Hold the Flood — Equipment and Inventory

Current equipment, in plain language

The surveyor always carries the Cutter and has a fixed two-by-four rack for everything else: batteries, tools and salvage brought home. A tool occupies space that could carry salvage. The player chooses the rack layout, battery links and collection priority at a shelter, then chooses when and where to use the fitted equipment during the expedition. The current rules do not ask the player to sort items continuously in combat.

The three build families are plans, not items or locked classes. A Circuit Harvester spends charge to control or harvest a wet crowd; a Route Shepherd places destinations and changes how a crowd moves; a Salvage Breacher opens safer gathering routes with direct tools. Players may mix them whenever the rack, known recipes and preparation service allow. The proposed first catalogue has twelve entries—three primary tools and nine modules—not twelve tiers and not a final quota. Build Paths shows the choices; the catalogue below links each item rule.

Current Visionary change, countersigned by Equipment: Siphon may consume any selected wet salvage bundle in the carried rack, regardless of its cell position, and send three charge to the battery chosen at shelter. The preview shows the bundle and Siphon being lost, the charge gained and any overflow. Ground cargo and unique project parts remain ineligible. This keeps the consequential choice—bank the salvage or burn both items for immediate power—while removing a packing gate that mostly required leaving the right neighbouring cell empty before a pickup. The credible alternative is the earlier adjacency rule, which made rack geometry matter more; reject it here because links and rearrangement are shelter-only, so the field response was usually discard/reload rather than a new route or machine action. Wet-cargo leakage, finite rack space and shelter-only fitting still make layout matter.

Current review boundary: PMR008 37fd94 accepts the prior effect/interface, recording-shelter and repeated-expedition contributions within its stated scope; it does not blanket-approve this catalogue. The Visionary’s simplification at Inventory 810057, Utility 4ffa18 and Build Paths bbb314 is a working design revision. All quantities remain provisional and untested.

Equipment lets the surveyor choose how to reach and change a dangerous place, and what to bring home. Fight for room with a primary tool; spend harvested charge on control or light; redirect power or drain water for another route; trade carrying capacity against protection, healing and fuel. The catalogue below names each choice in plain language.

2026-09-07 · Game Visionary · Working catalogue audit. Retain the distinct tool functions provisionally; no whole-item removal is justified by this pass. Remove Siphon’s neighboring-cargo requirement in U5, and stop treating its use as necessary on the Tram’s earned quick return. A bundle buys optional power, not permission to finish. Exact rules remain on the linked item pages; the vision supplies the test. Earlier correction notes and the obsolete six-cell/seven-module seed are preserved at ba5942, not presented as a second live catalogue. This is written design, not tested balance or owner approval.

Current-direction combination — Choir Cascade

The Choir Cascade uses no new portable item. Following seven-bell marks before the first credits teaches the player that the central furnace hall is a tuned Choir network: a finite, visibly outlined wet basin whose bells can distribute one prepared Coil-and-Arc discharge. The earlier one-cell Echo Relay proposal is superseded because it only permitted this authored interaction; putting the multiplier in the place makes discovery and preparation—not carrying a key—the cause.

The legal base rack is Coil (2) + Arc (1) + two independently linked full Batteries (2) = five cells, leaving three for cargo or safety. Firing both through the master bell empties both banks. The network strikes each Coil-stunned ordinary body inside its lit footprint once and kills it; this exception exists only inside a tuned Choir network. Ordinary Coil plus Arc elsewhere retains the standard Arc cap and damage. Crust, a Heavy, dry or outside bodies, and the later wave survive. The network trips dark for the rest of the expedition.

This bounded encounter replaces both the four-origin/sixteen-body rule and Equipment's seven-origin/twenty-eight-body alternative: each knowingly left part of the finite authored crowd alive and missed the owner's named screen-wipe payoff. The footprint itself is the cap and preview. A fitted Siphon plus wet bundle may still spend the last two of three free cells to add three charge to one partial bank; it never unlocks or widens the effect. Combat owns ordinary damage grammar; this page and Brief own the paid rack and encounter promise. All crowd counts, timing, performance and feel remain provisional and untested.

Equipment disposition and same-scene test — 2026-09-07. Equipment countersigns the finite environmental Choir rule in Brief 6fd398 and Combat 251669. Keep Coil, Arc, the two independent full Batteries and the discovered network; remove the portable Relay. TRL-WB1 2bd3df identifies the deciding alternative correctly: the carried item created no second inferable use, so its extra cell, acquisition and presentation burden did not buy another build decision. The retired specification remains at Echo Relay ca4137.

Compare the same furnace scene. Without a tuned Choir network, the five-cell rack may stun conducting bodies in the basin and use ordinary Arc chains, but a chained hit remains one ordinary Cutter contribution and the standard hop cap applies; being stunned creates no execution, so the rack cannot promise a room clear. With the lit network, the player routes ordinary bodies inside its visible boundary, commits both full banks at the master bell, and every Coil-stunned ordinary body in that footprint receives one lethal Choir strike. The preview excludes Crust, the Heavy, dry or outside bodies and the later wave before the spend; afterward the network is dark for the expedition.

The environmental version gives back the Relay's cell, but it is not free: five of eight cells and twenty charge are committed, the effect exists only at authored tuned places, and Siphon plus a wet bundle consumes two of the remaining three cells merely to top up one partial bank. A carried Relay would give a tangible late item and a larger cargo sacrifice, but preserving a single-recipe key is weaker than making learned place, crowd positioning and power preparation the cause. Do not broaden Relay solely to save it. Crowd count, timing, readability, performance and feel remain provisional and untested.

Bell House heat cell — two-cell project cargo

The failing-but-usable heat cell in Brief 342043 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.

Carrying it home resolves Senn's warm-room promise under Colony 109bf1; 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.

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.

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

Same objective: copy the Tram summit timetable, inspect the open pass toward the Exchange, and extract at the depot. Build Paths EQP102 compares (A) riding the lit tram and cutting through its blocking Heavy with only Kit, (B) Coil/Insulation's paid wet-yard control followed by the road, and (C) a planted Beacon holding the launch crowd below while the tram climbs dark. Each starts within the small issue packages with empty banks and a single baseline stop; the full acquisition, literal racks, funding, targeting, failure and return costs are on that page. This is Equipment's half of EQP102/CMB102, not a claimed Combat submission.

The discovery, reconciled with the integrated campaign: Siphon versus Kit in the summit stores teaches salvage-to-power conversion. In Campaign r8, the Heavy supplies five charge and the earned quick return needs no conversion. If the player chooses to stay, Siphon can add thirty seconds to the lure’s fifty-second supply, at the cost of the bundle and converter. Keep that optional cargo-versus-assurance choice; retire the superseded requirement to fit this option into a thirty-second crossing. Build Paths carries the current comparison. The first Insulation acquisition and recording requirements are unchanged.

Catalogue verdict, addressing REF107 fcf9d4 and X32 4e4d20: their comparison correctly asks whether within-district choices carry the larger campaign. Mature item manifests are not launch quotas; neither are our possible rack combinations evidence of depth. Keep twelve as the first working catalogue, not a final ceiling, and spend this revision on an action-changing discovery/acquisition route rather than a thirteenth name. The Tram example earns three distinct ways of handling one objective and a later conversion choice; it does not establish sufficient variety for every proposed expedition. Alternatives, Arc and the remaining topology tools still owe equally concrete cases. Combinations have design/presentation costs even when they reuse items.

Integration limit: agree with Colony fe7d88 that Campaign 9366c8's berth-supported seven-cell departure is illegal under current issue rules. Recommend a small legal start and explicit field offers/shelter fitting if fuller gear is needed; do not raise the cap or grant tooling alongside the supported berth. Campaign/Lead still own the apron placement, manual depot return and short-lure route. Inventory now mirrors the Lock Flight's two one-cell nonconductive crane parts as project cargo, not issueable/converter fuel. The separate Collector five-second winch conflict remains open on its owning page.

This submission's exact source ledger is on Build Paths EQP102: Tasks b68997, PMU007 f62987, PMR006 a28870, Campaign 9366c8, Colony fe7d88, shared 8644ea, Combat 6129ea, Design Review ce94e4 and the full current intake, compared against r3 dc3aa2 / fc64bb / 7b7bf2 and task evidence ca40f9. The older EQP101 ledger below is historical provenance, not this run's current checkpoint. No PM acceptance or development authorization follows from this submission.

Catalogue and reasons for its size

Each linked specification gives trigger, effect, target, visible state, space/resource cost, restrictions, combinations, acquisition and a reason to retain or combine an early item. “Retain” here preserves a prior proposal's useful interaction; it does not imply owner adoption.

Entry Decision it adds or preserves Definition
Cutter Free rack capacity and quick straggler attacks; retained Arc host W1
Rivet Driver — new Commit to a penetrating line; sacrifice a rack cell, rapid retargeting and Arc W2
Prod — completed Lead proposal Make local space by direction and obstacles; accept no kill yield and no Arc W3
Battery Fuel commitment versus one more cargo bundle; reserve storage remains useful U1
Coil Spend independent power for wet control/harvest or a temporary route C1
Insulation Hot-water access versus cargo/healing; distinguish protection from ordinary insulated housings U2
Portable Beacon Choose an entered crowd's destination, paying fuel and retrieval capacity U3
Kit Recover one injury sequence versus prevention or cargo; consumed on use U4
Siphon Sacrifice one bundle and the module for three charge; salvage versus immediate power U5
Arc Spend a full separate battery on density; keep Cutter meaningful later A1
Cable Reel — revised Lead proposal Bridge reachable power terminals; existing-source dependence and unwanted energized connections U6
Hand Pump — completed Lead proposal Drain a channel for a route, paying charge and losing the water’s conduction U7

Three primaries distinguish fast single-target attacks, committed penetration and local displacement. Coil, Beacon, Reel and Hand Pump offer different ways to affect a route; Battery, Arc, Insulation, Kit and Siphon make storage, spending, protection, recovery and conversion competing choices. More entries are not needed to state these first branches. A further item should answer an uncovered action or countercase; this is an initial catalogue, not a final campaign ceiling. No renamed stat bonuses or hypothetical hundred-entry list is proposed.

Three family recommendations

Family Early foundation → middle branch → late choice Main weakness
Circuit Harvester Coil/Insulation → harvest-and-Arc or grid-diver → extra reserve versus cargo, or Siphon versus Kit Needs fresh wet targets or pays power for no harvest; collecting is exposed
Route Shepherd Cutter/Beacon → Prod pathmaker or Cutter/Arc funnel → sustained cable route versus more cargo Nearer lights and local pursuit defeat careless placement; fuel and recovery space matter
Salvage Breacher Cutter gathering → Driver dry convoy or drainage field engineer → paid diversion or costly independent power Flanks/obstructions defeat line shots; most powered additions remove hauling capacity

Build Paths specifies each stage, branch, exploration interaction, enemy countercase and legal rack. It also owns acquisition and proposed colony preparation packages. Families can mix; no class lock or compulsory “late best build” is introduced.

The old six-cell rack made the complete Coil/Arc interaction consume every cell. Eight admits that interaction plus two cargo or countermeasure cells; fitting both a Beacon and its battery still removes that cargo. A larger rack is only worthwhile if it buys those choices, not because campaign scale needs a larger number. The six-cell alternative better protects a dedicated hauler's capacity advantage; prefer eight for trying interactions together, with this tradeoff visible.

Keep wet-cargo leakage as a forecastable risk accepted for an extra bundle, not a repeated sorting test. Nonconductive housings and saved layouts make ordinary safe packing routine; the document should admit that. Keep links one-to-one, changeable only in shelter, independent of adjacency. Replace most-room collection with a player-set priority so placement order stops accidentally deciding which action is ready. Keep no kill XP provisionally, but add authored acquisition choices and dependable preparation packages. Whether those decisions occur often enough for survivorlike appeal remains unverified; more pages cannot establish it.

Asset burden and limits

No asset was created, commissioned, purchased or claimed available. New presentation needs are two additional distinguishable primary tools, clear pierce/shove cues, portable drainage/outfall feedback, a cable/terminal connection and non-colour-only state indicators; existing Coil/Arc/Beacon readability also remains work. Prefer verified free existing assets during an authorized sourcing pass. The cheaper fallback is to cut Cable Reel and use existing valves, or cut a new primary rather than silently commissioning its art. No AI-generated art, including concepts or placeholders. All work here is written design; no game code, Unity setup, prototype, simulation or playtest. Unity and Steam remain selected; enemy identity/setting remain proposals. The rejected one-district/three-to-four-hour scope and D022’s provisional seven external districts plus refuge determine no catalogue quota or validated duration.

Exact source revisions

2026-09-06 r3 check: used /-/index and /-/log, read the current raw source bodies, and matched them to the immutable revisions below. This is the delta source ledger for the PMR006 countersign; r2 ae4543 retains the earlier full derivation ledger.

Source Revision read
Hold The Flood ac60f3
Hold The Flood/Brief 77e392
Hold The Flood/Tasks 20c044
Hold The Flood/Team 3e5ce6
Hold The Flood/Expansion Brief 8e517e
Hold The Flood/Design Index 8edf4e
Hold The Flood/Pm Reviews da9eb5
Hold The Flood/Pm Reviews/Pmr006 a28870
Hold The Flood/Design Review 4508fd
Wiki Conventions d9338f
Hold The Flood/Equipment ae4543
Hold The Flood/Mechanics/Inventory And Charge 9b0547
Hold The Flood/Mechanics/Power And Attraction 29f5b0
Hold The Flood/Mechanics/Combat 80835f
Hold The Flood/Colony 06acdb
Hold The Flood/Campaign 6e4b59
Hold The Flood/World And Mystery d108c1
Hold The Flood/Enemies e82646
Hold The Flood/Enemies/Spark 730ee8
Hold The Flood/Districts/The Collector 75c09e
Hold The Flood/Equipment/Build Paths dd5d5d
Hold The Flood/Equipment/Coil 0696cf
Hold The Flood/Equipment/Arc 445cdd
Hold The Flood/Equipment/Utility Modules 087718
Hold The Flood/Weapons/Cutter 5f5713
Hold The Flood/Weapons/Alternative Tools aaabb2

The earlier Equipment submission retained the PM seed verbatim. This Visionary pass retires that superseded copy to its existing immutable revision, with the headings below retained for old links. Numerical values remain provisional; no implementation, simulation, playtest or asset work is claimed.

Preserved PM source seed

The PM seed is preserved in Equipment ba5942, derived from Design Document r13. Its older rack, collection rule and catalogue are historical, not a second current design. Retired from this page’s active body by the Game Visionary on 2026-09-07 to prevent another contradictory first read; no source revision was deleted.

Actual current catalogue

Historical heading retained for incoming links. Use Catalogue and reasons for its size above; the former seven-module table is in ba5942.

Rack and resource contract in r13

Historical heading retained for incoming links. The current inventory rules supersede the r13 source summary.

Expansion assignment

EQP101: assess rack size and progression, acquisition, meaningful weapon families and item combinations. Supply three genuinely different early/middle/late build paths, each with branching choices, an environmental interaction, an opportunity cost and a failure case. State how discoveries and colony choices unlock possibilities without replacing every old item with a strictly better one.

Do not inflate the catalogue with renamed stat bonuses. Make individual item pages when their trigger, effect, targeting, costs, restrictions, interactions and acquisition are actually specified. Work with Combat on the shared attack/status vocabulary and Colony on persistent unlocks. All new counts and balance values remain proposals.


1,692 words of submission status, provenance and handoff were removed from this page on 2026-09-07 by the wiki editor, under the owner's instruction that discussion belongs in chat and articles belong to the design. Sections removed: EQP101 submission, Reconciliation with submissions published during drafting, Effect table response, Transfer and cross-role dependencies. Nothing is lost — the full text is at revision 122d38 and in this page's history. Discussion continues in the hold-the-flood room.