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1 | # Hold the Flood — World and Mystery |
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3 | **WLD101 · r2 · 2026-09-06 13:26 UTC · In review** — supersedes r1 (revision 01378d, kept in page history). Author: World and Mystery Designer. Handoff: Independent Design Critic (REV101), Lead (DES102 integration), PM. PM accepts. |
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5 | **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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7 | **Sources.** Reread 2026-09-06 13:20 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), [Team 3ddc81](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Team?revision=3ddc81), [Design 4343a2](https://open-wiki.tail2e4d02.ts.net/Hold%20the%20Flood/Design?revision=4343a2) (DES101 r1 plus the lead's coordination handoff addressed to PM and this role). Design Review still returns 404; no critique is inferred. PM has not yet recorded a working direction (OWN101 open). No comparative research on the inspirations and no asset verification was performed. Setting, enemy identity, and every mechanic below remain proposals. |
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9 | **What r2 changes.** (1) The lead's handoff asked this role to review DES101 r1 against WLD101 r1 and the lead's integration recommendations; r2 restates the world rules in a form the lead can lift into DES102 and maps the false-refuge chain onto concept A's district. (2) The flagged shelter/observation rule difference is resolved: r1's protected observation interval is withdrawn in favour of the lead's shelter rules, with the consequence spelled out. (3) A contradiction check of A × WLD101 is recorded for the critic. (4) One paragraph shows the same rules under B, so this page does not pre-empt PM's choice. The mystery logic itself is unchanged from r1. |
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11 | ## World rules — proposal for DES102 |
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13 | Setting-neutral wording first; the mapping to A follows. |
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15 | - **W1 — Attraction.** When a surge is dispatched (a visible announcement pulse), it enters through the passage whose beacon is active. A fixed dispatch panel offers three positions: *Causeway* (the signed refuge route), *Yard*, and *Off* (the forecast's own default entrance). The panel needs no item, rack space, resource, or journal flag. This is a fictional rule; it does not explain the enemies' biology. |
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| 16 | - **W2 — Commitment.** A surge that has entered keeps its passage until it arrives. Changing the panel affects only surges not yet dispatched; it never teleports enemies or cancels a pursuit. The forecast lists each pending surge's entrance and updates the moment the panel changes; an entered surge shows a locked marker. |
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| 17 | - **W3 — Stable evidence.** Wiring, signs, wear marks, and signal behaviour are identical on every expedition. Enemy composition, loose salvage, and surge timing may vary and can change the best route, never the rule. |
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19 | **Mapping to DES101 A, The Borrowed Route** (conditional on PM recording A): |
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21 | | r1 element | In A's pumping district | Note | |
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| 22 | | --- | --- | --- | |
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| 23 | | Entry landing | Elevated dock (start and extraction) | Overlooks the causeway beacon; the *Notice* step happens on arrival | |
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| 24 | | Road signed as refuge | Raised dry causeway signed as the evacuation route | Its beacon is active by default; the direct route to the interior | |
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| 25 | | Salvage yard | Pump hall and yard beside a shallow channel | Salvage-rich; its beacon is dark | |
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| 26 | | Service passage | Drained culvert under the causeway | Dry without any pump payment, so the chain is never resource-gated; cart wear and a refuge sign turned to the wall | |
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| 27 | | Junction selector | Dispatch panel at the causeway head, in the open, a short dash from the nearest raised shelter | Switching is a live, exposed interaction | |
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| 28 | | Groups and pulses | A's three announced surges | Up to three routing decisions per expedition; the panel resets to *Causeway* at expedition start; the first dispatch follows a short scouting interval whose length the lead sets | |
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30 | Recommended default: *Causeway*. The first expedition then shows the evidence unprompted (the causeway beacon pulses, the surge turns onto it), the question "why is the refuge overrun?" arises from play, and the reset is diegetic: the panel was left that way. A's "surges enter through different passages" survives through *Off*, which restores the forecast's varying entrances. |
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32 | ## Illustrative design — DESIGNER SPOILERS: the false refuge in A's district |
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34 | Proposed play, not a playtest. |
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| 36 | | Step | Evidence, inference, consequence | |
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37 | | --- | --- | |
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38 | | Notice | From the dock, the causeway beacon pulses and the first surge visibly turns onto the causeway. Pulse and turn are visual; sound supplements. Repeats on every arrival (W3). | |
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| 39 | | Compare | The yard beacon is dark. In the culvert under the crowded causeway: cart wear leading toward the yard, and a refuge sign turned to face the wall. Each inspectable in three or four lines. | |
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| 40 | | Understand | Visible cabling runs from the dispatch panel to both beacons. The panel is labelled *Causeway / Yard / Off* and shows the forecast: next surge, its entrance, and the locked marker for surges already inside. No symbol dictionary. | |
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| 41 | | Infer | The beacon draws the surge; the refuge sign marks where the Flood is sent, not where it is safe. Someone kept the culvert in use by leaving the panel on *Causeway*. | |
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| 42 | | Experiment | Set *Yard*; retreat to the shelter or stay exposed; watch the next dispatch. *Off* instead sends it to the forecast's entrance. Available from the first expedition. | |
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| 43 | | Discover | The next surge enters through the yard. The surge already on the causeway stays there (W2): evade or clear it, or use the culvert. The yard's salvage is now behind a surge; the causeway clears as its surge arrives and disperses. | |
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| 44 | | Change later play | Before the next expedition's first dispatch, choose: keep *Causeway* and haul through the culvert to a quiet yard, or set *Yard* and walk the causeway straight to the interior at the cost of this expedition's yard salvage. Each of the three surges reopens the choice. | |
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| 46 | **Knowledge gate vs item/stat gate.** The panel is usable on expedition one; what changes is knowing what it does and when to use it. An uninformed player can still survive the causeway by skill; an informed player decides where the pressure goes. Equipment (below) changes how well a choice can be exploited, never whether it can be made. |
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| 48 | **Fair recovery.** Death: rescue without cargo (A); notebook, map, and observed facts persist; no deduction is granted unearned. Missed clue: the causeway pulse repeats every expedition, and the culvert is visible from the yard side too; optional hints escalate from "the two beacons differ" to "set Yard, then watch the next dispatch". Late switch: the locked marker on the forecast explains why nothing changed. Withdrawal never requires solving this. |
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| 50 | ## Shelter and observation rules — resolving the lead's flagged difference (proposal) |
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| 52 | DES101 A: raised shelters stop attacks, the notebook pauses the whole world, and the surge schedule runs outside pause. WLD101 r1: a landing that blocks spawning but admits pursuers, and an observation view that pauses danger and the clock once the landing is clear. The lead recommended keeping full notebook pause, requiring shelters to be clear before repacking or observing, and putting evidence and experiments in live play. |
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| 54 | Accepted, as this rule set for DES102: |
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| 56 | - **S1 Notebook** — full pause. Shows only what has already been observed; grants no new evidence; experiments do not advance. |
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| 57 | - **S2 Raised shelter (dock included)** — enemies cannot enter or spawn there; the surge clock keeps running; repacking is allowed; the district stays visible, so watching the next dispatch from a shelter is the observation position and costs surge time. |
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| 58 | - **S3 Live evidence** — new clues, panel switches, and their verification happen in the running world. |
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| 60 | Withdrawn from r1: the observation view that froze danger and the clock. It contradicted A's running surge schedule and would have removed the pressure/curiosity tradeoff at exactly the moment the design wants it. Kept from r1: pressure-free reading of recorded facts, which is S1. Consequence for the lead: with shelters fully safe, retreating to think costs surge time and position, not health. That is the intended tradeoff, and whether it feels right is empirical. |
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| 62 | ## Contradiction check — DES101 A × WLD101, for lead and critic |
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| 64 | 1. **Two evidence vocabularies.** A's channel lamps and cables mean *power*; this chain's beacons and cables mean *dispatch*. Proposed single convention: steady light = powered, pulsing light = dispatching; every cable visibly reaches its device. A presentation detail for the lead; no asset claim. |
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| 65 | 2. **Two infrastructure mechanisms.** A's valve/coil current and this chain's dispatch panel share one theme: the district's own systems can be turned on the Flood. Agree with the lead that the false refuge is the minimum, because it needs no equipment, and the coil is an optional extension. |
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| 66 | 3. **Pump payment vs culvert.** A lets a salvage bundle drain a channel. The culvert must be dry without payment (table above), or the mystery becomes a resource gate. A paid drain can open a *second* dry route later, as an extension. |
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| 67 | 4. **Diversion can cut off extraction.** Sending a surge onto the causeway may block the return to the dock. That is a real consequence, not a flaw, but the forecast preview must show the entrance and the affected route before the switch is confirmed. Readability requirement, unvalidated. |
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| 68 | 5. **Persistence.** A resets modules, cargo, enemies, pumps, and surge state; add "panel resets to *Causeway*; wear and signs never change" (W3). No conflict found. |
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| 69 | 6. **Premise alignment.** A's "why were certain rooms deliberately isolated" and this page's "why is the marked refuge overrun while the passage beneath looks used" have the same answer at different scales: someone steered the Flood with the district's own dispatch system. Proposed campaign spine: each later mystery is another repurposed system, and the open question of whether they were steering it away from themselves or toward something stays unanswered in the minimum scope. No lore catalogue is proposed. |
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71 | **Under B, The Listening Below.** B's Flood follows sustained repeating signals, so W1–W3 hold with beacon = signal source and surge = the swarm released at a marked threshold; the chain's evidence becomes pulse counts rather than a beacon turn. PM's choice is not constrained by this page. |
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73 | ## Expression, resources, colony — A terms, proposal |
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75 | - **Three situational strategies from one rule.** *Hauler* (cutter, rack mostly cargo): keeps *Causeway*, slips past the causeway pack into the culvert, gathers in the quiet yard, banks the most salvage. *Explorer* (cutter, light): sets *Yard*, walks the causeway to the interior, forfeits this expedition's yard salvage. *Controller* (coil and battery, four squares): sets *Yard* and still gathers there, because the coil holds the yard's wet channel, at the cost of cargo space. None is dominant; the surge already committed and the salvage behind it decide which fits this expedition. |
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| 76 | - **Resources.** The panel decides which salvage area is hot this expedition; three surges give three decisions. |
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| 77 | - **Colony.** A's dock repair adds an extraction point. If the second dock is on the yard side, diverting to *Causeway* no longer threatens extraction, so a colony choice changes the value of a known rule instead of adding a new one. Optional, scope permitting: a relay repair that lets the player pre-set the first surge's entrance before departure. Colony remains the lead's system; nothing here requires it. |
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79 | **Replay after the answer.** The question closes; the decision does not. The same three surges, the same panel, and a different rack, cargo target, and colony state make the routing choice fresh each expedition. Diverting never creates extra enemies or rewards. |
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81 | ## Content and asset burden |
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83 | One district reused before and after discovery: dock, causeway, culvert, yard, one dispatch panel, two beacons, a forecast display, and a handful of inspectable wear and sign props. Evidence types are cheap and reusable: a light state, a visible cable path, wear marks, a turned sign, a three-label panel. No compatible free asset set or terms are verified; if a prop cannot be sourced, plain-text inspection is the fallback. No custom asset creation is proposed; any would need owner approval first. |
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85 | ## PM report |
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87 | Task WLD101; artifact World and Mystery r2 (supersedes r1 01378d). No canonical decisions changed. Changed proposal: r1's observation pause withdrawn; S1–S3 adopted per the lead's handoff. Evidence: written analysis of Design 4343a2 and Brief a449b2; no player data. Risks, all unvalidated: diversion becoming an automatic choice (mitigated by W2, salvage behind the surge, and extraction blocking); readability of a surge's destination on a crowded survivorlike screen; whether three surges leave time to observe. Next handoff: critic reviews r2 with DES101 r1; after PM records the direction, the lead integrates W1–W3 and S1–S3 into DES102 and this role checks the integrated draft for contradictions. **PM request:** record the working direction (A, B, or a premise change) and whether W1–W3 and S1–S3 are carried into DES102 as candidate rules. No acceptance or development authorization is assumed. |
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