and the longer visible angle remain baseline responses. |
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134 | **What its body suggests.** A hospital radiation fan rides on non-human load joints. Treatment barrier and older experiment screen remain competing readings. |
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135 | |||||||
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136 | ### Glass Siphon — make oxygen pressure local |
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137 | |||||||
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138 | **What changes in the fight.** A narrow tripod shows a translucent bladder, hose arm, line and radius. The empty-bladder flash locks the tracked launch line. If the hose attaches, the player sees a second drain beside ordinary suit use and must decide whether this work stage is worth the oxygen. |
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139 | |||||||
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140 | **Exact action and answers.** Siphon needs local sight and unobstructed line within its shown radius. It tracks during the brace, locks at the flash and commits one hose strike as one external wave. A miss retracts fully before another brace. A hit creates one continuing tether state—not repeated waves, damage ticks, canister deletion or offscreen loss. It adds drain only while attached. Leaving the radius, breaking line with hard cover, displacing or defeating Siphon breaks it, followed by visible retraction recovery. Barrier may intercept the physical launch and feed a Dynamo clamped to that frame. Barrier or Nozzle can stop the launch or break its geometry; pillar bait, line breaking and ordinary or cutter defeat remain baseline. Work may continue while tethered at the displayed higher oxygen cost. |
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142 | **What its body suggests.** A crash-cart hose is fixed to an older breath-transfer bladder. Resuscitation device, respiration test and hybrid remain interpretations. |
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143 | |||||||
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144 | ## Shared combat reference |
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145 | |||||||
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146 | ### Perception, targeting and commitment |
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147 | |||||||
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148 | Enemies attack on local sight, investigate recent sound or a last seen place, search locally and give up. They do not gain global knowledge, use unseen shortcuts or track across the station. A completed call or named alarm can alert an adjacent source, but its arrivals use a route shown before they appear. |
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150 | By default, each ordinary automatic actuator selects its nearest visible valid hostile within its own reach and source arc. Each output keeps its own readiness and target check, even when several outputs or Fork Relay branches coexist. A failed check preserves present readiness: a recovering actuator stays unready, while a ready actuator without a target stays ready. Commitment seals one target and spends that actuator’s readiness. New occlusion does not erase or retarget an existing projectile, though physical cover may intercept it. Power, heat, rig space and carrying capacity limit simultaneous paths. |
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152 | Every enemy attack has a visible warning, one committed action and recovery. Simultaneous warnings remain independent and resolve by actual contact, not a hidden turn order. Each attack or call is one external wave. Its pressure, projectile flight, fragments, pushed bodies or continuing state retain that ancestry and cannot create free readiness or energy. A later refusal never rewinds an earlier commitment. Barrier catches only qualifying physical contact on its faced geometry; Dynamo responds only when locally clamped to the struck Barrier, Projector feed or named fixture surface. |
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153 | |||||||
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154 | ### Crowds, stages and earned quiet |
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155 | |||||||
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156 | Crowds come from named physical source volumes—wards, ducts, stores or mouths—and enter through visible feeding apertures or warned walking routes. A mapped group may already have walked to its standing position before departure, but those bodies are deducted once from that source. Loading, re-entering, waiting or killing efficiently never duplicates them. |
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157 | |||||||
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158 | A **stage** is one finite announced release. Fast killing can hold a lane while a source is still feeding; it does not end the stage. Clearing its committed attackers or completing its physical seal resolves it. A preventive seal stops the release and its unpaid growth marks, while a late seal stops access but leaves bodies already through. There is no counter-spawn, tougher replacement or reduced reward because a build succeeds early. Quiet begins only after remaining pressure is cleared, bypassed into a shown quiet state or physically separated. An occupied neighbour may still send bodies through a visible route. |
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159 | |||||||
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160 | Regular fighting supplies temporary upgrades, and named major horde events can offer larger transformations before the crowd is over. Those upgrades, queued choices and unchosen offers last only for the current expedition. A fresh expedition renews combat and growth through viable sources and current routes after either a living return or revival. Permanent closures, completed work and joined rooms remain. Only death also rearranges unjoined rooms. Defeated enemies do not return during the ongoing expedition. |
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161 | |||||||
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162 | ### Work, recovery and return |
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163 | |||||||
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164 | Work done while the game runs shows its current stage and committed checkpoints. Explicit cancellation, displacement out of reach or a creature occupying the control loses only the unfinished stage; damage alone does not. Capturing a record is all or nothing. Seals, completed caps, pins, clamps and other owning checkpoints persist. |
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165 | |||||||
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166 | The journal fully pauses enemies, oxygen, tethers, projectiles, alerts, warnings, recovery, readiness and work. Link edits among accessible mounted parts can commit inside that pause, but no action or timer in the world advances. Pickup, first fitting, fixture operation and other physical work happen while the game runs. |
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167 | |||||||
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168 | A living retreat requires physically reaching the named exit and does not repopulate the ongoing expedition. Returning aboard alive preserves the arrangement; death shifts unjoined rooms. Either return brings every still-carried part and loot object home once, ends expedition power and begins a fresh combat climb next time. Breathed oxygen and consumed material stay spent. Dropped or station-installed objects remain at their exact locations. |
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169 | |||||||
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170 | ## Where the roster appears |
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171 | |||||||
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172 | There are ten encounter placements across the four regions and twelve objectives. Objectives 10 and 12 add no encounter. Setpiece A is placement 8 and setpiece B is placement 10, not extra rooms. Every placement except objective 3’s quiet first latch lesson is a crowd encounter; one featured creature is a teaching cue inside that pressure, not a replacement for it. |
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173 | |||||||
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174 | | Objective and host | Crowd pressure and player decision | Work, quiet and lasting state | |
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| 175 | |---|---|---| |
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| 176 | | **1 — R02/R03, Freight Split** | Pressers fill two cargo lanes; the noisy last fastener or Caller can release the patient-bay stage. Install Fork to hold rack and shutter, carry it and fight the open lane, cut the alarm, or retreat between fasteners. | P01 Triage dog or clearing earns quiet. Fasteners, dog/alarm state, bridge and the one Fork location persist. | |
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| 177 | | **2 — R05, Pace Calibration** | Boltspitter holds the pillar line while 15–30 Pressers stream from a belt-return duct and thicken during gait work. | Drop the duct grille or clear arrivals. P02 Carousel and each gait capture keep their own checkpoints; Stride/coupler recovery remains separate. | |
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| 178 | | **3 — R08, First Local Latch** | First lesson: one Clampcrawler in a quiet hall. On an eligible later expedition, P03 alert may open an opaque holding volume containing 20–40 Pressers; cutting before commitment prevents it, and there is no seal after the shutter is dogged open. | The introduction-seen bit prevents a same-expedition retry spawn. Latch/refusal/release and committed dog/alarm states persist. | |
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179 | | **4 — R11–R13, R-3 Crossing** | A Flanker pack uses the side leg while 25–50 Pressers flow through the quarantine-wing grille around the bollard. | The prepared short route must be demonstrably quiet or separated before rescue begins: arrivals cleared, bypassed into a shown quiet state, or cut off by a persistent local closure. Sealing the grille never removes bodies already through it; three walking legs stay open. The [placement inventory](/Hold%20The%20Flood/Encounter%20And%20Mechanism%20Placement%20Inventory) owns the full crossing rule. | |
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180 | | **5 — R14/R15, Builders’ Runs** | Boltspitter guards the pump-hall pillar; Veilbearer screens a rail crowd. Gantry and cable-duct stages are separate. In the moving-scan variant, the same sources provide its warned bands and P14 milestone—never duplicate stages. | Seal gantry hatch/duct grille or clear arrivals. P04, captures, wall panel and Lens state persist; the scan bridge keeps its own notch/sample rules. | |
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| 181 | | **6 — R17/R20, Pressure Ledger** | Flankers precede one 40–80 Presser ward release; Siphon waits across the sampling-loop pillars but R20 has no source. Long lane earns bands; the cutter-opened passage is a bypass/return shortcut. | Lock both ward doors or clear the release, then use P05 Breath Bank and cap work. Passage, seals, caps, evidence and Dynamo/core locations persist. | |
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| 182 | | **7 — R24/R23/R21, Transfer Evidence** | Veilbearer and Boltspitter cover separated stations while one 30–60 loft stage uses three R24 hatches. Corrective-pair capture or P14’s far sample can trigger that same stage once. | Dog all hatches or clear arrivals. P06 Grid, pair captures, Cycler location and spent sample persist; transfer lines carry no creatures. | |
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| 183 | | **8 — R25, Balance Gallery; setpiece A** | Bellback, two mouths and 80–150 bodies at once combine with Bank and Balance movement. Seal early, use rib/stirrup, or exploit the centre. | P07/P08 cap and rib-pin checkpoints persist. R26/R27 may hold Nozzle, exchanger and the separate Mara rescue follow-through. | |
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| 184 | | **9 — R28, Regulator Reply** | Shutterback shelters a 30–60 rack-aisle crowd; Caller may release a second ceiling-hatch stage. Flank the fan, break clamps, stop the call or work under occlusion. | Seal grille/hatch or clear arrivals. P09 Grid, alarm, pulls, records and Capacitor location persist; R29/R30 are optional. | |
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| 185 | | **10 — aboard ship** | No station encounter is added to the readiness report. Retrieval pressure belongs to each component’s source objective. | Safe ship work. | |
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| 186 | | **11 — R35–R38, Receiver Vault; setpiece B** | Shutterback, Siphon and Caller combine with an 80–150-body hall stage from two side mouths and a separate far-wall stage. Choose selector lane, long flank or first clamp. | Seal, clear or separate pressure, then complete P10 equalisation/iris work. Clamps, equality, iris and later evidence/isolation states persist. | |
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| 187 | | **12 — R31–R34 and eventual whole station** | No new population is revealed by a join. Existing rooms reuse their actual creatures only; noisy future join work is defended only where cued. | P12 converter/roster and existing latches keep their own rules. No final counter-horde or joining mechanism is assumed. | |
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| 188 | ||||||||
| 189 | The placement inventory currently contains **fourteen proposed major mechanisms**, including P14 moving scan/bridge. This page assigns creature pressure around them but does not add a mechanism. The two discovery orders keep their teaching cues: build-and-ship-first can meet Boltspitter at objective 2, Flanker at 4 and Bellback at 8; language-and-network-first can see separated Boltspitter/Veilbearer cues at 5 before their pairing at 7 and the Flanker-only approach at 6 before its valve mixture. Siphon at 6 and Shutterback at 9 precede their combination at 11 in either order. The cheaper Bellback version of setpiece B must rehearse its own threshold warning rather than assume objective 8 happened first. |
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| 190 | ||||||||
| 191 | ## The two major setpieces |
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| 192 | ||||||||
| 193 | ### Setpiece A — Balance Gallery Hold |
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| 194 | ||||||||
| 195 | R25 must show Bellback’s cone, one fixed rib, the Phase-Balance neutral line, one Breath Bank draw lane, a protected cap control, handrail and occupied stirrup from the threshold. Two source mouths sit away from walking passages, with closures accessible from the fighting side and enough outer floor for the proposed 80–150-body simultaneous crowd. |
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| 196 | ||||||||
| 197 | The first phase teaches the two machine directions while Bellback and bodies gather. The second releases the crowd from both mouths. The player may seal one early, hold the flow, use bodies to load a plate, or overpower it. The third is the earned break: one cap hand-cycle, or two separate cutter releases and a pin for one rib, then optional Nozzle/exchanger recovery. Persistent progress—not extermination—is the objective. |
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| 198 | ||||||||
| 199 | The major event remembers **horde engaged** and **Bellback answered** once per expedition, in either order. A valid local mouth band or specifically mapped threshold band supplies the first fact. Escaping the locked cone, keeping it behind the rib until release, catching it with a faced Barrier, interrupting the unfinished brace by displacement, or defeating Bellback supplies the second. An unblocked hit does not. Early defeat is remembered and never produces a replacement or immunity. The first opportunities occur before that band’s growth break, leaving a crowd in which to use the transformation. |
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| 200 | ||||||||
| 201 | With both local mouths permanently sealed in the mapped alternative, R35’s conserved source allocation sends two warned 40–65 bands through R26; the first includes the one renewed Bellback already across the rib, and the second may overlap it. This is part of the single R35 total described below, not a copy. Unpinned balance and uncapped Bank phase reset on withdrawal/death; completed cap, pin, seal and placed-object states remain. A death creates no new punitive wave. |
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202 | |||||||
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203 | ### Setpiece B — Receiver Vault |
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204 | |||||||
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205 | R35’s threshold shows two pillars, Siphon radius, Shutterback’s first angle, Caller and its source, two side mouths, a separate far-wall hatch, R36’s iris and the two clamp approaches. The side mouths support a proposed 80–150 bodies at once. The first phase asks whether to take the exposed selector, longer fan flank or first clamp. The second combines the special pressures and optional Caller stage. The third uses earned quiet to equalise by selector or two clamps and hand-cycle the iris. R36’s side openings to R37/R38 are walking passages and are never sealed; opening R39/R40 creates no crowd. |
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206 | |||||||
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207 | A developed build may strip the exposed Shutterback and release into the packed hall, even allowing the Caller’s second stage on purpose. No counter-spawn or protection answers that efficiency. The low-power route seals the nearest mouth, baits Siphon’s hose into a pillar, crosses during full retraction, cuts the alarm and uses the longer flank to complete one clamp before withdrawing. Gauges and two clamps keep language, equipment and survivors optional. |
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208 | |||||||
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209 | For the one mapped route where nearer local sources are permanently sealed, R35’s two side-mouth volumes have a proposed conserved total of **220–370 bodies**. Of that, 40–60 stand in two R17 bands, 20–30—including R20’s existing Siphon—occupy the R20-to-R25 approach, 80–130 form the two R25 bands including one Bellback, and 80–150 remain at R35 at once. The 140–220 migrants walk the current R35→R27→R26→R25→R20→R17 route before departure and are deducted once. Re-entry or reaching R35 does not refill it. The far-wall Caller stage is separate. A living return can initialize a fresh allocation next expedition if this arrangement and its sources remain viable; death may break the unjoined R27→R35 route. Other sealed arrangements still need mapping. |
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210 | |||||||
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211 | ## One revisit: the sampling loop becomes fuel |
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212 | |||||||
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213 | On the first objective 6 visit, the four-space Sensor/Projector plus Manual/Barrier rig can barely hold the long hall. The player seals one ward door, baits the newly seen Siphon hose into a pillar, handles the Flanker pack along the wall and closes one Breath Bank cap. Four starter parts, one two-unit canister, the one-unit Dynamo and two-unit regulator total **9 of 10 C**, so a lightly loaded successful visit can carry both finds. This example leaves the regulator only when other carried cargo leaves fewer than the two units needed for its pickup, or when the player keeps more breathing margin instead of spending time on both pickups. The cap and any removed fixture part remain changed; the route record is useful but not promised after death. |
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214 | |||||||
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215 | After finding Capacitor and opening the six-space ship configuration, the player can return—if the sampling loop is actually reachable—with **Counterwall, 6 C / 6 A**: Manual → Barrier, Dynamo clamped to that frame → Capacitor, then the Capacitor’s built-in manual release → Arc. Each Siphon hose, Presser strike or Flanker strike caught on the faced Barrier is its own external wave and may supply one local Dynamo contribution. At a visible valid Arc target, the player releases stored charge through the packed lane. The horde has changed from a reason to flee into fuel for a protected valve window. One two-unit canister leaves only two carrying units for the regulator and nothing else. |
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216 | |||||||
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217 | The lateral **Salvage Breacher, 6 C / 6 A** uses Manual → Cycler → Projector, with Dynamo on Projector’s physical-output feed and Capacitor storage. It can buy an opening without waiting for strikes, but the selected salvage occupies space until used and permanently loses its return value. Protected or invalid material refuses before consumption. Once Cycler commits a valid sample, a later Projector refusal, occlusion or miss does not refund it. Consumption may make room for the regulator; that is the cost, not a free inventory trick. |
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218 | |||||||
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219 | Either build can finish the hand-cycle and take the regulator. A living return brings the carried manifest home and preserves seals and completed work; the next expedition renews viable pressure and growth. Death after committed pickup returns every still-carried object once, while spent Cycler material remains spent. Death before pickup leaves the regulator there. The journal can pause the warning for record and link comparison, but tether breaks, attacks, cap work and pickup still require running time. |
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220 | |||||||
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221 | ## Cheaper roster alternative |
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222 | |||||||
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223 | The current full proposal is six ordinary roles, three specials and two setpieces. Its strongest cheaper alternative keeps all six ordinary roles plus Bellback and Glass Siphon, removes Shutterback from this roster, and uses only Receiver Vault as a major setpiece. Veilbearer carries the simpler sight-pressure role. Balance Gallery becomes an ordinary Bellback/mechanism placement. Receiver Vault uses Bellback and Siphon instead of the moving fan, but its threshold must show one complete Bellback warning, locked release and recovery across fixed cover before Siphon can overlap. That self-contained rehearsal avoids requiring objective 8 first. |
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224 | |||||||
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225 | The alternative removes one special adaptation and one bespoke staged layout, at the cost of less dynamic angular cover, spectacle and escalation. It does not delete any ordinary movement/cover baseline or add a creature. Two different tests remain: if the fixed Veilbearer and moving Shutterback are not readable as distinct pressures, cut the ordinary Veilbearer rather than multiply occlusion roles; separately, the cost-driven 6/2/1 alternative removes Shutterback to save the special adaptation and staged layout. Neither roster cut is selected. |
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226 | |||||||
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227 | ## Open questions |
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228 | |||||||
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229 | - Target priority, manual overrides and aiming assistance. |
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| 230 | - Exact warning/recovery timings, condition damage, health, displacement, crowd scale and on-screen effect density. |
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| 231 | - Camera, line, cover and Barrier eligibility rules; Siphon drain presentation. |
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| 232 | - Whether Veilbearer’s fixed sheet and Shutterback’s moving shelter remain distinct in a crowded fight. |
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| 233 | - Origin interpretations; the visible human/older layers settle neither hospital nor alien history. |
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| 234 | - Ongoing-expedition pressure after a quiet window and renewal around every possible shifted route and permanent seal. |
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| 235 | - Exact ordinary-growth cadence and major events outside the current Balance Gallery and moving scan examples; rewards for sealing early. |
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| 236 | - Exact room geometry, source capacity and performance for the 80–150 simultaneous setpieces and the conditional 220–370 conserved allocation. |
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| 237 | - Objective 12’s joining mechanism and connection rule. |
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| 238 | - Whether the full roster or the six-ordinary/two-special/one-setpiece alternative is used. |
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| 239 | - Whether developed builds reliably leave enough crowd for their payoff and whether the baseline routes remain readable; both require later authorized validation. |
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| 240 | - These rules are untested; names, origins, frequencies, populations, timings, health, damage, placements and mechanism counts are proposals. |
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